cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"};
cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"};
+cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"};
+cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"};
+cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"};
+cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"};
extern qboolean v_flipped_state;
"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 MODE_WATER\n"
"varying vec4 ModelViewProjectionPosition;\n"
"//#else\n"
-"//# ifdef USEREFRACTION\n"
+"//# ifdef MODE_REFRACTION\n"
"//varying vec4 ModelViewProjectionPosition;\n"
"//# else\n"
"//# ifdef USEREFLECTION\n"
" VectorR = gl_MultiTexCoord3.xyz;\n"
"#endif\n"
"\n"
-"//#if defined(USEWATER) || defined(USEREFRACTION) || defined(USEREFLECTION)\n"
+"//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || 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"
"#ifdef MODE_REFRACTION\n"
" ModelViewProjectionPosition = gl_Position;\n"
"#endif\n"
-"#ifdef USEWATER\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
-"#ifdef USEREFRACTION\n"
-" ModelViewProjectionPosition = gl_Position;\n"
-"#endif\n"
"#ifdef USEREFLECTION\n"
" ModelViewProjectionPosition = gl_Position;\n"
"#endif\n"
"uniform myhvec3 Color_Shirt;\n"
"uniform myhvec3 FogColor;\n"
"\n"
-"//#ifdef USEWATER\n"
+"//#ifdef MODE_WATER\n"
"uniform vec4 DistortScaleRefractReflect;\n"
"uniform vec4 ScreenScaleRefractReflect;\n"
"uniform vec4 ScreenCenterRefractReflect;\n"
"uniform myhalf ReflectFactor;\n"
"uniform myhalf ReflectOffset;\n"
"//#else\n"
-"//# ifdef USEREFRACTION\n"
+"//# ifdef MODE_REFRACTION\n"
"//uniform vec4 DistortScaleRefractReflect;\n"
"//uniform vec4 ScreenScaleRefractReflect;\n"
"//uniform vec4 ScreenCenterRefractReflect;\n"
"//uniform myhvec4 RefractColor;\n"
+"//# ifdef USEREFLECTION\n"
+"//uniform myhvec4 ReflectColor;\n"
+"//# endif\n"
"//# else\n"
"//# ifdef USEREFLECTION\n"
"//uniform vec4 DistortScaleRefractReflect;\n"
"\n"
"#ifdef MODE_LIGHTDIRECTION\n"
" // directional model lighting\n"
-"\n"
+"# ifdef USESPECULAR\n"
" // get the surface normal and light normal\n"
" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
" myhvec3 diffusenormal = myhvec3(LightVector);\n"
"\n"
" // calculate directional shading\n"
" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\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"
+"# else\n"
+"# ifdef USEDIFFUSE\n"
+" // get the surface normal and light normal\n"
+" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n"
+" myhvec3 diffusenormal = myhvec3(LightVector);\n"
+"\n"
+" // calculate directional shading\n"
+" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n"
+"# else\n"
+" color.rgb *= AmbientColor;\n"
+"# endif\n"
"# endif\n"
+"\n"
" color *= myhvec4(gl_Color);\n"
"#endif // MODE_LIGHTDIRECTION\n"
"\n"
" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n"
"#endif\n"
"\n"
-"#ifdef MODE_LIGHTSOURCE\n"
-"# ifdef USEWATER\n"
-" color.rgb *= color.a;\n"
-"# endif\n"
-"# ifdef USEREFRACTION\n"
-" color.rgb *= color.a;\n"
-"# endif\n"
-"#else\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 + 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)), 5.0)) * ReflectFactor + ReflectOffset;\n"
-" color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, Fresnel), color.rgb, color.a);\n"
-"# endif\n"
-"# ifdef USEREFRACTION\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 = mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor.rgb, color.rgb, color.a);\n"
-"# endif\n"
+"#ifndef MODE_LIGHTSOURCE\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"
#define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
#define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface
#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!)
