X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=08dcf6e7f8dff1d16770f4b933b4de8f34892507;hb=fe52804d325b7688cab684f2b83ba1106702a2aa;hp=938d97f7ef42f4aa7735f9bdc3f25953d0507dcd;hpb=4a43205a0993d496822f3460158a41fd4f96c800;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 938d97f7..08dcf6e7 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -26,14 +26,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "ft2.h" #include "csprogs.h" #include "cl_video.h" -#include "dpsoftrast.h" #include "cl_collision.h" -#ifdef SUPPORTD3D -#include -extern LPDIRECT3DDEVICE9 vid_d3d9dev; -#endif - #ifdef WIN32 // Enable NVIDIA High Performance Graphics while using Integrated Graphics. #ifdef __cplusplus @@ -98,11 +92,12 @@ cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as differen cvar_t r_showtris = {0, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"}; cvar_t r_shownormals = {0, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"}; cvar_t r_showlighting = {0, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"}; -cvar_t r_showshadowvolumes = {0, "r_showshadowvolumes", "0", "shows areas shadowed by lights, useful for finding out why some areas of a map render slowly (bright blue = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"}; cvar_t r_showcollisionbrushes = {0, "r_showcollisionbrushes", "0", "draws collision brushes in quake3 maps (mode 1), mode 2 disables rendering of world (trippy!)"}; cvar_t r_showcollisionbrushes_polygonfactor = {0, "r_showcollisionbrushes_polygonfactor", "-1", "expands outward the brush polygons a little bit, used to make collision brushes appear infront of walls"}; cvar_t r_showcollisionbrushes_polygonoffset = {0, "r_showcollisionbrushes_polygonoffset", "0", "nudges brush polygon depth in hardware depth units, used to make collision brushes appear infront of walls"}; cvar_t r_showdisabledepthtest = {0, "r_showdisabledepthtest", "0", "disables depth testing on r_show* cvars, allowing you to see what hidden geometry the graphics card is processing"}; +cvar_t r_showspriteedges = {0, "r_showspriteedges", "0", "renders a debug outline to show the polygon shape of each sprite frame rendered (may be 2 or more in case of interpolated animations), for debugging rendering bugs with specific view types"}; +cvar_t r_showparticleedges = {0, "r_showparticleedges", "0", "renders a debug outline to show the polygon shape of each particle, for debugging rendering bugs with specific view types"}; cvar_t r_drawportals = {0, "r_drawportals", "0", "shows portals (separating polygons) in world interior in quake1 maps"}; cvar_t r_drawentities = {0, "r_drawentities","1", "draw entities (doors, players, projectiles, etc)"}; cvar_t r_draw2d = {0, "r_draw2d","1", "draw 2D stuff (dangerous to turn off)"}; @@ -114,6 +109,8 @@ cvar_t r_cullentities_trace_entityocclusion = { 0, "r_cullentities_trace_entityo cvar_t r_cullentities_trace_samples = {0, "r_cullentities_trace_samples", "2", "number of samples to test for entity culling (in addition to center sample)"}; cvar_t r_cullentities_trace_tempentitysamples = {0, "r_cullentities_trace_tempentitysamples", "-1", "number of samples to test for entity culling of temp entities (including all CSQC entities), -1 disables trace culling on these entities to prevent flicker (pvs still applies)"}; cvar_t r_cullentities_trace_enlarge = {0, "r_cullentities_trace_enlarge", "0", "box enlargement for entity culling"}; +cvar_t r_cullentities_trace_expand = {0, "r_cullentities_trace_expand", "0", "box expanded by this many units for entity culling"}; +cvar_t r_cullentities_trace_pad = {0, "r_cullentities_trace_pad", "8", "accept traces that hit within this many units of the box"}; cvar_t r_cullentities_trace_delay = {0, "r_cullentities_trace_delay", "1", "number of seconds until the entity gets actually culled"}; cvar_t r_cullentities_trace_eyejitter = {0, "r_cullentities_trace_eyejitter", "16", "randomly offset rays from the eye by this much to reduce the odds of flickering"}; cvar_t r_sortentities = {0, "r_sortentities", "0", "sort entities before drawing (might be faster)"}; @@ -175,6 +172,7 @@ static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the Ope cvar_t r_usedepthtextures = {CVAR_SAVE, "r_usedepthtextures", "1", "use depth texture instead of depth renderbuffer where possible, uses less video memory but may render slower (or faster) depending on hardware"}; cvar_t r_viewfbo = {CVAR_SAVE, "r_viewfbo", "0", "enables use of an 8bit (1) or 16bit (2) or 32bit (3) per component float framebuffer render, which may be at a different resolution than the video mode"}; +cvar_t r_rendertarget_debug = {0, "r_rendertarget_debug", "-1", "replaces the view with the contents of the specified render target (by number - note that these can fluctuate depending on scene)"}; cvar_t r_viewscale = {CVAR_SAVE, "r_viewscale", "1", "scaling factor for resolution of the fbo rendering method, must be > 0, can be above 1 for a costly antialiasing behavior, typical values are 0.5 for 1/4th as many pixels rendered, or 1 for normal rendering"}; cvar_t r_viewscale_fpsscaling = {CVAR_SAVE, "r_viewscale_fpsscaling", "0", "change resolution based on framerate"}; cvar_t r_viewscale_fpsscaling_min = {CVAR_SAVE, "r_viewscale_fpsscaling_min", "0.0625", "worst acceptable quality"}; @@ -212,7 +210,6 @@ cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "h cvar_t r_water_scissormode = {0, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"}; cvar_t r_water_lowquality = {0, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"}; cvar_t r_water_hideplayer = {CVAR_SAVE, "r_water_hideplayer", "0", "if set to 1 then player will be hidden in refraction views, if set to 2 then player will also be hidden in reflection views, player is always visible in camera views"}; -cvar_t r_water_fbo = {CVAR_SAVE, "r_water_fbo", "1", "enables use of render to texture for water effects, otherwise copy to texture is used (slower)"}; cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"}; @@ -319,7 +316,6 @@ static int r_qwskincache_size; /// vertex coordinates for a quad that covers the screen exactly extern const float r_screenvertex3f[12]; -extern const float r_d3dscreenvertex3f[12]; const