cvar_t r_glsl_water = {CVAR_SAVE, "r_glsl_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
cvar_t r_glsl_water_clippingplanebias = {CVAR_SAVE, "r_glsl_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
cvar_t r_glsl_water_resolutionmultiplier = {CVAR_SAVE, "r_glsl_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
-cvar_t r_glsl_water_refractcolor_r = {CVAR_SAVE, "r_glsl_water_refractcolor_r", "1", "water color tint for refraction"};
-cvar_t r_glsl_water_refractcolor_g = {CVAR_SAVE, "r_glsl_water_refractcolor_g", "1", "water color tint for refraction"};
-cvar_t r_glsl_water_refractcolor_b = {CVAR_SAVE, "r_glsl_water_refractcolor_b", "1", "water color tint for refraction"};
-cvar_t r_glsl_water_reflectcolor_r = {CVAR_SAVE, "r_glsl_water_reflectcolor_r", "1", "water color tint for reflection"};
-cvar_t r_glsl_water_reflectcolor_g = {CVAR_SAVE, "r_glsl_water_reflectcolor_g", "1", "water color tint for reflection"};
-cvar_t r_glsl_water_reflectcolor_b = {CVAR_SAVE, "r_glsl_water_reflectcolor_b", "1", "water color tint for reflection"};
cvar_t r_glsl_water_refractdistort = {CVAR_SAVE, "r_glsl_water_refractdistort", "0.01", "how much water refractions shimmer"};
cvar_t r_glsl_water_reflectdistort = {CVAR_SAVE, "r_glsl_water_reflectdistort", "0.01", "how much water reflections shimmer"};
cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
rtexture_t *texture_refraction;
rtexture_t *texture_reflection;
mplane_t plane;
+ int materialflags; // combined flags of all water surfaces on this plane
+ unsigned char pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps
+ qboolean pvsvalid;
}
r_waterstate_waterplane_t;
"// common definitions between vertex shader and fragment shader:\n"
"\n"
"#ifdef __GLSL_CG_DATA_TYPES\n"
-"#define myhalf half\n"
-"#define myhvec2 hvec2\n"
-"#define myhvec3 hvec3\n"
-"#define myhvec4 hvec4\n"
+"# define myhalf half\n"
+"# define myhvec2 hvec2\n"
+"# define myhvec3 hvec3\n"
+"# define myhvec4 hvec4\n"
"#else\n"
-"#define myhalf float\n"
-"#define myhvec2 vec2\n"
-"#define myhvec3 vec3\n"
-"#define myhvec4 vec4\n"
+"# define myhalf float\n"
+"# define myhvec2 vec2\n"
+"# define myhvec3 vec3\n"
+"# define myhvec4 vec4\n"
"#endif\n"
"\n"
"varying vec2 TexCoord;\n"
"varying vec2 TexCoordLightmap;\n"
"\n"
+"//#ifdef MODE_LIGHTSOURCE\n"
"varying vec3 CubeVector;\n"
+"//#endif\n"
+"\n"
+"//#ifdef MODE_LIGHTSOURCE\n"
"varying vec3 LightVector;\n"
+"//#else\n"
+"//# ifdef MODE_LIGHTDIRECTION\n"
+"//varying vec3 LightVector;\n"
+"//# endif\n"
+"//#endif\n"
+"\n"
"varying vec3 EyeVector;\n"
-"#ifdef USEFOG\n"
+"//#ifdef USEFOG\n"
"varying vec3 EyeVectorModelSpace;\n"
-"#endif\n"
+"//#endif\n"
"\n"
"varying vec3 VectorS; // direction of S texcoord (sometimes crudely called tangent)\n"
"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
"varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
"\n"
-"#ifdef USEWATER\n"
+"//#ifdef USEWATER\n"
"varying vec4 ModelViewProjectionPosition;\n"
-"//varying vec4 ModelViewProjectionPosition_svector;\n"
-"//varying vec4 ModelViewProjectionPosition_tvector;\n"
-"#endif\n"
+"//#else\n"
+"//# ifdef USEREFLECTION\n"
+"//varying vec4 ModelViewProjectionPosition;\n"
+"//# endif\n"
+"//#endif\n"
+"\n"
"\n"
"\n"
"\n"
" gl_FrontColor = gl_Color;\n"
" // copy the surface texcoord\n"
" TexCoord = vec2(gl_TextureMatrix[0] * gl_MultiTexCoord0);\n"
-"#if !defined(MODE_LIGHTSOURCE) && !defined(MODE_LIGHTDIRECTION)\n"
+"#ifndef MODE_LIGHTSOURCE\n"
+"# ifndef MODE_LIGHTDIRECTION\n"
" TexCoordLightmap = vec2(gl_MultiTexCoord4);\n"
+"# endif\n"
"#endif\n"
"\n"
"#ifdef MODE_LIGHTSOURCE\n"
" VectorR = gl_MultiTexCoord3.xyz;\n"
"#endif\n"
"\n"
-"//#ifdef USEWATER\n"
+"//#if defined(USEWATER) || defined(USEREFLECTION)\n"
"// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
"// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
"// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
"// transform vertex to camera space, using ftransform to match non-VS\n"
" // rendering\n"
" gl_Position = ftransform();\n"
+"\n"
"#ifdef USEWATER\n"
" ModelViewProjectionPosition = gl_Position;\n"
+"#else\n"
+"# ifdef USEREFLECTION\n"
+" ModelViewProjectionPosition = gl_Position;\n"
+"# endif\n"
"#endif\n"
"}\n"
"\n"
"// fragment shader specific:\n"
"#ifdef FRAGMENT_SHADER\n"
"\n"
-"// 11 textures, we can only use up to 16 on DX9-class hardware\n"
+"// 13 textures, we can only use up to 16 on DX9-class hardware\n"
"uniform sampler2D Texture_Normal;\n"
"uniform sampler2D Texture_Color;\n"
"uniform sampler2D Texture_Gloss;\n"
"uniform myhvec3 Color_Shirt;\n"
"uniform myhvec3 FogColor;\n"
"\n"
