extern LPDIRECT3DDEVICE9 vid_d3d9dev;
#endif
+#ifdef WIN32
+// Enable NVIDIA High Performance Graphics while using Integrated Graphics.
+#ifdef __cplusplus
+extern "C" {
+#endif
+__declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
+#ifdef __cplusplus
+}
+#endif
+#endif
+
mempool_t *r_main_mempool;
rtexturepool_t *r_main_texturepool;
cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
+cvar_t r_water_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"};
{"#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!
SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler
SHADERSTATICPARM_CELSHADING = 11, ///< celshading (alternative diffuse and specular math)
SHADERSTATICPARM_CELOUTLINES = 12, ///< celoutline (depth buffer analysis to produce outlines)
+ SHADERSTATICPARM_FXAA = 13 ///< fast approximate anti aliasing
};
-#define SHADERSTATICPARMS_COUNT 13
+#define SHADERSTATICPARMS_COUNT 14
static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT];
static int shaderstaticparms_count = 0;
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));
if (r_glsl_postprocess_uservec4_enable.integer)
R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_POSTPROCESS_USERVEC4);
}
+ if (r_fxaa.integer)
+ R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_FXAA);
if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0)
R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD);
R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER");
R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELSHADING, "USECELSHADING");
R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_CELOUTLINES, "USECELOUTLINES");
+ R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_FXAA, "USEFXAA");
}
/// information about each possible shader permutation
// look up all the uniform variable names we care about, so we don't
// have to look them up every time we set them
+#if 0
+ // debugging aid
+ {
+ GLint activeuniformindex = 0;
+ GLint numactiveuniforms = 0;
+ char uniformname[128];
+ GLsizei uniformnamelength = 0;
+ GLint uniformsize = 0;
+ GLenum uniformtype = 0;
+ memset(uniformname, 0, sizeof(uniformname));
+ qglGetProgramiv(p->program, GL_ACTIVE_UNIFORMS, &numactiveuniforms);
+ Con_Printf("Shader has %i uniforms\n", numactiveuniforms);
+ for (activeuniformindex = 0;activeuniformindex < numactiveuniforms;activeuniformindex++)
+ {
+ qglGetActiveUniform(p->program, activeuniformindex, sizeof(uniformname) - 1, &uniformnamelength, &uniformsize, &uniformtype, uniformname);
+ Con_Printf("Uniform %i name \"%s\" size %i type %i\n", (int)activeuniformindex, uniformname, (int)uniformsize, (int)uniformtype);
+ }
+ }
+#endif
+
p->loc_Texture_First = qglGetUniformLocation(p->program, "Texture_First");
p->loc_Texture_Second = qglGetUniformLocation(p->program, "Texture_Second");
p->loc_Texture_GammaRamps = qglGetUniformLocation(p->program, "Texture_GammaRamps");
if (p->loc_Texture_ReflectCube >= 0) {p->tex_Texture_ReflectCube = sampler;qglUniform1i(p->loc_Texture_ReflectCube , sampler);sampler++;}
if (p->loc_Texture_BounceGrid >= 0) {p->tex_Texture_BounceGrid = sampler;qglUniform1i(p->loc_Texture_BounceGrid , sampler);sampler++;}
// get the uniform block indices so we can bind them
+#ifndef USE_GLES2 /* FIXME: GLES3 only */
if (vid.support.arb_uniform_buffer_object)
p->ubiloc_Skeletal_Transform12_UniformBlock = qglGetUniformBlockIndex(p->program, "Skeletal_Transform12_UniformBlock");
else
+#endif
p->ubiloc_Skeletal_Transform12_UniformBlock = -1;
// clear the uniform block bindings
p->ubibind_Skeletal_Transform12_UniformBlock = -1;
// bind the uniform blocks in use
ubibind = 0;
+#ifndef USE_GLES2 /* FIXME: GLES3 only */
if (p->ubiloc_Skeletal_Transform12_UniformBlock >= 0) {p->ubibind_Skeletal_Transform12_UniformBlock = ubibind;qglUniformBlockBinding(p->program, p->ubiloc_Skeletal_Transform12_UniformBlock, ubibind);ubibind++;}
+#endif
// we're done compiling and setting up the shader, at least until it is used
CHECKGLERROR
Con_DPrintf("^5GLSL shader %s compiled (%i textures).\n", permutationname, sampler);
if (!r_glsl_permutation->program)
{
if (!r_glsl_permutation->compiled)
+ {
+ Con_DPrintf("Compiling shader mode %u permutation %u\n", mode, permutation);
R_GLSL_CompilePermutation(perm, mode, permutation);
+ }
if (!r_glsl_permutation->program)
{
// remove features until we find a valid permutation
if (r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f);
if (r_glsl_permutation->loc_ModelViewMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewMatrix, 1, false, gl_modelview16f);
if (r_glsl_permutation->loc_ClientTime >= 0) qglUniform1f(r_glsl_permutation->loc_ClientTime, cl.time);
+ CHECKGLERROR
}
#ifdef SUPPORTD3D
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);
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);