-#define SHADERPERMUTATION_WATER (1<<10) // normalmap-perturbed refraction of the background, performed behind the surface (the texture or material must be transparent to see it)
-#define SHADERPERMUTATION_REFRACTION (1<<11) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface
-#define SHADERPERMUTATION_MODEBASE (1<<12) // multiplier for the SHADERMODE_ values to get a valid index
+#define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index
// NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES!
const char *shaderpermutationinfo[][2] =
{"#define USEREFLECTION\n", " reflection"},
{"#define USEOFFSETMAPPING\n", " offsetmapping"},
{"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"},
- {"#define USEWATER\n", " water"},
- {"#define USEREFRACTION\n", " refraction"},
{NULL, NULL}
};
permutation |= SHADERPERMUTATION_COLORMAPPING;
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
- //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- // permutation |= SHADERPERMUTATION_WATER;
- //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
- // permutation |= SHADERPERMUTATION_REFRACTION;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
}
else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
- // bright unshaded geometry
+ // unshaded geometry (fullbright or ambient model lighting)
mode = SHADERMODE_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_WATER;
- //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
- // permutation |= SHADERPERMUTATION_REFRACTION;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
}
- else if (modellighting)
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
{
// directional model lighting
mode = SHADERMODE_LIGHTDIRECTION;
if (rsurface.texture->currentskinframe->glow)
permutation |= SHADERPERMUTATION_GLOW;
+ permutation |= SHADERPERMUTATION_DIFFUSE;
if (specularscale > 0)
permutation |= SHADERPERMUTATION_SPECULAR;
if (r_refdef.fogenabled)
permutation |= SHADERPERMUTATION_COLORMAPPING;
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
- //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- // permutation |= SHADERPERMUTATION_WATER;
- //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
- // permutation |= SHADERPERMUTATION_REFRACTION;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ permutation |= SHADERPERMUTATION_REFLECTION;
+ }
+ else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
+ {
+ // ambient model lighting
+ mode = SHADERMODE_LIGHTDIRECTION;
+ if (rsurface.texture->currentskinframe->glow)
+ permutation |= SHADERPERMUTATION_GLOW;
+ if (r_refdef.fogenabled)
+ permutation |= SHADERPERMUTATION_FOG;
+ if (rsurface.texture->colormapping)
+ permutation |= SHADERPERMUTATION_COLORMAPPING;
+ if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
+ permutation |= SHADERPERMUTATION_CONTRASTBOOST;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
}
else
mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
if (specularscale > 0)
- permutation |= SHADERPERMUTATION_SPECULAR;
+ permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
}
else if (r_glsl_deluxemapping.integer >= 2)
{
// fake deluxemapping (uniform light direction in tangentspace)
mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
if (specularscale > 0)
- permutation |= SHADERPERMUTATION_SPECULAR;
+ permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
}
else
{
permutation |= SHADERPERMUTATION_COLORMAPPING;
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
- //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
- // permutation |= SHADERPERMUTATION_WATER;
- //if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION)
- // permutation |= SHADERPERMUTATION_REFRACTION;
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
permutation |= SHADERPERMUTATION_REFLECTION;
}
// color.rgb *= [[SceneBrightness * ContrastBoost]];
// color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1;
// and Black:
- // color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb);
+ // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1);
// and do [[calculations]] here in the engine
qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale);
if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value);
if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD))
qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0);
else
+ /*
+ {
+ vec3_t fogvec;
+ // color.rgb *= SceneBrightness;
+ VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec);
+ if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost
+ {
+ // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1);
+ fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1);
+ fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1);
+ fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1);
+ }
+ qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]);
+ }
+ */
qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]);
}
if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]);
if (skinframe && skinframe->base)
return skinframe;
- basepixels = loadimagepixels(name, complain, 0, 0);
+ basepixels = loadimagepixels(name, complain, 0, 0, true);
if (basepixels == NULL)
return NULL;
// _norm is the name used by tenebrae and has been adopted as standard
if (loadnormalmap)
{
- if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL)
+ if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0, false)) != NULL)
{
skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL);
Mem_Free(pixels);
pixels = NULL;
}
- else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL)
+ else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0, false)) != NULL)
{
pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4);
Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value);
// _luma is supported for tenebrae compatibility
// (I think it's a very stupid name, but oh well)
// _glow is the preferred name
- if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