-"#ifdef USEWATER\n"
+"//#ifdef USEWATER\n"
"uniform vec4 DistortScaleRefractReflect;\n"
"uniform vec4 ScreenScaleRefractReflect;\n"
"uniform vec4 ScreenCenterRefractReflect;\n"
"uniform myhvec3 RefractColor;\n"
"uniform myhvec3 ReflectColor;\n"
-"#endif\n"
+"uniform myhalf ReflectFactor;\n"
+"uniform myhalf ReflectOffset;\n"
+"//#else\n"
+"//# ifdef USEREFLECTION\n"
+"//uniform vec4 DistortScaleRefractReflect;\n"
+"//uniform vec4 ScreenScaleRefractReflect;\n"
+"//uniform vec4 ScreenCenterRefractReflect;\n"
+"//uniform myhvec3 ReflectColor;\n"
+"//# endif\n"
+"//#endif\n"
"\n"
"uniform myhalf GlowScale;\n"
"uniform myhalf SceneBrightness;\n"
" // compute color intensity for the two textures (colormap and glossmap)\n"
" // scale by light color and attenuation as efficiently as possible\n"
" // (do as much scalar math as possible rather than vector math)\n"
-"#ifdef USESPECULAR\n"
+"# ifdef USESPECULAR\n"
" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
"\n"
" // calculate directional shading\n"
" color.rgb = LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (color.rgb * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))) + (SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower)) * myhvec3(texture2D(Texture_Gloss, TexCoord)));\n"
-"#else\n"
-"#ifdef USEDIFFUSE\n"
+"# else\n"
+"# ifdef USEDIFFUSE\n"
" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
" myhvec3 diffusenormal = myhvec3(normalize(LightVector));\n"
"\n"
" // calculate directional shading\n"
" color.rgb = color.rgb * LightColor * (myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0))) * (AmbientScale + DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0))));\n"
-"#else\n"
+"# else\n"
" // calculate directionless shading\n"
" color.rgb = color.rgb * LightColor * myhalf(texture2D(Texture_Attenuation, vec2(length(CubeVector), 0.0)));\n"
-"#endif\n"
-"#endif\n"
+"# endif\n"
+"# endif\n"
"\n"
-"#ifdef USECUBEFILTER\n"
+"# ifdef USECUBEFILTER\n"
" // apply light cubemap filter\n"
" //color.rgb *= normalize(CubeVector) * 0.5 + 0.5;//vec3(textureCube(Texture_Cube, CubeVector));\n"
" color.rgb *= myhvec3(textureCube(Texture_Cube, CubeVector));\n"
-"#endif\n"
+"# endif\n"
+" color *= myhvec4(gl_Color);\n"
+"#endif // MODE_LIGHTSOURCE\n"
"\n"
"\n"
"\n"
"\n"
-"#elif defined(MODE_LIGHTDIRECTION)\n"
+"#ifdef MODE_LIGHTDIRECTION\n"
" // directional model lighting\n"
"\n"
" // get the surface normal and light normal\n"
"\n"
" // calculate directional shading\n"
" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
-"#ifdef USESPECULAR\n"
+"# ifdef USESPECULAR\n"
" myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n"
" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
-"#endif\n"
+"# endif\n"
+" color *= myhvec4(gl_Color);\n"
+"#endif // MODE_LIGHTDIRECTION\n"
"\n"
"\n"
"\n"
"\n"
-"#elif defined(MODE_LIGHTDIRECTIONMAP_MODELSPACE) || defined(MODE_LIGHTDIRECTIONMAP_TANGENTSPACE)\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
" // deluxemap lightmapping using light vectors in modelspace (evil q3map2)\n"
"\n"
" // get the surface normal and light normal\n"
" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
"\n"
-"#ifdef MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
" myhvec3 diffusenormal_modelspace = myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5);\n"
" myhvec3 diffusenormal = normalize(myhvec3(dot(diffusenormal_modelspace, myhvec3(VectorS)), dot(diffusenormal_modelspace, myhvec3(VectorT)), dot(diffusenormal_modelspace, myhvec3(VectorR))));\n"
-"#else\n"
+" // calculate directional shading\n"
+" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
+"# ifdef USESPECULAR\n"
+" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
+" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
+"# endif\n"
+"\n"
+" // apply lightmap color\n"
+" color.rgb = myhvec4(tempcolor,1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
+"#endif // MODE_LIGHTDIRECTIONMAP_MODELSPACE\n"
+"\n"
+"\n"
+"\n"
+"\n"
+"#ifdef MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
+" // deluxemap lightmapping using light vectors in tangentspace (hmap2 -light)\n"
+"\n"
+" // get the surface normal and light normal\n"
+" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+"\n"
" myhvec3 diffusenormal = normalize(myhvec3(texture2D(Texture_Deluxemap, TexCoordLightmap)) - myhvec3(0.5));\n"
-"#endif\n"
" // calculate directional shading\n"
" myhvec3 tempcolor = color.rgb * (DiffuseScale * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0)));\n"
-"#ifdef USESPECULAR\n"
+"# ifdef USESPECULAR\n"
" myhvec3 specularnormal = myhvec3(normalize(diffusenormal + myhvec3(normalize(EyeVector))));\n"