float r_screenvertex3f[12] = { 0, 0, 0, @@ -327,13 +323,6 @@ const float r_screenvertex3f[12] = 1, 1, 0, 0, 1, 0 }; -const float r_d3dscreenvertex3f[12] = -{ - 0, 1, 0, - 1, 1, 0, - 1, 0, 0, - 0, 0, 0 -}; void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { @@ -639,12 +628,6 @@ static const char *builtinshaderstrings[] = 0 }; -const char *builtinhlslshaderstrings[] = -{ -#include "shader_hlsl.h" -0 -}; - //======================================================================================================================================================= typedef struct shaderpermutationinfo_s @@ -727,26 +710,6 @@ shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] = {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, {"combined", "glsl", builtinshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, }, - // SHADERLANGUAGE_HLSL - { - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_GENERIC\n", " generic"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_POSTPROCESS\n", " postprocess"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FLATCOLOR\n", " flatcolor"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_VERTEXCOLOR\n", " vertexcolor"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTMAP\n", " lightmap"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_FAKELIGHT\n", " fakelight"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_REFRACTION\n", " refraction"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_WATER\n", " water"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDGEOMETRY\n", " deferredgeometry"}, - {"combined", "hlsl", builtinhlslshaderstrings, "#define MODE_DEFERREDLIGHTSOURCE\n", " deferredlightsource"}, - }, }; struct r_glsl_permutation_s; @@ -1441,514 +1404,11 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permuta CHECKGLERROR } -#ifdef SUPPORTD3D - -#ifdef SUPPORTD3D -#include -extern LPDIRECT3DDEVICE9 vid_d3d9dev; -extern D3DCAPS9 vid_d3d9caps; -#endif - -struct r_hlsl_permutation_s; -typedef struct r_hlsl_permutation_s -{ - /// hash lookup data - struct r_hlsl_permutation_s *hashnext; - unsigned int mode; - dpuint64 permutation; - - /// indicates if we have tried compiling this permutation already - qboolean compiled; - /// NULL if compilation failed - IDirect3DVertexShader9 *vertexshader; - IDirect3DPixelShader9 *pixelshader; -} -r_hlsl_permutation_t; - -typedef enum D3DVSREGISTER_e -{ - D3DVSREGISTER_TexMatrix = 0, // float4x4 - D3DVSREGISTER_BackgroundTexMatrix = 4, // float4x4 - D3DVSREGISTER_ModelViewProjectionMatrix = 8, // float4x4 - D3DVSREGISTER_ModelViewMatrix = 12, // float4x4 - D3DVSREGISTER_ShadowMapMatrix = 16, // float4x4 - D3DVSREGISTER_ModelToLight = 20, // float4x4 - D3DVSREGISTER_EyePosition = 24, - D3DVSREGISTER_FogPlane = 25, - D3DVSREGISTER_LightDir = 26, - D3DVSREGISTER_LightPosition = 27, -} -D3DVSREGISTER_t; - -typedef enum D3DPSREGISTER_e -{ - D3DPSREGISTER_Alpha = 0, - D3DPSREGISTER_BloomBlur_Parameters = 1, - D3DPSREGISTER_ClientTime = 2, - D3DPSREGISTER_Color_Ambient = 3, - D3DPSREGISTER_Color_Diffuse = 4, - D3DPSREGISTER_Color_Specular = 5, - D3DPSREGISTER_Color_Glow = 6, - D3DPSREGISTER_Color_Pants = 7, - D3DPSREGISTER_Color_Shirt = 8, - D3DPSREGISTER_DeferredColor_Ambient = 9, - D3DPSREGISTER_DeferredColor_Diffuse = 10, - D3DPSREGISTER_DeferredColor_Specular = 11, - D3DPSREGISTER_DeferredMod_Diffuse = 12, - D3DPSREGISTER_DeferredMod_Specular = 13, - D3DPSREGISTER_DistortScaleRefractReflect = 14, - D3DPSREGISTER_EyePosition = 15, // unused - D3DPSREGISTER_FogColor = 16, - D3DPSREGISTER_FogHeightFade = 17, - D3DPSREGISTER_FogPlane = 18, - D3DPSREGISTER_FogPlaneViewDist = 19, - D3DPSREGISTER_FogRangeRecip = 20, - D3DPSREGISTER_LightColor = 21, - D3DPSREGISTER_LightDir = 22, // unused - D3DPSREGISTER_LightPosition = 23, - D3DPSREGISTER_OffsetMapping_ScaleSteps = 24, - D3DPSREGISTER_PixelSize = 25, - D3DPSREGISTER_ReflectColor = 26, - D3DPSREGISTER_ReflectFactor = 27, - D3DPSREGISTER_ReflectOffset = 28, - D3DPSREGISTER_RefractColor = 29, - D3DPSREGISTER_Saturation = 30, - D3DPSREGISTER_ScreenCenterRefractReflect = 31, - D3DPSREGISTER_ScreenScaleRefractReflect = 32, - D3DPSREGISTER_ScreenToDepth = 33, - D3DPSREGISTER_ShadowMap_Parameters = 34, - D3DPSREGISTER_ShadowMap_TextureScale = 35, - D3DPSREGISTER_SpecularPower = 36, - D3DPSREGISTER_UserVec1 = 37, - D3DPSREGISTER_UserVec2 = 38, - D3DPSREGISTER_UserVec3 = 39, - D3DPSREGISTER_UserVec4 = 40, - D3DPSREGISTER_ViewTintColor = 41, - D3DPSREGISTER_PixelToScreenTexCoord = 42, - D3DPSREGISTER_BloomColorSubtract = 43, - D3DPSREGISTER_ViewToLight = 44, // float4x4 - D3DPSREGISTER_ModelToReflectCube = 48, // float4x4 - D3DPSREGISTER_NormalmapScrollBlend = 52, - D3DPSREGISTER_OffsetMapping_LodDistance = 53, - D3DPSREGISTER_OffsetMapping_Bias = 54, - // next at 54 -} -D3DPSREGISTER_t; - -/// information about each possible shader permutation -r_hlsl_permutation_t *r_hlsl_permutationhash[SHADERMODE_COUNT][SHADERPERMUTATION_HASHSIZE]; -/// currently selected permutation -r_hlsl_permutation_t *r_hlsl_permutation; -/// storage for permutations linked in the hash table -memexpandablearray_t r_hlsl_permutationarray; - -static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, dpuint64 permutation) -{ - //unsigned int hashdepth = 0; - unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1); - r_hlsl_permutation_t *p; - for (p = r_hlsl_permutationhash[mode][hashindex];p;p = p->hashnext) - { - if (p->mode == mode && p->permutation == permutation) - { - //if (hashdepth > 10) - // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); - return p; - } - //hashdepth++; - } - p = (r_hlsl_permutation_t*)Mem_ExpandableArray_AllocRecord(&r_hlsl_permutationarray); - p->mode = mode; - p->permutation = permutation; - p->hashnext = r_hlsl_permutationhash[mode][hashindex]; - r_hlsl_permutationhash[mode][hashindex] = p; - //if (hashdepth > 10) - // Con_Printf("R_HLSL_FindPermutation: Warning: %i:%i has hashdepth %i\n", mode, permutation, hashdepth); - return p; -} - -#include -//#include -//#include - -static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, const char *vertstring, const char *fragstring) -{ - DWORD *vsbin = NULL; - DWORD *psbin = NULL; - fs_offset_t