cvar_t r_shadows_castfrombmodels = {CVAR_SAVE, "r_shadows_castfrombmodels", "0", "do cast shadows from bmodels"};
cvar_t r_q1bsp_skymasking = {0, "r_q1bsp_skymasking", "1", "allows sky polygons in quake1 maps to obscure other geometry"};
cvar_t r_polygonoffset_submodel_factor = {0, "r_polygonoffset_submodel_factor", "0", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
-cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "2", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
+cvar_t r_polygonoffset_submodel_offset = {0, "r_polygonoffset_submodel_offset", "4", "biases depth values of world submodels such as doors, to prevent z-fighting artifacts in Quake maps"};
cvar_t r_fog_exp2 = {0, "r_fog_exp2", "0", "uses GL_EXP2 fog (as in Nehahra) rather than realistic GL_EXP fog"};
cvar_t r_drawfog = {CVAR_SAVE, "r_drawfog", "1", "allows one to disable fog rendering"};
unsigned int r_numqueries;
unsigned int r_maxqueries;
-char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH];
-skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD];
+typedef struct r_qwskincache_s
+{
+ char name[MAX_QPATH];
+ skinframe_t *skinframe;
+}
+r_qwskincache_t;
+
+static r_qwskincache_t *r_qwskincache;
+static int r_qwskincache_size;
/// vertex coordinates for a quad that covers the screen exactly
const float r_screenvertex3f[12] =
"# endif\n"
"# ifdef GL_ARB_texture_gather\n"
"# extension GL_ARB_texture_gather : enable\n"
-"# define USETEXTUREGATHER\n"
"# else\n"
"# ifdef GL_AMD_texture_texture4\n"
"# extension GL_AMD_texture_texture4 : enable\n"
-"# define USETEXTUREGATHER\n"
-"# define textureGather texture4\n"
"# endif\n"
"# endif\n"
"#endif\n"
"//# endif\n"
"//#endif\n"
"\n"
-"uniform myhalf GlowScale;\n"
+"uniform myhalf3 GlowColor;\n"
"uniform myhalf SceneBrightness;\n"
"\n"
"uniform float OffsetMapping_Scale;\n"
"#endif // USEOFFSETMAPPING\n"
"\n"
"#if defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D) || defined(USESHADOWMAPCUBE)\n"
-"uniform vec4 ShadowMap_TextureScale;\n"
+"uniform vec2 ShadowMap_TextureScale;\n"
"uniform vec4 ShadowMap_Parameters;\n"
"#endif\n"
"\n"
" float ma;\n"
" if (adir.x > adir.y)\n"
" {\n"
-" if (adir.x > adir.z)\n"
+" if (adir.x > adir.z) // X\n"
" {\n"
" ma = adir.x;\n"
-" if (dir.x >= 0.0) { tc = vec2(-dir.z, -dir.y); offset = vec2(0.5, 0.5); } // +X\n"
-" else { tc = vec2( dir.z, -dir.y); offset = vec2(1.5, 0.5); } // -X\n"
+" tc = dir.zy;\n"
+" offset = vec2(mix(0.5, 1.5, dir.x < 0.0), 0.5);\n"
" }\n"
-" else\n"
+" else // Z\n"
" {\n"
" ma = adir.z;\n"
-" if (dir.z >= 0.0) { tc = vec2( dir.x, -dir.y); offset = vec2(0.5, 2.5); } // +Z\n"
-" else { tc = vec2(-dir.x, -dir.y); offset = vec2(1.5, 2.5); } // -Z\n"
+" tc = dir.xy;\n"
+" offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
" }\n"
" }\n"
" else\n"
" {\n"
-" if (adir.y > adir.z)\n"
+" if (adir.y > adir.z) // Y\n"
" {\n"
" ma = adir.y;\n"
-" if (dir.y >= 0.0) { tc = vec2( dir.x, dir.z); offset = vec2(0.5, 1.5); } // +Y\n"
-" else { tc = vec2( dir.x, -dir.z); offset = vec2(1.5, 1.5); } // -Y\n"
+" tc = dir.xz;\n"
+" offset = vec2(mix(0.5, 1.5, dir.y < 0.0), 1.5);\n"
" }\n"
-" else\n"
+" else // Z\n"
" {\n"
" ma = adir.z;\n"
-" if (dir.z >= 0.0) { tc = vec2( dir.x, -dir.y); offset = vec2(0.5, 2.5); } // +Z\n"
-" else { tc = vec2(-dir.x, -dir.y); offset = vec2(1.5, 2.5); } // -Z\n"
+" tc = dir.xy;\n"
+" offset = vec2(mix(0.5, 1.5, dir.z < 0.0), 2.5);\n"
" }\n"
" }\n"
"\n"
-" vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma + vec3(offset * ShadowMap_Parameters.y, ShadowMap_Parameters.z);\n"
-" stc.xy *= ShadowMap_TextureScale.xy;\n"
+" vec3 stc = vec3(tc * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
+" stc.xy += offset * ShadowMap_Parameters.y;\n"
+" stc.z += ShadowMap_Parameters.z;\n"
+"# if showshadowmap\n"
+" stc.xy *= ShadowMap_TextureScale;\n"
+"# endif\n"
" return stc;\n"
"# else\n"
-" return vec3(textureCube(Texture_CubeProjection, dir.xyz).ra * ShadowMap_Parameters.xy, ShadowMap_Parameters.z + ShadowMap_Parameters.w / max(max(adir.x, adir.y), adir.z));\n"
+" vec4 proj = textureCube(Texture_CubeProjection, dir);\n"
+" float ma = max(max(adir.x, adir.y), adir.z);\n"
+" vec3 stc = vec3(mix(dir.xy, dir.zz, proj.xy) * ShadowMap_Parameters.x, ShadowMap_Parameters.w) / ma;\n"
+" stc.xy += proj.zw * ShadowMap_Parameters.y;\n"
+" stc.z += ShadowMap_Parameters.z;\n"
+"# if showshadowmap\n"
+" stc.xy *= ShadowMap_TextureScale;\n"
+"# endif\n"
+" return stc;\n"
"# endif\n"
"}\n"
"#endif // defined(USESHADOWMAPRECT) || defined(USESHADOWMAP2D)\n"
"\n"
"# ifdef USESHADOWSAMPLER\n"
"# ifdef USESHADOWMAPPCF\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-"# define texval(x, y) shadow2DOffset(Texture_ShadowMap2D, shadowmaptc, ivec2(x, y)).r\n"
-"# else\n"
-"# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy, shadowmaptc.z)).r \n"
-"# endif\n"
+"# define texval(x, y) shadow2D(Texture_ShadowMap2D, vec3(center + vec2(x, y)*ShadowMap_TextureScale, shadowmaptc.z)).r \n"
+" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale;\n"
" f = dot(vec4(0.25), vec4(texval(-0.4, 1.0), texval(-1.0, -0.4), texval(0.4, -1.0), texval(1.0, 0.4)));\n"
"# else\n"
-" f = shadow2D(Texture_ShadowMap2D, shadowmaptc).r;\n"
+" f = shadow2D(Texture_ShadowMap2D, vec3(shadowmaptc.xy*ShadowMap_TextureScale, shadowmaptc.z)).r;\n"
"# endif\n"
"# else\n"
"# ifdef USESHADOWMAPPCF\n"
-"# ifdef USETEXTUREGATHER\n"
-" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
-" vec4 group1 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, -1.0))*ShadowMap_TextureScale.xy));\n"
-" vec4 group2 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, -1.0))*ShadowMap_TextureScale.xy));\n"
-" vec4 group3 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2(-1.0, 1.0))*ShadowMap_TextureScale.xy));\n"
-" vec4 group4 = step(shadowmaptc.z, textureGather(Texture_ShadowMap2D, (center + vec2( 1.0, 1.0))*ShadowMap_TextureScale.xy));\n"
+"# if defined(GL_ARB_texture_gather) || defined(GL_AMD_texture_texture4)\n"
+"# ifdef GL_ARB_texture_gather\n"
+"# define texval(x, y) textureGatherOffset(Texture_ShadowMap2D, center, ivec(x, y))\n"
+"# else\n"
+"# define texval(x, y) texture4(Texture_ShadowMap2D, center + vec2(x,y)*ShadowMap_TextureScale)\n"
+"# endif\n"
+" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+" center *= ShadowMap_TextureScale;\n"
+" vec4 group1 = step(shadowmaptc.z, texval(-1.0, -1.0));\n"
+" vec4 group2 = step(shadowmaptc.z, texval( 1.0, -1.0));\n"
+" vec4 group3 = step(shadowmaptc.z, texval(-1.0, 1.0));\n"
+" vec4 group4 = step(shadowmaptc.z, texval( 1.0, 1.0));\n"
" vec4 cols = vec4(group1.rg, group2.rg) + vec4(group3.ab, group4.ab) +\n"
" mix(vec4(group1.ab, group2.ab), vec4(group3.rg, group4.rg), offset.y);\n"
" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
"# else\n"