" tempcolor += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularScale * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n"
-"#endif\n"
+"# endif\n"
"\n"
" // apply lightmap color\n"
-" color.rgb = tempcolor * myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) + color.rgb * AmbientScale;\n"
+" color = myhvec4(tempcolor, 1) * myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) + myhvec4(color.rgb * AmbientScale, 0);\n"
+"#endif // MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n"
+"\n"
"\n"
"\n"
-"#else // MODE none (lightmap)\n"
+"\n"
+"#ifdef MODE_LIGHTMAP\n"
" // apply lightmap color\n"
-" color.rgb *= myhvec3(texture2D(Texture_Lightmap, TexCoordLightmap)) * DiffuseScale + myhvec3(AmbientScale);\n"
-"#endif // MODE\n"
+" color *= myhvec4(texture2D(Texture_Lightmap, TexCoordLightmap)) * myhvec4(gl_Color) * myhvec4(myhvec3(DiffuseScale), 1) + myhvec4(myhvec3(AmbientScale), 0);\n"
+"#endif // MODE_LIGHTMAP\n"
+"\n"
+"\n"
+"\n"
+"\n"
"\n"
-" color *= myhvec4(gl_Color);\n"
"\n"
-"#ifdef USEGLOW\n"
-" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
-"#endif\n"
"\n"
-"#ifdef USEFOG\n"
-" // apply fog\n"
-" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
-"#endif\n"
"\n"
-"#ifdef USEWATER\n"
"#ifdef MODE_LIGHTSOURCE\n"
+"# ifdef USEWATER\n"
" color.rgb *= color.a;\n"
+"# endif\n"
"#else\n"
-" myhalf Fresnel = myhalf(max(pow(min(1, 1.0 - normalize(EyeVector).z), 5), 0.1));\n"
+"# ifdef USEWATER\n"
" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
-" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect;\n"
+" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+" myhalf Fresnel = myhalf(pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0)) * ReflectFactor + ReflectOffset;\n"
" color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor, Fresnel), color.rgb, color.a);\n"
-" //color.rgb = myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)); // testing only\n"
-" //color.rgb = myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)); // testing only\n"
-" //vec4 RefractionPosition = ModelViewProjectionPosition + ModelViewProjectionPosition_svector * distort.x + ModelViewProjectionPosition_tvector * distort.y;\n"
-" //vec4 ReflectionPosition = ModelViewProjectionPosition + ModelViewProjectionPosition_svector * distort.w + ModelViewProjectionPosition_tvector * distort.z;\n"
-" //color.rgb += mix(myhvec3(texture2DProj(Texture_Refraction, RefractionPosition)) * RefractColor, myhvec3(texture2DProj(Texture_Reflection, ReflectionPosition)) * ReflectColor, Fresnel);\n"
+"# else\n"
+"# ifdef USEREFLECTION\n"
+" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n"
+" color.rgb += myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor;\n"
+"# endif\n"
+"# endif\n"
"#endif\n"
+"\n"
+"#ifdef USEGLOW\n"
+" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
+"#endif\n"
+"\n"
+"#ifdef USEFOG\n"
+" // apply fog\n"
+" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
"#endif\n"
"\n"
"#ifdef USECONTRASTBOOST\n"
// NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
const char *permutationinfo[][2] =
{
- {"#define MODE_LIGHTSOURCE\n", " lightsource"},
+ {"#define MODE_LIGHTMAP\n", " lightmap"},
{"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
{"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
{"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+ {"#define MODE_LIGHTSOURCE\n", " lightsource"},
{"#define USEWATER\n", " water"},
+ {"#define USEREFLECTION\n", " reflection"},
{"#define USEGLOW\n", " glow"},
{"#define USEFOG\n", " fog"},
{"#define USECOLORMAPPING\n", " colormapping"},
p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
+ p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor");
+ p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset");
// initialize the samplers to refer to the texture units we use
if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- permutation |= SHADERPERMUTATION_USEWATER;
+ permutation |= SHADERPERMUTATION_WATER;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ permutation |= SHADERPERMUTATION_REFLECTION;
}
else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
// bright unshaded geometry
shaderfilename = "glsl/default.glsl";
permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER;
+ permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
if (rsurface.texture->currentskinframe->glow)
permutation |= SHADERPERMUTATION_GLOW;
if (r_refdef.fogenabled)
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- permutation |= SHADERPERMUTATION_USEWATER;