vsbinsize; - fs_offset_t psbinsize; -// IDirect3DVertexShader9 *vs = NULL; -// IDirect3DPixelShader9 *ps = NULL; - ID3DXBuffer *vslog = NULL; - ID3DXBuffer *vsbuffer = NULL; - ID3DXConstantTable *vsconstanttable = NULL; - ID3DXBuffer *pslog = NULL; - ID3DXBuffer *psbuffer = NULL; - ID3DXConstantTable *psconstanttable = NULL; - int vsresult = 0; - int psresult = 0; - char temp[MAX_INPUTLINE]; - const char *vsversion = "vs_3_0", *psversion = "ps_3_0"; - char vabuf[1024]; - qboolean debugshader = gl_paranoid.integer != 0; - if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";} - if (p->permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) {vsversion = "vs_3_0";psversion = "ps_3_0";} - if (!debugshader) - { - vsbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.vsbin", cachename), r_main_mempool, true, &vsbinsize); - psbin = (DWORD *)FS_LoadFile(va(vabuf, sizeof(vabuf), "%s.psbin", cachename), r_main_mempool, true, &psbinsize); - } - if ((!vsbin && vertstring) || (!psbin && fragstring)) - { - const char* dllnames_d3dx9 [] = - { - "d3dx9_43.dll", - "d3dx9_42.dll", - "d3dx9_41.dll", - "d3dx9_40.dll", - "d3dx9_39.dll", - "d3dx9_38.dll", - "d3dx9_37.dll", - "d3dx9_36.dll", - "d3dx9_35.dll", - "d3dx9_34.dll", - "d3dx9_33.dll", - "d3dx9_32.dll", - "d3dx9_31.dll", - "d3dx9_30.dll", - "d3dx9_29.dll", - "d3dx9_28.dll", - "d3dx9_27.dll", - "d3dx9_26.dll", - "d3dx9_25.dll", - "d3dx9_24.dll", - NULL - }; - dllhandle_t d3dx9_dll = NULL; - HRESULT (WINAPI *qD3DXCompileShaderFromFileA)(LPCSTR pSrcFile, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable); - HRESULT (WINAPI *qD3DXPreprocessShader)(LPCSTR pSrcData, UINT SrcDataSize, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPD3DXBUFFER* ppShaderText, LPD3DXBUFFER* ppErrorMsgs); - HRESULT (WINAPI *qD3DXCompileShader)(LPCSTR pSrcData, UINT SrcDataLen, CONST D3DXMACRO* pDefines, LPD3DXINCLUDE pInclude, LPCSTR pFunctionName, LPCSTR pProfile, DWORD Flags, LPD3DXBUFFER* ppShader, LPD3DXBUFFER* ppErrorMsgs, LPD3DXCONSTANTTABLE* ppConstantTable); - dllfunction_t d3dx9_dllfuncs[] = - { - {"D3DXCompileShaderFromFileA", (void **) &qD3DXCompileShaderFromFileA}, - {"D3DXPreprocessShader", (void **) &qD3DXPreprocessShader}, - {"D3DXCompileShader", (void **) &qD3DXCompileShader}, - {NULL, NULL} - }; - // LordHavoc: the June 2010 SDK lacks these macros to make ID3DXBuffer usable in C, and to make it work in both C and C++ the macros are needed... -#ifndef ID3DXBuffer_GetBufferPointer -#if !defined(__cplusplus) || defined(CINTERFACE) -#define ID3DXBuffer_GetBufferPointer(p) (p)->lpVtbl->GetBufferPointer(p) -#define ID3DXBuffer_GetBufferSize(p) (p)->lpVtbl->GetBufferSize(p) -#define ID3DXBuffer_Release(p) (p)->lpVtbl->Release(p) -#else -#define ID3DXBuffer_GetBufferPointer(p) (p)->GetBufferPointer() -#define ID3DXBuffer_GetBufferSize(p) (p)->GetBufferSize() -#define ID3DXBuffer_Release(p) (p)->Release() -#endif -#endif - if (Sys_LoadLibrary(dllnames_d3dx9, &d3dx9_dll, d3dx9_dllfuncs)) - { - DWORD shaderflags = 0; - if (debugshader) - shaderflags = D3DXSHADER_DEBUG | D3DXSHADER_SKIPOPTIMIZATION; - vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0); - psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0); - if (vertstring && vertstring[0]) - { - if (debugshader) - { - FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vertstring, strlen(vertstring)); - vsresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); - } - else - vsresult = qD3DXCompileShader(vertstring, (unsigned int)strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); - if (vsbuffer) - { - vsbinsize = ID3DXBuffer_GetBufferSize(vsbuffer); - vsbin = (DWORD *)Mem_Alloc(tempmempool, vsbinsize); - memcpy(vsbin, ID3DXBuffer_GetBufferPointer(vsbuffer), vsbinsize); - ID3DXBuffer_Release(vsbuffer); - } - if (vslog) - { - strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(vslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(vslog))); - Con_DPrintf("HLSL vertex shader compile output for %s follows:\n%s\n", cachename, temp); - ID3DXBuffer_Release(vslog); - } - } - if (fragstring && fragstring[0]) - { - if (debugshader) - { - FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), fragstring, strlen(fragstring)); - psresult = qD3DXCompileShaderFromFileA(va(vabuf, sizeof(vabuf), "%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); - } - else - psresult = qD3DXCompileShader(fragstring, (unsigned int)strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); - if (psbuffer) - { - psbinsize = ID3DXBuffer_GetBufferSize(psbuffer); - psbin = (DWORD *)Mem_Alloc(tempmempool, psbinsize); - memcpy(psbin, ID3DXBuffer_GetBufferPointer(psbuffer), psbinsize); - ID3DXBuffer_Release(psbuffer); - } - if (pslog) - { - strlcpy(temp, (const char *)ID3DXBuffer_GetBufferPointer(pslog), min(sizeof(temp), ID3DXBuffer_GetBufferSize(pslog))); - Con_DPrintf("HLSL pixel shader compile output for %s follows:\n%s\n", cachename, temp); - ID3DXBuffer_Release(pslog); - } - } - Sys_UnloadLibrary(&d3dx9_dll); - } - else - Con_DPrintf("Unable to compile shader - D3DXCompileShader function not found\n"); - } - if (vsbin && psbin) - { - vsresult = IDirect3DDevice9_CreateVertexShader(vid_d3d9dev, vsbin, &p->vertexshader); - if (FAILED(vsresult)) - Con_DPrintf("HLSL CreateVertexShader failed for %s (hresult = %8x)\n", cachename, vsresult); - psresult = IDirect3DDevice9_CreatePixelShader(vid_d3d9dev, psbin, &p->pixelshader); - if (FAILED(psresult)) - Con_DPrintf("HLSL CreatePixelShader failed for %s (hresult = %8x)\n", cachename, psresult); - } - // free the shader data - vsbin = (DWORD *)Mem_Realloc(tempmempool, vsbin, 0); - psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0); -} - -static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, dpuint64 permutation) -{ - int i; - shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode]; - int vertstring_length = 0; - int geomstring_length = 0; - int fragstring_length = 0; - char *t; - char *sourcestring; - char *vertstring, *geomstring, *fragstring; - char permutationname[256]; - char cachename[256]; - int vertstrings_count = 0; - int geomstrings_count = 0; - int fragstrings_count = 0; - const char *vertstrings_list[32+5+SHADERSTATICPARMS_COUNT+1]; - const char *geomstrings_list[32+5+SHADERSTATICPARMS_COUNT+1]; - const char *fragstrings_list[32+5+SHADERSTATICPARMS_COUNT+1]; - - if (p->compiled) - return; - p->compiled = true; - p->vertexshader = NULL; - p->pixelshader = NULL; - - permutationname[0] = 0; - cachename[0] = 0; - sourcestring = ShaderModeInfo_GetShaderText(modeinfo, true, false); - - strlcat(permutationname, modeinfo->filename, sizeof(permutationname)); - strlcat(cachename, "hlsl/", sizeof(cachename)); - - // define HLSL so that the shader can tell apart the HLSL compiler and the Cg compiler - vertstrings_count = 0; - geomstrings_count = 0; - fragstrings_count = 0; - vertstrings_list[vertstrings_count++] = "#define HLSL\n"; - geomstrings_list[geomstrings_count++] = "#define HLSL\n"; - fragstrings_list[fragstrings_count++] = "#define HLSL\n"; - - // the first pretext is which type of shader to compile as - // (later these will all be bound together as a program object) - vertstrings_list[vertstrings_count++] = "#define VERTEX_SHADER\n"; - geomstrings_list[geomstrings_count++] = "#define GEOMETRY_SHADER\n"; - fragstrings_list[fragstrings_count++] = "#define FRAGMENT_SHADER\n"; - - // the second pretext is the mode (for example a light source) - vertstrings_list[vertstrings_count++] = modeinfo->pretext; - geomstrings_list[geomstrings_count++] = modeinfo->pretext; - fragstrings_list[fragstrings_count++] = modeinfo->pretext; - strlcat(permutationname, modeinfo->name, sizeof(permutationname)); - strlcat(cachename, modeinfo->name, sizeof(cachename)); - - // now add all the permutation pretexts - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - { - if (permutation & (1ll<vertexshader || !vertstring[0]) && (p->pixelshader || !fragstring[0])) - Con_DPrintf("^5HLSL shader %s compiled.\n", permutationname); - else - Con_Printf("^1HLSL shader %s failed! some features may not work properly.\n", permutationname); - - // free the strings - if (vertstring) - Mem_Free(vertstring); - if (geomstring) - Mem_Free(geomstring); - if (fragstring) - Mem_Free(fragstring); - if (sourcestring) - Mem_Free(sourcestring); -} - -static inline void hlslVSSetParameter16f(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 4);} -static inline void hlslVSSetParameter4fv(D3DVSREGISTER_t r, const float *a) {IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, a, 1);} -static inline void hlslVSSetParameter4f(D3DVSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} -static inline void hlslVSSetParameter3f(D3DVSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} -static inline void hlslVSSetParameter2f(D3DVSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} -static inline void hlslVSSetParameter1f(D3DVSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetVertexShaderConstantF(vid_d3d9dev, r, temp, 1);} - -static inline void hlslPSSetParameter16f(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 4);} -static inline void hlslPSSetParameter4fv(D3DPSREGISTER_t r, const float *a) {IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, a, 1);} -static inline void hlslPSSetParameter4f(D3DPSREGISTER_t r, float x, float y, float z, float w) {float temp[4];Vector4Set(temp, x, y, z, w);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} -static inline void hlslPSSetParameter3f(D3DPSREGISTER_t r, float x, float y, float z) {float temp[4];Vector4Set(temp, x, y, z, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} -static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} -static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);} - -void R_SetupShader_SetPermutationHLSL(unsigned int mode, dpuint64 permutation) -{ - r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation); - if (r_hlsl_permutation != perm) - { - r_hlsl_permutation = perm; - if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader) - { - if (!r_hlsl_permutation->compiled) - R_HLSL_CompilePermutation(perm, mode, permutation); - if (!r_hlsl_permutation->vertexshader && !r_hlsl_permutation->pixelshader) - { - // remove features until we find a valid permutation - int i; - for (i = 0;i < SHADERPERMUTATION_COUNT;i++) - { - // reduce i more quickly whenever it would not remove any bits - dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i); - if (!(permutation & j)) - continue; - permutation -= j; - r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation); - if (!r_hlsl_permutation->compiled) - R_HLSL_CompilePermutation(perm, mode, permutation); - if (r_hlsl_permutation->vertexshader || r_hlsl_permutation->pixelshader) - break; - } - if (i >= SHADERPERMUTATION_COUNT) - { - //Con_Printf("Could not find a working HLSL shader for permutation %s %s\n", shadermodeinfo[mode].filename, shadermodeinfo[mode].pretext); - r_hlsl_permutation = R_HLSL_FindPermutation(mode, permutation); - return; // no bit left to clear, entire mode is broken - } - } - } - IDirect3DDevice9_SetVertexShader(vid_d3d9dev, r_hlsl_permutation->vertexshader); - IDirect3DDevice9_SetPixelShader(vid_d3d9dev, r_hlsl_permutation->pixelshader); - } - hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f); - hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f); - hlslPSSetParameter1f(D3DPSREGISTER_ClientTime, cl.time); -} -#endif - -static void R_SetupShader_SetPermutationSoft(unsigned int mode, dpuint64 permutation) -{ - DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer); - DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f); - DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ClientTime, cl.time); -} - void R_GLSL_Restart_f(void) { unsigned int i, limit; switch(vid.renderpath) { - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - { - r_hlsl_permutation_t *p; - r_hlsl_permutation = NULL; - limit = (unsigned int)Mem_ExpandableArray_IndexRange(&r_hlsl_permutationarray); - for (i = 0;i < limit;i++) - { - if ((p = (r_hlsl_permutation_t*)Mem_ExpandableArray_RecordAtIndex(&r_hlsl_permutationarray, i))) - { - if (p->vertexshader) - IDirect3DVertexShader9_Release(p->vertexshader); - if (p->pixelshader) - IDirect3DPixelShader9_Release(p->pixelshader); - Mem_ExpandableArray_FreeRecord(&r_hlsl_permutationarray, (void*)p); - } - } - memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: { @@ -1966,12 +1426,6 @@ void R_GLSL_Restart_f(void) memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); } break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - break; - case RENDERPATH_SOFT: - break; } } @@ -2042,21 +1496,6 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod GL_AlphaToCoverage(false); switch (vid.renderpath) { - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation); - R_Mesh_TexBind(GL20TU_FIRST , first ); - R_Mesh_TexBind(GL20TU_SECOND, second); - if (permutation & SHADERPERMUTATION_GAMMARAMPS) - R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation); @@ -2067,28 +1506,6 @@ void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemod if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps); break; - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - R_Mesh_TexBind(0, first ); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexMatrix(0, NULL); - R_Mesh_TexBind(1, second); - if (second) - { - R_Mesh_TexCombine(1, texturemode, texturemode, rgbscale, 1); - R_Mesh_TexMatrix(1, NULL); - } - break; - case RENDERPATH_GL11: - R_Mesh_TexBind(0, first ); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexMatrix(0, NULL); - break; - case RENDERPATH_SOFT: - R_SetupShader_SetPermutationSoft(SHADERMODE_GENERIC, permutation); - R_Mesh_TexBind(GL20TU_FIRST , first ); - R_Mesh_TexBind(GL20TU_SECOND, second); - break; } } @@ -2111,17 +1528,6 @@ void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean GL_AlphaToCoverage(false); switch (vid.renderpath) { - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - R_SetupShader_SetPermutationHLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: R_SetupShader_SetPermutationGLSL(SHADERMODE_DEPTH_OR_SHADOW, permutation); @@ -2129,42 +1535,9 @@ void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size); #endif break; - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - R_Mesh_TexBind(0, 0); - R_Mesh_TexBind(1, 0); - break; - case RENDERPATH_GL11: - R_Mesh_TexBind(0, 0); - break; - case RENDERPATH_SOFT: - R_SetupShader_SetPermutationSoft(SHADERMODE_DEPTH_OR_SHADOW, permutation); - break; } } -extern qboolean r_shadow_usingdeferredprepass; -extern rtexture_t *r_shadow_attenuationgradienttexture; -extern rtexture_t *r_shadow_attenuation2dtexture; -extern rtexture_t *r_shadow_attenuation3dtexture; -extern qboolean r_shadow_usingshadowmap2d; -extern qboolean r_shadow_usingshadowmaportho; -extern float r_shadow_modelshadowmap_texturescale[4]; -extern float r_shadow_modelshadowmap_parameters[4]; -extern float r_shadow_lightshadowmap_texturescale[4]; -extern float r_shadow_lightshadowmap_parameters[4]; -extern qboolean r_shadow_shadowmapvsdct; -extern rtexture_t *r_shadow_shadowmap2ddepthbuffer; -extern rtexture_t *r_shadow_shadowmap2ddepthtexture; -extern rtexture_t *r_shadow_shadowmapvsdcttexture; -extern matrix4x4_t r_shadow_shadowmapmatrix; -extern int r_shadow_prepass_width; -extern int r_shadow_prepass_height; -extern rtexture_t *r_shadow_prepassgeometrydepthbuffer; -extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture; -extern rtexture_t *r_shadow_prepasslightingdiffusetexture; -extern rtexture_t *r_shadow_prepasslightingspeculartexture; - #define BLENDFUNC_ALLOWS_COLORMOD 1 #define BLENDFUNC_ALLOWS_FOG 2 #define BLENDFUNC_ALLOWS_FOG_HACK0 4 @@ -2501,221 +1874,64 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif permutation |= SHADERPERMUTATION_FOGALPHAHACK; switch(vid.renderpath) { - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); - R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset); - R_SetupShader_SetPermutationHLSL(mode, permutation); - Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);hlslPSSetParameter16f(D3DPSREGISTER_ModelToReflectCube, m16f); - if (mode == SHADERMODE_LIGHTSOURCE) + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + if (!vid.useinterleavedarrays) { - Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ModelToLight, m16f); - hlslVSSetParameter3f(D3DVSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); + R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); + R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset); + R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset); + R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); + R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); + R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset); + R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset); } else { - if (mode == SHADERMODE_LIGHTDIRECTION) - { - hlslVSSetParameter3f(D3DVSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]); - } + RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); + R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset); } - Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_TexMatrix, m16f); - Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_BackgroundTexMatrix, m16f); - Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);hlslVSSetParameter16f(D3DVSREGISTER_ShadowMapMatrix, m16f); - hlslVSSetParameter3f(D3DVSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); - hlslVSSetParameter4f(D3DVSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); - + // this has to be after RSurf_PrepareVerticesForBatch + if (rsurface.batchskeletaltransform3x4buffer) + permutation |= SHADERPERMUTATION_SKELETAL; + R_SetupShader_SetPermutationGLSL(mode, permutation); +#ifndef USE_GLES2 /* FIXME: GLES3 only */ + if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size); +#endif + if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);} if (mode == SHADERMODE_LIGHTSOURCE) { - hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); - hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED - hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]); - hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]); - hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]); - + if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);} + if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); + if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]); + if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]); + // additive passes are only darkened by fog, not tinted - hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0); - hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); + if (r_glsl_permutation->loc_FogColor >= 0) + qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0); + if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); } else { - hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]); if (mode == SHADERMODE_FLATCOLOR) { - hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]); } else if (mode == SHADERMODE_LIGHTDIRECTION) { - hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]); - hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]); - hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]); - hlslPSSetParameter3f(D3DPSREGISTER_LightColor, 1, 1, 1); // DEPRECATED - hlslPSSetParameter3f(D3DPSREGISTER_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]); - } - else - { - hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]); - hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]); - hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]); - } - // additive passes are only darkened by fog, not tinted - if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0) - hlslPSSetParameter3f(D3DPSREGISTER_FogColor, 0, 0, 0); - else - hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); - hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor); - hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]); - hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]); - hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha); - hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha); - hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, t->reflectmax - t->reflectmin); - hlslPSSetParameter1f(D3DPSREGISTER_ReflectOffset, t->reflectmin); - hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (t->specularpower - 1.0f) * (r_shadow_glossexact.integer ? 0.25f : 1.0f)); - if (mode == SHADERMODE_WATER) - hlslPSSetParameter2f(D3DPSREGISTER_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]); - } - if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO) - { - hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]); - hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]); - } - else - { - hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]); - hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]); - } - hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]); - hlslPSSetParameter1f(D3DPSREGISTER_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1)); - hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); - if (t->pantstexture) - hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]); - else - hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, 0, 0, 0); - if (t->shirttexture) - hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]); - else - hlslPSSetParameter3f(D3DPSREGISTER_Color_Shirt, 0, 0, 0); - hlslPSSetParameter4f(D3DPSREGISTER_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); - hlslPSSetParameter1f(D3DPSREGISTER_FogPlaneViewDist, rsurface.fogplaneviewdist); - hlslPSSetParameter1f(D3DPSREGISTER_FogRangeRecip, rsurface.fograngerecip); - hlslPSSetParameter1f(D3DPSREGISTER_FogHeightFade, rsurface.fogheightfade); - hlslPSSetParameter4f(D3DPSREGISTER_OffsetMapping_ScaleSteps, - r_glsl_offsetmapping_scale.value*t->offsetscale, - max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), - 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), - max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer) - ); - hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality); - hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, t->offsetbias); - hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); - - R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture ); - R_Mesh_TexBind(GL20TU_COLOR , t->basetexture ); - R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture ); - R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture ); - if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture ); - if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture ); - if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture ); - if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube); - if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture ); - if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation ); - R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white); - R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap); - if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); - if (rsurfacepass == RSURFPASS_BACKGROUND) - { - R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black); - if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black); - R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); - } - else - { - if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); - } -// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); - if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture ); - if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture ); - if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) - { - R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture); - if (rsurface.rtlight) - { - if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); - } - } -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - if (!vid.useinterleavedarrays) - { - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); - R_Mesh_VertexPointer( 3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); - R_Mesh_ColorPointer( 4, GL_FLOAT, sizeof(float[4]), rsurface.batchlightmapcolor4f, rsurface.batchlightmapcolor4f_vertexbuffer, rsurface.batchlightmapcolor4f_bufferoffset); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - R_Mesh_TexCoordPointer(1, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchsvector3f, rsurface.batchsvector3f_vertexbuffer, rsurface.batchsvector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchtvector3f, rsurface.batchtvector3f_vertexbuffer, rsurface.batchtvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, GL_FLOAT, sizeof(float[3]), rsurface.batchnormal3f, rsurface.batchnormal3f_vertexbuffer, rsurface.batchnormal3f_bufferoffset); - R_Mesh_TexCoordPointer(4, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); - R_Mesh_TexCoordPointer(5, 2, GL_FLOAT, sizeof(float[2]), NULL, NULL, 