-"# if USESHADOWMAPPCF > 1\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-" vec2 center = shadowmaptc.xy - 0.5*ShadowMap_TextureScale.xy, offset = fract(center*ShadowMap_TextureScale.zw);\n"
-"# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
-"# else\n"
-" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale.zw - 0.5, offset = fract(center);\n"
-"# define texval(x, y) texture2D(Texture_ShadowMap2D, (center + vec2(x, y))*ShadowMap_TextureScale.xy).r \n"
-"# endif\n"
+"# ifdef GL_EXT_gpu_shader4\n"
+"# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, center, ivec2(x, y)).r\n"
+"# else\n"
+"# define texval(x, y) texture2D(Texture_ShadowMap2D, center + vec2(x, y)*ShadowMap_TextureScale).r \n"
+"# endif\n"
+"# if USESHADOWMAPPCF > 1\n"
+" vec2 center = shadowmaptc.xy - 0.5, offset = fract(center);\n"
+" center *= ShadowMap_TextureScale;\n"
" vec4 row1 = step(shadowmaptc.z, vec4(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0), texval( 2.0, -1.0)));\n"
" vec4 row2 = step(shadowmaptc.z, vec4(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0), texval( 2.0, 0.0)));\n"
" vec4 row3 = step(shadowmaptc.z, vec4(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0), texval( 2.0, 1.0)));\n"
" vec4 cols = row2 + row3 + mix(row1, row4, offset.y);\n"
" f = dot(mix(cols.xyz, cols.yzw, offset.x), vec3(1.0/9.0));\n"
"# else\n"
-"# ifdef GL_EXT_gpu_shader4\n"
-"# define texval(x, y) texture2DOffset(Texture_ShadowMap2D, shadowmaptc.xy, ivec2(x, y)).r\n"
-"# else\n"
-"# define texval(x, y) texture2D(Texture_ShadowMap2D, shadowmaptc.xy + vec2(x, y)*ShadowMap_TextureScale.xy).r \n"
-"# endif\n"
-" vec2 offset = fract(shadowmaptc.xy*ShadowMap_TextureScale.zw);\n"
+" vec2 center = shadowmaptc.xy*ShadowMap_TextureScale, offset = fract(shadowmaptc.xy);\n"
" vec3 row1 = step(shadowmaptc.z, vec3(texval(-1.0, -1.0), texval( 0.0, -1.0), texval( 1.0, -1.0)));\n"
" vec3 row2 = step(shadowmaptc.z, vec3(texval(-1.0, 0.0), texval( 0.0, 0.0), texval( 1.0, 0.0)));\n"
" vec3 row3 = step(shadowmaptc.z, vec3(texval(-1.0, 1.0), texval( 0.0, 1.0), texval( 1.0, 1.0)));\n"
"# endif\n"
"# endif\n"
"# else\n"
-" f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy).r);\n"
+" f = step(shadowmaptc.z, texture2D(Texture_ShadowMap2D, shadowmaptc.xy*ShadowMap_TextureScale).r);\n"
"# endif\n"
"# endif\n"
" return f;\n"
"#ifdef USEVERTEXTEXTUREBLEND\n"
" color.rgb += mix(myhalf3(texture2D(Texture_SecondaryGlow, TexCoord2)), myhalf3(texture2D(Texture_Glow, TexCoord)), terrainblend);\n"
"#else\n"
-" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
+" color.rgb += myhalf3(texture2D(Texture_Glow, TexCoord)) * GlowColor;\n"
"#endif\n"
"#endif\n"
"\n"
int loc_DiffuseScale;
int loc_SpecularScale;
int loc_SpecularPower;
- int loc_GlowScale;
+ int loc_GlowColor;
int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost
int loc_OffsetMapping_Scale;
int loc_TintColor;
p->loc_DiffuseScale = qglGetUniformLocationARB(p->program, "DiffuseScale");
p->loc_SpecularPower = qglGetUniformLocationARB(p->program, "SpecularPower");
p->loc_SpecularScale = qglGetUniformLocationARB(p->program, "SpecularScale");
- p->loc_GlowScale = qglGetUniformLocationARB(p->program, "GlowScale");
+ p->loc_GlowColor = qglGetUniformLocationARB(p->program, "GlowColor");
p->loc_SceneBrightness = qglGetUniformLocationARB(p->program, "SceneBrightness");
p->loc_OffsetMapping_Scale = qglGetUniformLocationARB(p->program, "OffsetMapping_Scale");
p->loc_TintColor = qglGetUniformLocationARB(p->program, "TintColor");