+ permutation |= SHADERPERMUTATION_WATER;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ permutation |= SHADERPERMUTATION_REFLECTION;
}
else if (modellighting)
{
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- permutation |= SHADERPERMUTATION_USEWATER;
+ permutation |= SHADERPERMUTATION_WATER;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ permutation |= SHADERPERMUTATION_REFLECTION;
}
else
{
else
{
// ordinary lightmapping
- permutation |= 0;
+ permutation |= SHADERPERMUTATION_MODE_LIGHTMAP;
}
if (rsurface.texture->currentskinframe->glow)
permutation |= SHADERPERMUTATION_GLOW;
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- permutation |= SHADERPERMUTATION_USEWATER;
+ permutation |= SHADERPERMUTATION_WATER;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ permutation |= SHADERPERMUTATION_REFLECTION;
}
if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
{
if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
- if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_glsl_water_refractdistort.value, r_glsl_water_refractdistort.value, r_glsl_water_reflectdistort.value, r_glsl_water_reflectdistort.value);
+ if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_glsl_water_refractdistort.value * rsurface.texture->refractfactor, r_glsl_water_refractdistort.value * rsurface.texture->refractfactor, r_glsl_water_reflectdistort.value, r_glsl_water_reflectdistort.value);
if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(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) qglUniform4fARB(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_RefractColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_RefractColor, r_glsl_water_refractcolor_r.value, r_glsl_water_refractcolor_g.value, r_glsl_water_refractcolor_b.value);
- if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_ReflectColor, r_glsl_water_reflectcolor_r.value, r_glsl_water_reflectcolor_g.value, r_glsl_water_reflectcolor_b.value);
+ if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform3fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor);
+ if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform3fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor);
+ if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->refractmax - rsurface.texture->refractmin);
+ if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, 1 - rsurface.texture->refractmax);
CHECKGLERROR
return permutation;
}
Cvar_RegisterVariable(&r_glsl_water);
Cvar_RegisterVariable(&r_glsl_water_resolutionmultiplier);
Cvar_RegisterVariable(&r_glsl_water_clippingplanebias);
- Cvar_RegisterVariable(&r_glsl_water_refractcolor_r);
- Cvar_RegisterVariable(&r_glsl_water_refractcolor_g);
- Cvar_RegisterVariable(&r_glsl_water_refractcolor_b);
- Cvar_RegisterVariable(&r_glsl_water_reflectcolor_r);
- Cvar_RegisterVariable(&r_glsl_water_reflectcolor_g);
- Cvar_RegisterVariable(&r_glsl_water_reflectcolor_b);
Cvar_RegisterVariable(&r_glsl_water_refractdistort);
Cvar_RegisterVariable(&r_glsl_water_reflectdistort);
Cvar_RegisterVariable(&r_glsl_deluxemapping);
mplane_t *p;
for (i = 0;i < r_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_view.frustum + i;
switch(p->signbits)
{
}
}
+static void R_DrawModelsDebug(void)
+{
+ int i;
+ entity_render_t *ent;
+
+ if (!r_drawentities.integer)
+ return;
+
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ if (!r_viewcache.entityvisible[i])
+ continue;
+ ent = r_refdef.entities[i];
+ r_refdef.stats.entities++;
+ if (ent->model && ent->model->DrawDebug != NULL)
+ ent->model->DrawDebug(ent);
+ }
+}
+
static void R_DrawModelsAddWaterPlanes(void)
{
int i;
static void R_Water_StartFrame(void)
{
int i;
- int texturewidth, textureheight;
+ int waterwidth, waterheight, texturewidth, textureheight;
r_waterstate_waterplane_t *p;
- r_waterstate.maxwaterplanes = 0;
-
// set waterwidth and waterheight to the water resolution that will be
// used (often less than the screen resolution for faster rendering)
- r_waterstate.waterwidth = (int)bound(1, r_view.width * r_glsl_water_resolutionmultiplier.value, r_view.width);
- r_waterstate.waterheight = (int)bound(1, r_view.height * r_glsl_water_resolutionmultiplier.value, r_view.height);
+ waterwidth = (int)bound(1, r_view.width * r_glsl_water_resolutionmultiplier.value, r_view.width);
+ waterheight = (int)bound(1, r_view.height * r_glsl_water_resolutionmultiplier.value, r_view.height);
// calculate desired texture sizes
- if (gl_support_arb_texture_non_power_of_two)
+ // can't use water if the card does not support the texture size
+ if (!r_glsl_water.integer || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