0); - R_Mesh_TexCoordPointer(6, 4, GL_UNSIGNED_BYTE | 0x80000000, sizeof(unsigned char[4]), rsurface.batchskeletalindex4ub, rsurface.batchskeletalindex4ub_vertexbuffer, rsurface.batchskeletalindex4ub_bufferoffset); - R_Mesh_TexCoordPointer(7, 4, GL_UNSIGNED_BYTE, sizeof(unsigned char[4]), rsurface.batchskeletalweight4ub, rsurface.batchskeletalweight4ub_vertexbuffer, rsurface.batchskeletalweight4ub_bufferoffset); - } - else - { - RSurf_PrepareVerticesForBatch(BATCHNEED_VERTEXMESH_VERTEX | BATCHNEED_VERTEXMESH_NORMAL | BATCHNEED_VERTEXMESH_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_VERTEXMESH_VERTEXCOLOR : 0) | BATCHNEED_VERTEXMESH_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_VERTEXMESH_LIGHTMAP : 0) | (rsurface.entityskeletaltransform3x4 ? BATCHNEED_VERTEXMESH_SKELETAL : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); - R_Mesh_PrepareVertices_Mesh(rsurface.batchnumvertices, rsurface.batchvertexmesh, rsurface.batchvertexmesh_vertexbuffer, rsurface.batchvertexmesh_bufferoffset); - } - // this has to be after RSurf_PrepareVerticesForBatch - if (rsurface.batchskeletaltransform3x4buffer) - permutation |= SHADERPERMUTATION_SKELETAL; - R_SetupShader_SetPermutationGLSL(mode, permutation); -#ifndef USE_GLES2 /* FIXME: GLES3 only */ - if (r_glsl_permutation->ubiloc_Skeletal_Transform12_UniformBlock >= 0 && rsurface.batchskeletaltransform3x4buffer) qglBindBufferRange(GL_UNIFORM_BUFFER, r_glsl_permutation->ubibind_Skeletal_Transform12_UniformBlock, rsurface.batchskeletaltransform3x4buffer->bufferobject, rsurface.batchskeletaltransform3x4offset, rsurface.batchskeletaltransform3x4size); -#endif - if (r_glsl_permutation->loc_ModelToReflectCube >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToReflectCube, 1, false, m16f);} - if (mode == SHADERMODE_LIGHTSOURCE) - { - if (r_glsl_permutation->loc_ModelToLight >= 0) {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_ModelToLight, 1, false, m16f);} - if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); - if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]); - if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]); - if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]); - - // additive passes are only darkened by fog, not tinted - if (r_glsl_permutation->loc_FogColor >= 0) - qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0); - if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f(r_glsl_permutation->loc_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); - } - else - { - if (mode == SHADERMODE_FLATCOLOR) - { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]); - } - else if (mode == SHADERMODE_LIGHTDIRECTION) - { - if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]); - if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]); - if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]); - if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]); - if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]); - if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED - if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]); + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]); + if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]); + if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]); + if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, 1, 1, 1); // DEPRECATED + if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]); } else { @@ -2813,13 +2029,13 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture ); if (rsurfacepass == RSURFPASS_BACKGROUND) { - if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black); - if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black); - if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + if (r_glsl_permutation->tex_Texture_Refraction >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Refraction , waterplane->rt_refraction ? waterplane->rt_refraction->colortexture[0] : r_texture_black); + if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , waterplane->rt_camera ? waterplane->rt_camera->colortexture[0] : r_texture_black); + if (r_glsl_permutation->tex_Texture_Reflection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black); } else { - if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); + if (r_glsl_permutation->tex_Texture_Reflection >= 0 && waterplane) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Reflection , waterplane->rt_reflection ? waterplane->rt_reflection->colortexture[0] : r_texture_black); } if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture ); if (r_glsl_permutation->tex_Texture_ScreenDiffuse >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDiffuse , r_shadow_prepasslightingdiffusetexture ); @@ -2836,151 +2052,6 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture); CHECKGLERROR break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - break; - case RENDERPATH_SOFT: - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_ARRAY_VECTOR | (rsurface.modellightmapcolor4f ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.uselightmaptexture ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); - R_Mesh_PrepareVertices_Mesh_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchsvector3f, rsurface.batchtvector3f, rsurface.batchnormal3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordlightmap2f); - R_SetupShader_SetPermutationSoft(mode, permutation); - {Matrix4x4_ToArrayFloatGL(&rsurface.matrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToReflectCubeM1, 1, false, m16f);} - if (mode == SHADERMODE_LIGHTSOURCE) - { - {Matrix4x4_ToArrayFloatGL(&rsurface.entitytolight, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelToLightM1, 1, false, m16f);} - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]); - - // additive passes are only darkened by fog, not tinted - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); - } - else - { - if (mode == SHADERMODE_FLATCOLOR) - { - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]); - } - else if (mode == SHADERMODE_LIGHTDIRECTION) - { - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_modellight_diffuse[0], t->render_modellight_diffuse[1], t->render_modellight_diffuse[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_modellight_specular[0], t->render_modellight_specular[1], t->render_modellight_specular[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, 