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
{
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)))
{
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)))
case RENDERPATH_GL20:
case RENDERPATH_GLES2:
R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation);
+#ifndef USE_GLES2 /* FIXME: GLES3 only */
if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
+#endif
break;
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
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_prepassgeometrydepthbuffer;
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)
permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
if (rsurface.texture->reflectmasktexture)
permutation |= SHADERPERMUTATION_REFLECTCUBE;
- if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
+ if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
{
permutation |= SHADERPERMUTATION_BOUNCEGRID;
- if (r_shadow_bouncegriddirectional)
+ if (r_shadow_bouncegrid_state.directional)
permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
}
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
if (rsurface.texture->reflectmasktexture)
permutation |= SHADERPERMUTATION_REFLECTCUBE;
- if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
+ if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
{
permutation |= SHADERPERMUTATION_BOUNCEGRID;
- if (r_shadow_bouncegriddirectional)
+ if (r_shadow_bouncegrid_state.directional)
permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
}
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
// ordinary vertex coloring (q3bsp)
mode = SHADERMODE_VERTEXCOLOR;
}
- if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
+ if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld)
{
permutation |= SHADERPERMUTATION_BOUNCEGRID;
- if (r_shadow_bouncegriddirectional)
+ if (r_shadow_bouncegrid_state.directional)
permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
}
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
if (rsurface.batchskeletaltransform3x4buffer)
permutation |= SHADERPERMUTATION_SKELETAL;
R_SetupShader_SetPermutationGLSL(mode, permutation);
+#ifndef USE_GLES2 /* FIXME: GLES3 only */
if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size);
+#endif
if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);}
if (mode == SHADERMODE_LIGHTSOURCE)
{
if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, rsurface.texture->offsetbias);
if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
- if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegridmatrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
- if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegridintensity*r_refdef.view.colorscale);
+ if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
+ if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture );
}
}
- if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegridtexture);
+ if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
CHECKGLERROR
break;
case RENDERPATH_GL11:
GL_AlphaToCoverage(false);
Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
- Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
+ Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
switch(vid.renderpath)
{
typedef struct
{
- int loadsequence; // incremented each level change
+ unsigned int loadsequence; // incremented each level change
memexpandablearray_t array;
skinframe_t *hash[SKINFRAME_HASH];
}
skinframe->fog = NULL;
skinframe->reflect = NULL;
skinframe->hasalpha = false;
+ // we could store the q2animname here too
if (ddsbase)
{
skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, const unsigned char *skindata, int width, int height, qboolean sRGB)
{
int i;
- unsigned char *temp1, *temp2;
skinframe_t *skinframe;
char vabuf[1024];
if (r_loadnormalmap && r_shadow_bumpscale_basetexture.value > 0)
{
- 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(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);
+ unsigned char *a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+ unsigned char *b = a + width * height * 4;
+ Image_HeightmapToNormalmap_BGRA(skindata, b, width, height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
+ Mem_Free(a);
}
skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL);
if (textureflags & TEXF_ALPHA)
featuresmask |= palette_featureflags[skindata[i]];
skinframe->hasalpha = false;
+ // fence textures
+ if (name[0] == '{')
+ skinframe->hasalpha = true;
skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
skinframe->qgeneratemerged = true;
if (skinframe->qgeneratenmap)
{
- unsigned char *temp1, *temp2;
+ unsigned char *a, *b;
skinframe->qgeneratenmap = false;
- temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
- temp2 = temp1 + width * height * 4;