- if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0, false)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
+ if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;}
if (basepixels)
Mem_Free(basepixels);
if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
+
+ Cvar_RegisterVariable(&r_track_sprites);
+ Cvar_RegisterVariable(&r_track_sprites_flags);
+ Cvar_RegisterVariable(&r_track_sprites_scalew);
+ Cvar_RegisterVariable(&r_track_sprites_scaleh);
}
extern void R_Textures_Init(void);
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+ r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((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)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs));
+
}
if(r_cullentities_trace.integer)
{
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs);
+ r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((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));
}
}
r_view.frustum[5].dist = m[15] + m[14];
#endif
-
-
if (r_view.useperspective)
{
slopex = 1.0 / r_view.frustum_x;
VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal);
VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal);
VectorCopy(r_view.forward, r_view.frustum[4].normal);
+
+ // Leaving those out was a mistake, those were in the old code, and they
+ // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix
+ // I couldn't reproduce it after adding those normalizations. --blub
+ VectorNormalize(r_view.frustum[0].normal);
+ VectorNormalize(r_view.frustum[1].normal);
+ VectorNormalize(r_view.frustum[2].normal);
+ VectorNormalize(r_view.frustum[3].normal);
// calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling
VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]);
// calculate desired texture sizes
// can't use water if the card does not support the texture size
- if (!r_water.integer || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size)
+ if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || 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)
{
R_ResetViewRendering3D();
R_ClearScreen();
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
R_RenderScene(false);
R_ResetViewRendering3D();
R_ClearScreen();
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
}
r_view = originalview;
+ r_view.clear = true;
r_waterstate.renderingscene = false;
}
return;
R_ClearScreen();
if (r_timereport_active)
- R_TimeReport("clear");
-
+ R_TimeReport("viewclear");
// restore the view settings
r_view.width = oldwidth;
CHECKGLERROR
if (r_timereport_active)
- R_TimeReport("setup");
+ R_TimeReport("viewsetup");
R_ResetViewRendering3D();
- R_ClearScreen();
- if (r_timereport_active)
- R_TimeReport("clear");
+ if (r_view.clear)
+ {
+ R_ClearScreen();
+ if (r_timereport_active)
+ R_TimeReport("viewclear");
+ }
+ r_view.clear = true;
r_view.showdebug = true;
R_View_Update();
if (r_timereport_active)
- R_TimeReport("watervisibility");
+ R_TimeReport("watervis");
if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes)
{
t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION);
if (!(ent->flags & RENDER_LIGHT))
t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
+ else if (rsurface.modeltexcoordlightmap2f == NULL)
+ {
+ // pick a model lighting mode
+ if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f))
+ t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL;
+ else
+ t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
+ }
if (ent->effects & EF_ADDITIVE)
t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW;
else if (t->currentalpha < 1)
RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
}
-#if 0
-static void RSurf_GL11_WaterTexCoords(int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
- int texturesurfaceindex;
- const msurface_t *surface;
- // compute texcoords for vertices (yes, these swim around the screen a bit unintentionally)
- // compute vertex alpha to fade between reflection and refraction if this is water
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- GL_TransformToScreenTexCoords(surface->num_vertices, rsurface.vertex3f + 3 * surface->num_firstvertex, rsurface.array_generatedtexcoordtexture2f + 2 * surface->num_firstvertex, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
- }
-}
-
-static void RSurf_GL11_WaterFresnelAlpha(int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
- int texturesurfaceindex;
- int i;
- const msurface_t *surface;
- int numverts;
- const float *v;
- const float *n;
- float *c2;
- vec3_t dir;
- float Fresnel;
- // compute texcoords for vertices (yes, these swim around the screen a bit unintentionally)
- // compute vertex alpha to fade between reflection and refraction if this is water
- for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
- {
- surface = texturesurfacelist[texturesurfaceindex];
- numverts = surface->num_vertices;
- v = rsurface.vertex3f + 3 * surface->num_firstvertex;
- n = rsurface.normal3f + 3 * surface->num_firstvertex;
- c2 = rsurface.array_color4f + 4 * surface->num_firstvertex;
- for (i = 0;i < numverts;i++, v += 3, n += 3, c2 += 4)
- {
- VectorSubtract(rsurface.modelorg, v, dir);
- VectorNormalize(dir);
- Fresnel = pow(min(1.0f, 1.0f - DotProduct(dir, n)), 2.0f) * (rsurface.texture->reflectmax - rsurface.texture->reflectmin) + rsurface.texture->reflectmin;
- Vector4Set(c2, 1, 1, 1, Fresnel);
- }
- }
-}
-
-static void R_DrawTextureSurfaceList_GL11_Water(int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
- // OpenGL 1.1 path - crusty old voodoo path
- rmeshstate_t m;
- qboolean water;
- if (rsurface.mode != RSURFMODE_MULTIPASS)
- rsurface.mode = RSURFMODE_MULTIPASS;
- RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
- R_Mesh_ColorPointer(NULL, 0, 0);
- water = (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) != 0;
- RSurf_GL11_WaterTexCoords(texturenumsurfaces, texturesurfacelist);
- if (water)