extern qboolean r_shadow_usingshadowmaprect;
extern qboolean r_shadow_usingshadowmapcube;
extern qboolean r_shadow_usingshadowmap2d;
-extern float r_shadow_shadowmap_texturescale[4];
+extern float r_shadow_shadowmap_texturescale[2];
extern float r_shadow_shadowmap_parameters[4];
extern qboolean r_shadow_shadowmapvsdct;
extern qboolean r_shadow_shadowmapsampler;
// additive passes are only darkened by fog, not tinted
if (r_glsl_permutation->loc_FogColor >= 0)
qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
- if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1], r_shadow_shadowmap_texturescale[2], r_shadow_shadowmap_texturescale[3]);
+ if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2fARB(r_glsl_permutation->loc_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]);
if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4fARB(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]);
}
else
if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale);
}
if (r_glsl_permutation->loc_TintColor >= 0) qglUniform4fARB(r_glsl_permutation->loc_TintColor, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2], rsurface.texture->lightmapcolor[3]);
- if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
+ if (r_glsl_permutation->loc_GlowColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_GlowColor, rsurface.glowmod[0] * r_hdr_glowintensity.value, rsurface.glowmod[1] * r_hdr_glowintensity.value, rsurface.glowmod[2] * r_hdr_glowintensity.value);
// additive passes are only darkened by fog, not tinted
if (r_glsl_permutation->loc_FogColor >= 0)
{
int basepixels_height;
skinframe_t *skinframe;
- *has_alpha = false;
+ if (has_alpha)
+ *has_alpha = false;
if (cls.state == ca_dedicated)
return NULL;
if (j < basepixels_width * basepixels_height * 4)
{
// has transparent pixels
- *has_alpha = true;
+ if (has_alpha)
+ *has_alpha = true;
pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
for (j = 0;j < image_width * image_height * 4;j += 4)
{
skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain)
{
- qboolean has_alpha;
- return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, &has_alpha);
+ return R_SkinFrame_LoadExternal_CheckAlpha(name, textureflags, complain, NULL);
}
static rtexture_t *R_SkinFrame_TextureForSkinLayer(const unsigned char *in, int width, int height, const char *name, const unsigned int *palette, int textureflags, qboolean force)
r_maxqueries = 0;
memset(r_queries, 0, sizeof(r_queries));
- memset(r_qwskincache, 0, sizeof(r_qwskincache));
- memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
+ r_qwskincache = NULL;
+ r_qwskincache_size = 0;
// set up r_skinframe loading system for textures
memset(&r_skinframe, 0, sizeof(r_skinframe));
r_maxqueries = 0;
memset(r_queries, 0, sizeof(r_queries));
- memset(r_qwskincache, 0, sizeof(r_qwskincache));
- memset(r_qwskincache_skinframe, 0, sizeof(r_qwskincache_skinframe));
+ r_qwskincache = NULL;
+ r_qwskincache_size = 0;
// clear out the r_skinframe state
Mem_ExpandableArray_FreeArray(&r_skinframe.array);
// FIXME: move this code to client
int l;
char *entities, entname[MAX_QPATH];
+ if (r_qwskincache)
+ Mem_Free(r_qwskincache);
+ r_qwskincache = NULL;
+ r_qwskincache_size = 0;
if (cl.worldmodel)
{
strlcpy(entname, cl.worldmodel->name, sizeof(entname));
}
}
+#define MAX_LINEOFSIGHTTRACES 64
+
+static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
+{
+ int i;
+ vec3_t boxmins, boxmaxs;
+ vec3_t start;
+ vec3_t end;