+ a = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8);
+ b = a + width * height * 4;
// 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(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);
+ Image_Copy8bitBGRA(skindata, a, width * height, palette_bgra_complete);
+ Image_HeightmapToNormalmap_BGRA(a, b, width, height, false, r_shadow_bumpscale_basetexture.value);
+ skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, b, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL);
+ Mem_Free(a);
}
if (skinframe->qgenerateglow)
{
skinframe->qgenerateglow = false;
- 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 (skinframe->hasalpha) // fence textures
+ 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 | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
+ else
+ 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)
else
{
skinframe->qgeneratemerged = false;
- skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
+ if (skinframe->hasalpha) // fence textures
+ skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
+ else
+ skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
}
if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
r_loadnormalmap = true;
r_loadgloss = true;
r_loadfog = false;
+#ifdef GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT
if (vid.support.arb_uniform_buffer_object)
qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment);
- break;
+#endif
+ break;
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
Cvar_SetValueQuick(&r_textureunits, vid.texunits);
r_texture_numcubemaps = 0;
r_refdef.fogmasktable_density = 0;
+
+#ifdef __ANDROID__
+ // For Steelstorm Android
+ // FIXME CACHE the program and reload
+ // FIXME see possible combinations for SS:BR android
+ Con_DPrintf("Compiling most used shaders for SS:BR android... START\n");
+ R_SetupShader_SetPermutationGLSL(0, 12);
+ R_SetupShader_SetPermutationGLSL(0, 13);
+ R_SetupShader_SetPermutationGLSL(0, 8388621);
+ R_SetupShader_SetPermutationGLSL(3, 0);
+ R_SetupShader_SetPermutationGLSL(3, 2048);
+ R_SetupShader_SetPermutationGLSL(5, 0);
+ R_SetupShader_SetPermutationGLSL(5, 2);
+ R_SetupShader_SetPermutationGLSL(5, 2048);
+ R_SetupShader_SetPermutationGLSL(5, 8388608);
+ R_SetupShader_SetPermutationGLSL(11, 1);
+ R_SetupShader_SetPermutationGLSL(11, 2049);
+ R_SetupShader_SetPermutationGLSL(11, 8193);
+ R_SetupShader_SetPermutationGLSL(11, 10241);
+ Con_DPrintf("Compiling most used shaders for SS:BR android... END\n");
+#endif
}
static void gl_main_shutdown(void)
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
-#ifdef GL_SAMPLES_PASSED_ARB
+#if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2)
if (r_maxqueries)
qglDeleteQueriesARB(r_maxqueries, r_queries);
#endif
Cvar_RegisterVariable(&r_celoutlines);
Cvar_RegisterVariable(&r_water);
+ Cvar_RegisterVariable(&r_water_cameraentitiesonly);
Cvar_RegisterVariable(&r_water_resolutionmultiplier);
Cvar_RegisterVariable(&r_water_clippingplanebias);
Cvar_RegisterVariable(&r_water_refractdistort);
Cvar_RegisterVariable(&r_batch_dynamicbuffer);
if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
+#ifdef DP_MOBILETOUCH
+ // GLES devices have terrible depth precision in general, so...
+ Cvar_SetValueQuick(&r_nearclip, 4);
+ Cvar_SetValueQuick(&r_farclip_base, 4096);
+ Cvar_SetValueQuick(&r_farclip_world, 0);
+ Cvar_SetValueQuick(&r_useinfinitefarclip, 0);
+#endif
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL);
}
VID_CheckExtensions();
// LordHavoc: report supported extensions
+#ifdef CONFIG_MENU
Con_DPrintf("\nQuakeC extensions for server and client: %s\nQuakeC extensions for menu: %s\n", vm_sv_extensions, vm_m_extensions );
+#else
+ Con_DPrintf("\nQuakeC extensions for server and client: %s\n", vm_sv_extensions );
+#endif
// clear to black (loading plaque will be seen over this)
GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
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)
{
while (!r_framedata_mem || r_framedata_mem->current + size > r_framedata_mem->size)
{
// emergency - we ran out of space, allocate more memory
- newvalue = bound(0.25f, r_framedatasize.value * 2.0f, 256.0f);
+ // note: this has no upper-bound, we'll fail to allocate memory eventually and just die
+ newvalue = r_framedatasize.value * 2.0f;
+ // upper bound based on architecture - if we try to allocate more than this we could overflow, better to loop until we error out on allocation failure
+ if (sizeof(size_t) >= 8)
+ newvalue = bound(0.25f, newvalue, (float)(1ll << 42));
+ else
+ newvalue = bound(0.25f, newvalue, (float)(1 << 10));
// this might not be a growing it, but we'll allocate another buffer every time
Cvar_SetValueQuick(&r_framedatasize, newvalue);
R_FrameData_Resize(true);
}
}