- RSurf_GL11_WaterFresnelAlpha(texturenumsurfaces, texturesurfacelist);
- // now draw the surfaces as refraction texture
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_texcoord[0] = rsurface.array_generatedtexcoordtexture2f;
- R_Mesh_TextureState(&m);
- RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, 0, -1);
- if (water)
- {
- // water also reflects before the normal render occurs, and uses a
- // vertex-controlled alpha blend between refraction and reflection
- GL_LockArrays(0, 0);
- R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0);
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- GL_DepthMask(false);
- RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, -1, 0);
- }
- GL_LockArrays(0, 0);
- CHECKGLERROR
-}
-
-static void R_DrawTextureSurfaceList_GL11_Reflection(int texturenumsurfaces, msurface_t **texturesurfacelist)
-{
- // OpenGL 1.1 path - crusty old voodoo path
- rmeshstate_t m;
- qboolean water;
- if (rsurface.mode != RSURFMODE_MULTIPASS)
- rsurface.mode = RSURFMODE_MULTIPASS;
- RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
- R_Mesh_ColorPointer(NULL, 0, 0);
- water = (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) != 0;
- RSurf_GL11_WaterTexCoords(texturenumsurfaces, texturesurfacelist);
- // now draw the surfaces as refraction texture
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(r_texture_white);
- m.pointer_texcoord[0] = rsurface.array_generatedtexcoordtexture2f;
- R_Mesh_TextureState(&m);
- RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, -1, 0);
- GL_LockArrays(0, 0);
- CHECKGLERROR
-}
-#endif
-
static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist)
{
GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
GL_Color(1, 1, 1, 1);
R_Mesh_ColorPointer(NULL, 0, 0);
- R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
+ R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND);
if (r_glsl_permutation)
{
RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist);
R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
}
- R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
+ R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE);
if (!r_glsl_permutation)
return;
- if (rsurface.lightmode == 2)
- RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
- else
- RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
+ RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist);
R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset);
R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset);
R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset);
rsurface.mode = RSURFMODE_MULTIPASS;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
-#if 0
- if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
- {
- // render background
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_AlphaTest(false);
- R_DrawTextureSurfaceList_GL11_Water(texturenumsurfaces, texturesurfacelist);
- }
-#endif
-
for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
{
vec4_t layercolor;
m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
- if (rsurface.lightmode == 2)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
else if (rsurface.uselightmaptexture)
RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog);
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_AlphaTest(false);
}
-
-#if 0
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
- {
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(false);
- R_DrawTextureSurfaceList_GL11_Reflection(texturenumsurfaces, texturesurfacelist);
- }
-#endif
}
static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **texturesurfacelist)
rsurface.mode = RSURFMODE_MULTIPASS;
RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist);
-#if 0
- if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
- {
- // render background
- GL_BlendFunc(GL_ONE, GL_ZERO);
- GL_DepthMask(true);
- GL_AlphaTest(false);
- R_DrawTextureSurfaceList_GL11_Water(texturenumsurfaces, texturesurfacelist);
- }
-#endif
-
for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++)
{
if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
R_Mesh_TextureState(&m);
- if (rsurface.lightmode == 2)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
else if (rsurface.uselightmaptexture)
RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset;
R_Mesh_TextureState(&m);
- if (rsurface.lightmode == 2)
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
else
RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog);
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
GL_AlphaTest(false);
}
-
-#if 0
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION)
- {
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthMask(false);
- R_DrawTextureSurfaceList_GL11_Reflection(texturenumsurfaces, texturesurfacelist);
- }
-#endif
}
static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly)
GL_DepthMask(writedepth);
GL_Color(1,1,1,1);
GL_AlphaTest(false);
- // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
- rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
R_Mesh_ColorPointer(NULL, 0, 0);
memset(&m, 0, sizeof(m));
m.tex[0] = R_GetTexture(r_texture_white);
m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject;
m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset;
R_Mesh_TextureState(&m);
- RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist);
- if (rsurface.lightmode == 2)
+ RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist);
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
else if (rsurface.uselightmaptexture)
RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false);
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
- // use lightmode 0 (fullbright or lightmap) or 2 (model lighting)
- rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2;
if (r_glsl.integer && gl_support_fragment_shader)
R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist);
else if (gl_combine.integer && r_textureunits.integer >= 2)