+ texturewidth = textureheight = waterwidth = waterheight = 0;
+ else if (gl_support_arb_texture_non_power_of_two)
{
- texturewidth = r_waterstate.waterwidth;
- textureheight = r_waterstate.waterheight;
+ texturewidth = waterwidth;
+ textureheight = waterheight;
}
else
{
- for (texturewidth = 1;texturewidth < r_waterstate.waterwidth ;texturewidth *= 2);
- for (textureheight = 1;textureheight < r_waterstate.waterheight;textureheight *= 2);
+ for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2);
+ for (textureheight = 1;textureheight < waterheight;textureheight *= 2);
}
- if (!r_glsl_water.integer)
- texturewidth = textureheight = 0;
-
// allocate textures as needed
- if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
+ if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
{
+ r_waterstate.maxwaterplanes = MAX_WATERPLANES;
for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
{
if (p->texture_refraction)
R_FreeTexture(p->texture_reflection);
p->texture_reflection = NULL;
}
+ memset(&r_waterstate, 0, sizeof(r_waterstate));
+ r_waterstate.waterwidth = waterwidth;
+ r_waterstate.waterheight = waterheight;
r_waterstate.texturewidth = texturewidth;
r_waterstate.textureheight = textureheight;
}
- if ((!texturewidth && !textureheight) || texturewidth > gl_max_texture_size || textureheight > gl_max_texture_size)
+ if (r_waterstate.waterwidth)
{
- // can't use water if the parameters are too weird
- // can't use water if the card does not support the texture size
- memset(&r_waterstate, 0, sizeof(r_waterstate));
- return;
- }
+ r_waterstate.enabled = true;
- r_waterstate.enabled = true;
+ // set up variables that will be used in shader setup
+ r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth;
+ r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight;
+ r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth;
+ r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight;
+ }
r_waterstate.maxwaterplanes = MAX_WATERPLANES;
-
- // set up variables that will be used in shader setup
- r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
- r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
- r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
- r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
+ r_waterstate.numwaterplanes = 0;
}
static void R_Water_AddWaterPlane(msurface_t *surface)
{
int triangleindex, planeindex;
const int *e;
+ vec_t f;
vec3_t vert[3];
vec3_t normal;
+ vec3_t center;
r_waterstate_waterplane_t *p;
// just use the first triangle with a valid normal for any decisions
VectorClear(normal);
if (VectorLength2(normal) >= 0.001)
break;
}
+ // now find the center of this surface
+ for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles*3;triangleindex++, e++)
+ {
+ Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
+ VectorAdd(center, vert[0], center);
+ }
+ f = 1.0 / surface->num_triangles*3;
+ VectorScale(center, f, center);
+
+ // find a matching plane if there is one
for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
break;
- // if this triangle does not fit any known plane rendered this frame, render textures for it
- if (planeindex >= r_waterstate.numwaterplanes && planeindex < r_waterstate.maxwaterplanes)
+ if (planeindex >= r_waterstate.maxwaterplanes)
+ return; // nothing we can do, out of planes
+
+ // if this triangle does not fit any known plane rendered this frame, add one
+ if (planeindex >= r_waterstate.numwaterplanes)
{
// store the new plane
r_waterstate.numwaterplanes++;
p->plane.dist *= -1;
PlaneClassify(&p->plane);
}
+ // clear materialflags and pvs
+ p->materialflags = 0;
+ p->pvsvalid = false;
+ }
+ // merge this surface's materialflags into the waterplane
+ p->materialflags |= surface->texture->currentframe->currentmaterialflags;
+ // merge this surface's PVS into the waterplane
+ if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS)
+ {
+ r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
+ p->pvsvalid = true;
}
}
int planeindex;
r_waterstate_waterplane_t *p;
+ // make sure enough textures are allocated
for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
{
- if (!p->texture_refraction)
+ if (p->materialflags & MATERIALFLAG_WATERSHADER)
{
- p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
- p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ 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_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ if (!p->texture_refraction)
+ goto error;
}
+ 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_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ if (!p->texture_reflection)