-r_meshbuffer_t *R_BufferData_Store(size_t datasize, void *data, r_bufferdata_type_t type, int *returnbufferoffset)
+r_meshbuffer_t *R_BufferData_Store(size_t datasize, const void *data, r_bufferdata_type_t type, int *returnbufferoffset)
{
r_bufferdata_buffer_t *mem;
int offset = 0;
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
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];
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)
+ if(r_cullentities_trace.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.TraceLineOfSight && !r_refdef.view.useclipplane && !r_trippy.integer)
// sorry, this check doesn't work for portal/reflection/refraction renders as the view origin is not useful for culling
{
for (i = 0;i < r_refdef.scene.numentities;i++)
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
+#ifndef USE_GLES2
qglLoadMatrixf(gl_modelview16f);CHECKGLERROR
+#endif
break;
case RENDERPATH_SOFT:
DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
VectorNegate(r_refdef.view.left, r_refdef.view.right);
// make an inverted copy of the view matrix for tracking sprites
- Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
+ Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
}
void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
}
}
planeindex = bestplaneindex;
- p = r_fb.water.waterplanes + planeindex;
// 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)
+ if (planeindex < 0 || bestplanescore > 0.001f)
{
- // store the new plane
- 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(mins, p->mins);
- VectorCopy(maxs, p->maxs);
+ if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
+ {
+ // store the new plane
+ 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(mins, p->mins);
+ VectorCopy(maxs, p->maxs);
+ }
+ else
+ {
+ // We're totally screwed.
+ return;
+ }
}
else
{
// merge mins/maxs when we're adding this surface to the plane
+ p = r_fb.water.waterplanes + planeindex;
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]);
if(!(p->materialflags & MATERIALFLAG_CAMERA))
{
// merge this surface's PVS into the waterplane
- if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
+ if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && 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)
{
r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
// make sure enough textures are allocated
for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
{
+ if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
+ continue;
if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
{
if (!p->texture_refraction)
r_fb.water.renderingscene = true;
for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
{
+ if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
+ continue;
if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
{
r_refdef.view = myview;
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)
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);
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
R_SortEntities();
R_AnimCache_ClearCache();
- R_FrameData_NewFrame();
- R_BufferData_NewFrame();
/* adjust for stereo display */
if(R_Stereo_Active())
static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags)
{
int w, h, idx;
- double f;
- double offsetd[2];
+ float shadertime;
+ float f;
+ float offsetd[2];
float tcmat[12];
matrix4x4_t matrix, temp;
+ // if shadertime exceeds about 9 hours (32768 seconds), just wrap it,
+ // it's better to have one huge fixup every 9 hours than gradual
+ // degradation over time which looks consistently bad after many hours.
+ //
+ // tcmod scroll in particular suffers from this degradation which can't be
+ // effectively worked around even with floor() tricks because we don't
+ // know if tcmod scroll is the last tcmod being applied, and for clampmap
+ // a workaround involving floor() would be incorrect anyway...
+ shadertime = rsurface.shadertime;
+ if (shadertime >= 32768.0f)
+ shadertime -= floor(rsurface.shadertime * (1.0f / 32768.0f)) * 32768.0f;
switch(tcmod->tcmod)
{
case Q3TCMOD_COUNT:
Matrix4x4_CreateTranslate(&matrix, 0, 0, 0);
break;
case Q3TCMOD_ROTATE:
- f = tcmod->parms[0] * rsurface.shadertime;
Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0);
- Matrix4x4_ConcatRotate(&matrix, (f / 360 - floor(f / 360)) * 360, 0, 0, 1);
+ Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1);
Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0);
break;
case Q3TCMOD_SCALE:
Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1);
break;
case Q3TCMOD_SCROLL:
- // extra care is needed because of precision breakdown with large values of time
+ // this particular tcmod is a "bug for bug" compatible one with regards to
+ // Quake3, the wrapping is unnecessary with our shadetime fix but quake3
+ // specifically did the wrapping and so we must mimic that...