+ dp_model_t *model = r_refdef.scene.worldmodel;
+
+ if (!model || !model->brush.TraceLineOfSight)
+ return true;
+
+ // expand the box a little
+ boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
+ boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
+ boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
+ boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
+ boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
+ boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
+
+ // try center
+ VectorCopy(eye, start);
+ VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
+ if (model->brush.TraceLineOfSight(model, start, end))
+ return true;
+
+ // try various random positions
+ for (i = 0;i < numsamples;i++)
+ {
+ VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
+ if (model->brush.TraceLineOfSight(model, start, end))
+ return true;
+ }
+
+ return false;
+}
+
+
static void R_View_UpdateEntityVisible (void)
{
int i, renderimask;
for (i = 0;i < r_refdef.scene.numentities;i++)
{
ent = r_refdef.scene.entities[i];
- if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
+ if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
{
- if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
+ if(R_CanSeeBox(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
ent->last_trace_visibility = realtime;
if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
r_refdef.viewcache.entityvisible[i] = 0;
r_waterstate.textureheight = textureheight;
}
- // when doing a reduced render (HDR) we want to use a smaller area
- r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
- r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
-
- if (r_waterstate.waterwidth)
+ if (r_waterstate.texturewidth)
{
r_waterstate.enabled = true;
+ // when doing a reduced render (HDR) we want to use a smaller area
+ r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
+ r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
+
// 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;
brighten = r_bloom_brighten.value;
if (r_hdr.integer)
brighten *= r_hdr_range.value;
+ brighten = sqrt(brighten);
+ if(range >= 1)
+ brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
{
// blend on at multiple vertical offsets to achieve a vertical blur
// TODO: do offset blends using GLSL
+ // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
GL_BlendFunc(GL_ONE, GL_ZERO);
for (x = -range;x <= range;x++)
{
// black at the edges
// (probably not realistic but looks good enough)
//r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
- //r = (dir ? 1.0f : brighten)/(range*2+1);
- r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
+ //r = brighten/(range*2+1);
+ r = brighten / (range * 2 + 1);
+ if(range >= 1)
+ r *= (1 - x*x/(float)(range*range));
GL_Color(r, r, r, 1);
R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
return;
}
- if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0/* || !r_refdef.scene.worldmodel*/)
+ if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer/* || !r_refdef.scene.worldmodel*/)
return; //Host_Error ("R_RenderView: NULL worldmodel");
r_refdef.view.colorscale = r_hdr_scenebrightness.value;
Matrix4x4_Concat(texmatrix, &matrix, &temp);
}
+void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname)
+{
+ int textureflags = TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS;
+ char name[MAX_QPATH];
+ skinframe_t *skinframe;
+ unsigned char pixels[296*194];