+ goto error;
+ }
+ }
+
+ // render views
+ for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+ {
originalview = r_view;
r_view.showdebug = false;
r_view.width = r_waterstate.waterwidth;
r_view.height = r_waterstate.waterheight;
r_view.useclipplane = true;
-
- r_view.clipplane = p->plane;
- VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
- r_view.clipplane.dist = -r_view.clipplane.dist;
- PlaneClassify(&r_view.clipplane);
r_waterstate.renderingscene = true;
+
// render the normal view scene and copy into texture
// (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
- R_RenderScene(false);
-
- // copy view into the screen texture
- R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
- GL_ActiveTexture(0);
- CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+ if (p->materialflags & MATERIALFLAG_WATERSHADER)
+ {
+ r_view.clipplane = p->plane;
+ VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
+ r_view.clipplane.dist = -r_view.clipplane.dist;
+ PlaneClassify(&r_view.clipplane);
+
+ R_RenderScene(false);
+
+ // copy view into the screen texture
+ R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
+ GL_ActiveTexture(0);
+ CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+ }
- // render reflected scene and copy into texture
- Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
- r_view.clipplane = p->plane;
- // reverse the cullface settings for this render
- r_view.cullface_front = GL_FRONT;
- r_view.cullface_back = GL_BACK;
+ if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
+ {
+ // render reflected scene and copy into texture
+ Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
+ r_view.clipplane = p->plane;
+ // reverse the cullface settings for this render
+ r_view.cullface_front = GL_FRONT;
+ r_view.cullface_back = GL_BACK;
+ if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes)
+ {
+ r_view.usecustompvs = true;
+ if (p->pvsvalid)
+ memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes);
+ else
+ memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes);
+ }
- R_ResetViewRendering3D();
- R_ClearScreen();
+ R_ResetViewRendering3D();
+ R_ClearScreen();
- R_RenderScene(false);
+ R_RenderScene(false);
- R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
- GL_ActiveTexture(0);
- CHECKGLERROR
- qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+ R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
+ GL_ActiveTexture(0);
+ CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
- R_ResetViewRendering3D();
- R_ClearScreen();
+ R_ResetViewRendering3D();
+ R_ClearScreen();
+ }
r_view = originalview;
r_waterstate.renderingscene = false;
}
+ return;
+error:
+ r_view = originalview;
+ r_waterstate.renderingscene = false;
+ Cvar_SetValueQuick(&r_glsl_water, 0);
+ Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_glsl_water.\n");
+ return;
}
void R_Bloom_StartFrame(void)
if (r_timereport_active)
R_TimeReport("watervisibility");
- if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+ if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
{
r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
if (r_timereport_active)
qglUseProgramObjectARB(0);CHECKGLERROR
}
+ if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0))
+ {
+ r_refdef.worldmodel->DrawDebug(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("worlddebug");
+ R_DrawModelsDebug();
+ if (r_timereport_active)
+ R_TimeReport("modeldebug");
+ }
+
+ if (gl_support_fragment_shader)
+ {
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
+
if (cl.csqc_vidvars.drawworld)
{
R_DrawCoronas();
}
}
-static void R_DrawCollisionBrush(const colbrushf_t *brush)
-{
- int i;
- R_Mesh_VertexPointer(brush->points->v, 0, 0);
- i = (int)(((size_t)brush) / sizeof(colbrushf_t));
- GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
- GL_LockArrays(0, brush->numpoints);
- R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0);
- GL_LockArrays(0, 0);
-}
-
-static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface)
-{
- int i;
- if (!surface->num_collisiontriangles)
- return;
- R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
- i = (int)(((size_t)surface) / sizeof(msurface_t));
- GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f);
- GL_LockArrays(0, surface->num_collisionvertices);
- R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
- GL_LockArrays(0, 0);
-}
-
static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a)
{
texturelayer_t *layer;
if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
{
t->currentalpha *= r_wateralpha.value;
+ /*
+ * FIXME what is this supposed to do?