offsetd[0] = tcmod->parms[0] * rsurface.shadertime;
offsetd[1] = tcmod->parms[1] * rsurface.shadertime;
Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0);
{
// 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];
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)
}
}
- return t->currentframe;
+ return t;
}
rsurfacestate_t rsurface;
qboolean dynamicvertex;
float amplitude;
float animpos;
- float scale;
float center[3], forward[3], right[3], up[3], v[3], newforward[3], newright[3], newup[3];
float waveparms[4];
unsigned char *ub;
rsurface.batchelement3s[i] = rsurface.batchelement3i[i];
}
// upload buffer data for the copytriangles batch
- if (vid.forcevbo || (r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object))
+ if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
{
if (rsurface.batchelement3s)
rsurface.batchelement3s_indexbuffer = R_BufferData_Store(rsurface.batchnumtriangles * sizeof(short[3]), rsurface.batchelement3s, R_BUFFERDATA_INDEX16, &rsurface.batchelement3s_bufferoffset);
// in place
for (deformindex = 0, deform = rsurface.texture->deforms;deformindex < Q3MAXDEFORMS && deform->deform && r_deformvertexes.integer;deformindex++, deform++)
{
+ float scale;
switch (deform->deform)
{
default:
}
}
- // generate texcoords based on the chosen texcoord source
- switch(rsurface.texture->tcgen.tcgen)
+ if (rsurface.batchtexcoordtexture2f)
{
- default:
- case Q3TCGEN_TEXTURE:
- break;
- case Q3TCGEN_LIGHTMAP:
-// rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
-// rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-// rsurface.batchtexcoordtexture2f_bufferoffset = 0;
- if (rsurface.batchtexcoordlightmap2f)
- memcpy(rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordtexture2f, batchnumvertices * sizeof(float[2]));
- break;
- case Q3TCGEN_VECTOR:
-// rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
-// rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-// rsurface.batchtexcoordtexture2f_bufferoffset = 0;
- for (j = 0;j < batchnumvertices;j++)
- {
- rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
- rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
- }
- break;
- case Q3TCGEN_ENVIRONMENT:
- // make environment reflections using a spheremap
- rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
- rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
- rsurface.batchtexcoordtexture2f_bufferoffset = 0;
- for (j = 0;j < batchnumvertices;j++)
+ // generate texcoords based on the chosen texcoord source
+ switch(rsurface.texture->tcgen.tcgen)
{
- // identical to Q3A's method, but executed in worldspace so
- // carried models can be shiny too
+ default:
+ case Q3TCGEN_TEXTURE:
+ break;
+ case Q3TCGEN_LIGHTMAP:
+ // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+ // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+ // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+ if (rsurface.batchtexcoordlightmap2f)
+ memcpy(rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f, batchnumvertices * sizeof(float[2]));
+ break;
+ case Q3TCGEN_VECTOR:
+ // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+ // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+ // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+ for (j = 0;j < batchnumvertices;j++)
+ {
+ rsurface.batchtexcoordtexture2f[j*2+0] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms);
+ rsurface.batchtexcoordtexture2f[j*2+1] = DotProduct(rsurface.batchvertex3f + 3*j, rsurface.texture->tcgen.parms + 3);
+ }
+ break;
+ case Q3TCGEN_ENVIRONMENT:
+ // make environment reflections using a spheremap
+ rsurface.batchtexcoordtexture2f = (float *)R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+ rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+ rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+ for (j = 0;j < batchnumvertices;j++)
+ {
+ // identical to Q3A's method, but executed in worldspace so
+ // carried models can be shiny too
- float viewer[3], d, reflected[3], worldreflected[3];
+ float viewer[3], d, reflected[3], worldreflected[3];
- VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
- // VectorNormalize(viewer);
+ VectorSubtract(rsurface.localvieworigin, rsurface.batchvertex3f + 3*j, viewer);
+ // VectorNormalize(viewer);
- d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
+ d = DotProduct(rsurface.batchnormal3f + 3*j, viewer);
- reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
- reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
- reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
- // note: this is proportinal to viewer, so we can normalize later
+ reflected[0] = rsurface.batchnormal3f[j*3+0]*2*d - viewer[0];
+ reflected[1] = rsurface.batchnormal3f[j*3+1]*2*d - viewer[1];
+ reflected[2] = rsurface.batchnormal3f[j*3+2]*2*d - viewer[2];
+ // note: this is proportinal to viewer, so we can normalize later
- Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
- VectorNormalize(worldreflected);
+ Matrix4x4_Transform3x3(&rsurface.matrix, reflected, worldreflected);
+ VectorNormalize(worldreflected);
- // note: this sphere map only uses world x and z!
- // so positive and negative y will LOOK THE SAME.
- rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
- rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
+ // note: this sphere map only uses world x and z!
+ // so positive and negative y will LOOK THE SAME.
+ rsurface.batchtexcoordtexture2f[j*2+0] = 0.5 + 0.5 * worldreflected[1];
+ rsurface.batchtexcoordtexture2f[j*2+1] = 0.5 - 0.5 * worldreflected[2];
+ }
+ break;
}
- break;
- }
- // the only tcmod that needs software vertex processing is turbulent, so
- // check for it here and apply the changes if needed
- // and we only support that as the first one
- // (handling a mixture of turbulent and other tcmods would be problematic
- // without punting it entirely to a software path)
- if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
- {
- amplitude = rsurface.texture->tcmods[0].parms[1];
- animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
-// rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
-// rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
-// rsurface.batchtexcoordtexture2f_bufferoffset = 0;
- for (j = 0;j < batchnumvertices;j++)
- {
- rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
- rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+ // the only tcmod that needs software vertex processing is turbulent, so
+ // check for it here and apply the changes if needed
+ // and we only support that as the first one
+ // (handling a mixture of turbulent and other tcmods would be problematic
+ // without punting it entirely to a software path)
+ if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT)
+ {
+ amplitude = rsurface.texture->tcmods[0].parms[1];
+ animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3];
+ // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2]));
+ // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL;
+ // rsurface.batchtexcoordtexture2f_bufferoffset = 0;
+ for (j = 0;j < batchnumvertices;j++)
+ {
+ rsurface.batchtexcoordtexture2f[j*2+0] += amplitude * sin(((rsurface.batchvertex3f[j*3+0] + rsurface.batchvertex3f[j*3+2]) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+ rsurface.batchtexcoordtexture2f[j*2+1] += amplitude * sin(((rsurface.batchvertex3f[j*3+1] ) * 1.0 / 1024.0f + animpos) * M_PI * 2);
+ }
}
}
}
// upload buffer data for the dynamic batch
- if (vid.forcevbo || (r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object))
+ if (((r_batch_dynamicbuffer.integer || gl_vbo_dynamicvertex.integer || gl_vbo_dynamicindex.integer) && vid.support.arb_vertex_buffer_object && gl_vbo.integer) || vid.forcevbo)
{
if (rsurface.batchvertexmesh)
rsurface.batchvertexmesh_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(r_vertexmesh_t), rsurface.batchvertexmesh, R_BUFFERDATA_VERTEX, &rsurface.batchvertexmesh_bufferoffset);
rsurface.batchtvector3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchtvector3f, R_BUFFERDATA_VERTEX, &rsurface.batchtvector3f_bufferoffset);
if (rsurface.batchnormal3f)
rsurface.batchnormal3f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[3]), rsurface.batchnormal3f, R_BUFFERDATA_VERTEX, &rsurface.batchnormal3f_bufferoffset);
- if (rsurface.batchlightmapcolor4f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
+ if (rsurface.batchlightmapcolor4f)
rsurface.batchlightmapcolor4f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[4]), rsurface.batchlightmapcolor4f, R_BUFFERDATA_VERTEX, &rsurface.batchlightmapcolor4f_bufferoffset);
- if (rsurface.batchtexcoordtexture2f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
+ if (rsurface.batchtexcoordtexture2f)
rsurface.batchtexcoordtexture2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordtexture2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordtexture2f_bufferoffset);
- if (rsurface.batchtexcoordlightmap2f && r_batch_dynamicbuffer.integer && vid.support.arb_vertex_buffer_object)
+ if (rsurface.batchtexcoordlightmap2f)
rsurface.batchtexcoordlightmap2f_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(float[2]), rsurface.batchtexcoordlightmap2f, R_BUFFERDATA_VERTEX, &rsurface.batchtexcoordlightmap2f_bufferoffset);
if (rsurface.batchskeletalindex4ub)
rsurface.batchskeletalindex4ub_vertexbuffer = R_BufferData_Store(rsurface.batchnumvertices * sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, R_BUFFERDATA_VERTEX, &rsurface.batchskeletalindex4ub_bufferoffset);
// 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)
batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices);