+ strlcpy(cache->name, skinname, sizeof(cache->name));
+ dpsnprintf(name, sizeof(name), "skins/%s.pcx", cache->name);
+ if (developer_loading.integer)
+ Con_Printf("loading %s\n", name);
+ skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false);
+ if (!skinframe || !skinframe->base)
+ {
+ unsigned char *f;
+ fs_offset_t filesize;
+ skinframe = NULL;
+ f = FS_LoadFile(name, tempmempool, true, &filesize);
+ if (f)
+ {
+ if (LoadPCX_QWSkin(f, filesize, pixels, 296, 194))
+ skinframe = R_SkinFrame_LoadInternalQuake(name, textureflags, true, r_fullbrights.integer, pixels, image_width, image_height);
+ Mem_Free(f);
+ }
+ }
+ cache->skinframe = skinframe;
+}
+
texture_t *R_GetCurrentTexture(texture_t *t)
{
int i;
// update currentskinframe to be a qw skin or animation frame
if ((i = ent->entitynumber - 1) >= 0 && i < cl.maxclients && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[i].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl"))
{
- if (strcmp(r_qwskincache[i], cl.scores[i].qw_skin))
+ if (!r_qwskincache || r_qwskincache_size != cl.maxclients)
{
- strlcpy(r_qwskincache[i], cl.scores[i].qw_skin, sizeof(r_qwskincache[i]));
- if (developer_loading.integer)
- Con_Printf("loading skins/%s\n", r_qwskincache[i]);
- r_qwskincache_skinframe[i] = R_SkinFrame_LoadExternal(va("skins/%s", r_qwskincache[i]), TEXF_PRECACHE | (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP | TEXF_COMPRESS, developer.integer > 0);
+ r_qwskincache_size = cl.maxclients;
+ if (r_qwskincache)
+ Mem_Free(r_qwskincache);
+ r_qwskincache = Mem_Alloc(r_main_mempool, sizeof(*r_qwskincache) * r_qwskincache_size);
}
- t->currentskinframe = r_qwskincache_skinframe[i];
+ if (strcmp(r_qwskincache[i].name, cl.scores[i].qw_skin))
+ R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin);
+ t->currentskinframe = r_qwskincache[i].skinframe;
if (t->currentskinframe == NULL)
t->currentskinframe = t->skinframes[(int)(t->skinframerate * (cl.time - ent->shadertime)) % t->numskinframes];
}
t->glosstexture = r_texture_white;
t->backgroundglosstexture = r_texture_white;
t->specularscale = r_shadow_gloss2intensity.value;
+ t->specularpower = r_shadow_gloss2exponent.value;
}
}
+ t->specularscale *= t->specularscalemod;
+ t->specularpower *= t->specularpowermod;
// lightmaps mode looks bad with dlights using actual texturing, so turn
// off the colormap and glossmap, but leave the normalmap on as it still
VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
+ VectorSet(rsurface.glowmod, 1, 1, 1);
memset(rsurface.frameblend, 0, sizeof(rsurface.frameblend));
rsurface.frameblend[0].lerp = 1;
rsurface.basepolygonfactor = r_refdef.polygonfactor;
VectorCopy(ent->modellight_lightdir, rsurface.modellight_lightdir);
VectorCopy(ent->colormap_pantscolor, rsurface.colormap_pantscolor);
VectorCopy(ent->colormap_shirtcolor, rsurface.colormap_shirtcolor);
+ VectorCopy(ent->glowmod, rsurface.glowmod);
memcpy(rsurface.frameblend, ent->frameblend, sizeof(ent->frameblend));
rsurface.basepolygonfactor = r_refdef.polygonfactor;
rsurface.basepolygonoffset = r_refdef.polygonoffset;
tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+ if (queueentity->transparent_offset) // transparent offset
+ {
+ center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
+ center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
+ center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
+ }
R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
}
}