// if rendering refraction/reflection, disable transparency
if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
+ */
+ }
+ if(!r_waterstate.enabled)
+ {
+ t->currentmaterialflags &= ~MATERIALFLAG_WATERSHADER;
+ t->currentmaterialflags &= ~MATERIALFLAG_REFLECTION;
}
if (!(ent->flags & RENDER_LIGHT))
t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
t->colormapping = VectorLength2(ent->colormap_pantscolor) + VectorLength2(ent->colormap_shirtcolor) >= (1.0f / 1048576.0f);
t->basetexture = (!t->colormapping && t->currentskinframe->merged) ? t->currentskinframe->merged : t->currentskinframe->base;
- t->glosstexture = r_texture_white;
+ t->glosstexture = r_texture_black;
t->backgroundbasetexture = t->backgroundnumskinframes ? ((!t->colormapping && t->backgroundcurrentskinframe->merged) ? t->backgroundcurrentskinframe->merged : t->backgroundcurrentskinframe->base) : r_texture_white;
- t->backgroundglosstexture = r_texture_white;
+ t->backgroundglosstexture = r_texture_black;
t->specularpower = r_shadow_glossexponent.value;
// TODO: store reference values for these in the texture?
t->specularscale = 0;
}
}
else if (r_shadow_gloss.integer >= 2 && r_shadow_gloss2intensity.value > 0)
+ {
+ t->glosstexture = r_texture_white;
+ t->backgroundglosstexture = r_texture_white;
t->specularscale = r_shadow_gloss2intensity.value;
+ }
}
// lightmaps mode looks bad with dlights using actual texturing, so turn
if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
{
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
+ RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, 11, 12);
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, -1, 12);
else
RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
}
else
{
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
+ RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, 11, 12);
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, -1, 12);
else
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
{
if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
return;
- if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER))
+ if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)))
return;
if (rsurface.mode != RSURFMODE_MULTIPASS)
rsurface.mode = RSURFMODE_MULTIPASS;
if (addwaterplanes)
{
for (i = 0;i < numsurfaces;i++)
- if (surfacelist[i]->texture->currentframe->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+ if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
R_Water_AddWaterPlane(surfacelist[i]);
return;
}
}
}
-void R_DrawCollisionBrushes(entity_render_t *ent)
+void R_DrawDebugModel(entity_render_t *ent)
{
- int i;
+ int i, j, k, l, flagsmask;
+ const int *elements;
q3mbrush_t *brush;
msurface_t *surface;
model_t *model = ent->model;
- if (!model->brush.num_brushes)
- return;
- CHECKGLERROR
+ vec3_t v;
+
+ flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL;
+
R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- GL_DepthMask(false);
GL_DepthRange(0, 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
- GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
- for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
- if (brush->colbrushf && brush->colbrushf->numtriangles)
- R_DrawCollisionBrush(brush->colbrushf);
- for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
- if (surface->num_collisiontriangles)
- R_DrawCollisionSurface(ent, surface);
- GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
-}
+ GL_DepthMask(false);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask)
-{
- int i, j, k, l;
- const int *elements;
- msurface_t *surface;
- model_t *model = ent->model;
- vec3_t v;
- CHECKGLERROR
- GL_DepthRange(0, 1);
- GL_DepthTest(!r_showdisabledepthtest.integer);
- GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
- GL_DepthMask(true);
- GL_BlendFunc(GL_ONE, GL_ZERO);
- R_Mesh_ColorPointer(NULL, 0, 0);
- R_Mesh_ResetTextureState();
- for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes)
{
- if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
- continue;
- rsurface.texture = surface->texture->currentframe;
- if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value);
+ for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++)
{
- RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
- if (drawtris)
+ if (brush->colbrushf && brush->colbrushf->numtriangles)
{
- if (!rsurface.texture->currentlayers->depthmask)
- GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1);
- else if (ent == r_refdef.worldentity)
- GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1);
- else
- GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1);
- elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
- CHECKGLERROR
- qglBegin(GL_LINES);
- for (k = 0;k < surface->num_triangles;k++, elements += 3)
- {
-#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
- GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
- GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
- GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
- }
- qglEnd();
- CHECKGLERROR
+ R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0);
+ GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