for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++)
{
- unsigned char c = (vi << 3) * (1.0f / 256.0f);
+ unsigned char d = (vi << 3) * (1.0f / 256.0f);
VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f);
- Vector4Set(batchvertex[vi].color4f, c, c, c, 1);
+ Vector4Set(batchvertex[vi].color4f, d, d, d, 1);
}
R_Mesh_PrepareVertices_Generic_Unlock();
RSurf_DrawBatch();
batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles);
for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3)
{
- unsigned char c = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
+ unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f);
VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f);
VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f);
VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f);
- Vector4Set(batchvertex[j*3+0].color4f, c, c, c, 1);
- Vector4Set(batchvertex[j*3+1].color4f, c, c, c, 1);
- Vector4Set(batchvertex[j*3+2].color4f, c, c, c, 1);
+ Vector4Set(batchvertex[j*3+0].color4f, d, d, d, 1);
+ Vector4Set(batchvertex[j*3+1].color4f, d, d, d, 1);
+ Vector4Set(batchvertex[j*3+2].color4f, d, d, d, 1);
}
R_Mesh_PrepareVertices_Generic_Unlock();
R_Mesh_Draw(0, rsurface.batchnumtriangles*3, 0, rsurface.batchnumtriangles, NULL, NULL, 0, NULL, NULL, 0);
memset(decalsystem, 0, sizeof(*decalsystem));
}
-static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, int decalsequence)
+static void R_DecalSystem_SpawnTriangle(decalsystem_t *decalsystem, const float *v0, const float *v1, const float *v2, const float *t0, const float *t1, const float *t2, const float *c0, const float *c1, const float *c2, int triangleindex, int surfaceindex, unsigned int decalsequence)
{
tridecal_t *decal;
tridecal_t *decals;
extern cvar_t cl_decals_models;
extern cvar_t cl_decals_newsystem_intensitymultiplier;
// baseparms, parms, temps
-static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
+static void R_DecalSystem_SplatTriangle(decalsystem_t *decalsystem, float r, float g, float b, float a, float s1, float t1, float s2, float t2, unsigned int decalsequence, qboolean dynamic, float (*planes)[4], matrix4x4_t *projection, int triangleindex, int surfaceindex)
{
int cornerindex;
int index;
for (cornerindex = 0;cornerindex < numpoints-2;cornerindex++)
R_DecalSystem_SpawnTriangle(decalsystem, v[0], v[cornerindex+1], v[cornerindex+2], tc[0], tc[cornerindex+1], tc[cornerindex+2], c[0], c[cornerindex+1], c[cornerindex+2], -1, surfaceindex, decalsequence);
}
-static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
+static void R_DecalSystem_SplatEntity(entity_render_t *ent, const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
{
matrix4x4_t projection;
decalsystem_t *decalsystem;
}
// do not call this outside of rendering code - use R_DecalSystem_SplatEntities instead
-static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, int decalsequence)
+static void R_DecalSystem_ApplySplatEntities(const vec3_t worldorigin, const vec3_t worldnormal, float r, float g, float b, float a, float s1, float t1, float s2, float t2, float worldsize, unsigned int decalsequence)
{
int renderentityindex;
float worldmins[3];
float color[4];
float tcrange[4];
float worldsize;
- int decalsequence;
+ unsigned int decalsequence;
}
r_decalsystem_splatqueue_t;
int i;
decalsystem_t *decalsystem = &ent->decalsystem;
int numdecals;
- int killsequence;
+ unsigned int killsequence;
tridecal_t *decal;
float frametime;
float lifetime;
return;
}
- killsequence = cl.decalsequence - max(1, cl_decals_max.integer);
+ killsequence = cl.decalsequence - bound(1, (unsigned int) cl_decals_max.integer, cl.decalsequence);
lifetime = cl_decals_time.value + cl_decals_fadetime.value;
if (decalsystem->lastupdatetime)
if (decal->color4f[0][3])
{
decal->lived += frametime;
- if (killsequence - decal->decalsequence > 0 || decal->lived >= lifetime)
+ if (killsequence > decal->decalsequence || decal->lived >= lifetime)
{
memset(decal, 0, sizeof(*decal));
if (decalsystem->freedecal > i)
static void R_DrawDebugModel(void)
{
entity_render_t *ent = rsurface.entity;
- int i, j, k, l, flagsmask;
+ int i, j, flagsmask;
const msurface_t *surface;
dp_model_t *model = ent->model;
- vec3_t v;
if (!sv.active && !cls.demoplayback && ent != r_refdef.scene.worldentity)
return;
if (r_shownormals.value != 0 && qglBegin)
{
+ int l, k;
+ vec3_t v;
if (r_showdisabledepthtest.integer)
{
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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;