+ R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0);
}
- if (drawnormals)
+ }
+ for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++)
+ {
+ if (surface->num_collisiontriangles)
{
- GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1);
- qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
- {
- VectorCopy(rsurface.vertex3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface.svector3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- }
- qglEnd();
- CHECKGLERROR
- GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1);
- qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0);
+ GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value);
+ R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0);
+ }
+ }
+ }
+
+ GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
+
+ if (r_showtris.integer || r_shownormals.integer)
+ {
+ if (r_showdisabledepthtest.integer)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ }
+ else
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++)
+ {
+ if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j])
+ continue;
+ rsurface.texture = surface->texture->currentframe;
+ if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles)
+ {
+ RSurf_PrepareVerticesForBatch(true, true, 1, &surface);
+ if (r_showtris.value > 0)
{
- VectorCopy(rsurface.vertex3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
+ if (!rsurface.texture->currentlayers->depthmask)
+ GL_Color(r_view.colorscale, 0, 0, r_showtris.value);
+ else if (ent == r_refdef.worldentity)
+ GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value);
+ else
+ GL_Color(0, r_view.colorscale, 0, r_showtris.value);
+ elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle);
+ CHECKGLERROR
+ qglBegin(GL_LINES);
+ for (k = 0;k < surface->num_triangles;k++, elements += 3)
+ {
+#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2])
+ GLVERTEXELEMENT(0);GLVERTEXELEMENT(1);
+ GLVERTEXELEMENT(1);GLVERTEXELEMENT(2);
+ GLVERTEXELEMENT(2);GLVERTEXELEMENT(0);
+ }
+ qglEnd();
+ CHECKGLERROR
}
- qglEnd();
- CHECKGLERROR
- GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1);
- qglBegin(GL_LINES);
- for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ if (r_shownormals.value > 0)
{
- VectorCopy(rsurface.vertex3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
- VectorMA(v, 8, rsurface.normal3f + l * 3, v);
- qglVertex3f(v[0], v[1], v[2]);
+ GL_Color(r_view.colorscale, 0, 0, r_shownormals.value);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface.vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface.svector3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ CHECKGLERROR
+ GL_Color(0, 0, r_view.colorscale, r_shownormals.value);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface.vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface.tvector3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ CHECKGLERROR
+ GL_Color(0, r_view.colorscale, 0, r_shownormals.value);
+ qglBegin(GL_LINES);
+ for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++)
+ {
+ VectorCopy(rsurface.vertex3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ VectorMA(v, 8, rsurface.normal3f + l * 3, v);
+ qglVertex3f(v[0], v[1], v[2]);
+ }
+ qglEnd();
+ CHECKGLERROR
}
- qglEnd();
- CHECKGLERROR
}
}
+ rsurface.texture = NULL;
}
- rsurface.texture = NULL;
}
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
-void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
{
int i, j, endj, f, flagsmask;
int counttriangles = 0;
}
R_UpdateAllTextureInfo(r_refdef.worldentity);
- flagsmask = addwaterplanes ? MATERIALFLAG_WATERSHADER : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+ flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+
+ if (debug)
+ {
+ R_DrawDebugModel(r_refdef.worldentity);
+ return;
+ }
+
f = 0;
t = NULL;
rsurface.uselightmaptexture = false;
R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
r_refdef.stats.entities_triangles += counttriangles;
RSurf_CleanUp();
-
- if (r_view.showdebug)
- {
- if (r_showcollisionbrushes.integer && !skysurfaces && !addwaterplanes && !depthonly)
- R_DrawCollisionBrushes(r_refdef.worldentity);
-
- if ((r_showtris.integer || r_shownormals.integer) && !addwaterplanes && !depthonly)
- R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
- }
}
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug)
{
int i, f, flagsmask;
int counttriangles = 0;
}
R_UpdateAllTextureInfo(ent);
- flagsmask = addwaterplanes ? MATERIALFLAG_WATERSHADER : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+ flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
+
+ if (debug)
+ {
+ R_DrawDebugModel(ent);
+ return;
+ }
+
f = 0;
t = NULL;
rsurface.uselightmaptexture = false;
R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
r_refdef.stats.entities_triangles += counttriangles;
RSurf_CleanUp();
-
- if (r_view.showdebug)
- {
- if (r_showcollisionbrushes.integer && !skysurfaces && !addwaterplanes && !depthonly)
- R_DrawCollisionBrushes(ent);
-
- if ((r_showtris.integer || r_shownormals.integer) && !addwaterplanes && !depthonly)
- R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
- }
}