1, 1, 1); // DEPRECATED - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, t->render_modellight_lightdir[0], t->render_modellight_lightdir[1], t->render_modellight_lightdir[2]); - } - else - { - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]); - } - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, t->render_rtlight_diffuse[0], t->render_rtlight_diffuse[1], t->render_rtlight_diffuse[2]); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]); - // additive passes are only darkened by fog, not tinted - if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0) - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, 0, 0, 0); - else - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * t->refractfactor, r_water_refractdistort.value * t->refractfactor, r_water_reflectdistort.value * t->reflectfactor, r_water_reflectdistort.value * t->reflectfactor); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, t->refractcolor4f[0], t->refractcolor4f[1], t->refractcolor4f[2], t->refractcolor4f[3] * t->currentalpha); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, t->reflectcolor4f[0], t->reflectcolor4f[1], t->reflectcolor4f[2], t->reflectcolor4f[3] * t->currentalpha); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, t->reflectmax - t->reflectmin); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectOffset, t->reflectmin); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_SpecularPower, t->specularpower * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); - DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_NormalmapScrollBlend, t->r_water_waterscroll[0], t->r_water_waterscroll[1]); - } - {Matrix4x4_ToArrayFloatGL(&t->currenttexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_TexMatrixM1, 1, false, m16f);} - {Matrix4x4_ToArrayFloatGL(&t->currentbackgroundtexmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_BackgroundTexMatrixM1, 1, false, m16f);} - {Matrix4x4_ToArrayFloatGL(&r_shadow_shadowmapmatrix, m16f);DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ShadowMapMatrixM1, 1, false, m16f);} - if (permutation & SHADERPERMUTATION_SHADOWMAPORTHO) - { - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_modelshadowmap_texturescale[0], r_shadow_modelshadowmap_texturescale[1], r_shadow_modelshadowmap_texturescale[2], r_shadow_modelshadowmap_texturescale[3]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_modelshadowmap_parameters[0], r_shadow_modelshadowmap_parameters[1], r_shadow_modelshadowmap_parameters[2], r_shadow_modelshadowmap_parameters[3]); - } - else - { - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]); - } - - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, t->render_glowmod[0], t->render_glowmod[1], t->render_glowmod[2]); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, t->currentalpha * ((t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? t->r_water_wateralpha : 1)); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); - if (DPSOFTRAST_UNIFORM_Color_Pants >= 0) - { - if (t->pantstexture) - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, t->render_colormap_pants[0], t->render_colormap_pants[1], t->render_colormap_pants[2]); - else - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Pants, 0, 0, 0); - } - if (DPSOFTRAST_UNIFORM_Color_Shirt >= 0) - { - if (t->shirttexture) - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, t->render_colormap_shirt[0], t->render_colormap_shirt[1], t->render_colormap_shirt[2]); - else - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Shirt, 0, 0, 0); - } - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_FogPlane, rsurface.fogplane[0], rsurface.fogplane[1], rsurface.fogplane[2], rsurface.fogplane[3]); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogPlaneViewDist, rsurface.fogplaneviewdist); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogRangeRecip, rsurface.fograngerecip); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_FogHeightFade, rsurface.fogheightfade); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_OffsetMapping_ScaleSteps, - r_glsl_offsetmapping_scale.value*t->offsetscale, - max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), - 1.0 / max(1, (permutation & SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING) ? r_glsl_offsetmapping_reliefmapping_steps.integer : r_glsl_offsetmapping_steps.integer), - max(1, r_glsl_offsetmapping_reliefmapping_refinesteps.integer) - ); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, t->offsetbias); - DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); - - R_Mesh_TexBind(GL20TU_NORMAL , t->nmaptexture ); - R_Mesh_TexBind(GL20TU_COLOR , t->basetexture ); - R_Mesh_TexBind(GL20TU_GLOSS , t->glosstexture ); - R_Mesh_TexBind(GL20TU_GLOW , t->glowtexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_NORMAL , t->backgroundnmaptexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_COLOR , t->backgroundbasetexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOSS , t->backgroundglosstexture ); - if (permutation & SHADERPERMUTATION_VERTEXTEXTUREBLEND) R_Mesh_TexBind(GL20TU_SECONDARY_GLOW , t->backgroundglowtexture ); - if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_PANTS , t->pantstexture ); - if (permutation & SHADERPERMUTATION_COLORMAPPING) R_Mesh_TexBind(GL20TU_SHIRT , t->shirttexture ); - if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTMASK , t->reflectmasktexture ); - if (permutation & SHADERPERMUTATION_REFLECTCUBE) R_Mesh_TexBind(GL20TU_REFLECTCUBE , t->reflectcubetexture ? t->reflectcubetexture : r_texture_whitecube); - if (permutation & SHADERPERMUTATION_FOGHEIGHTTEXTURE) R_Mesh_TexBind(GL20TU_FOGHEIGHTTEXTURE , r_texture_fogheighttexture ); - if (permutation & (SHADERPERMUTATION_FOGINSIDE | SHADERPERMUTATION_FOGOUTSIDE)) R_Mesh_TexBind(GL20TU_FOGMASK , r_texture_fogattenuation ); - R_Mesh_TexBind(GL20TU_LIGHTMAP , rsurface.lightmaptexture ? rsurface.lightmaptexture : r_texture_white); - R_Mesh_TexBind(GL20TU_DELUXEMAP , rsurface.deluxemaptexture ? rsurface.deluxemaptexture : r_texture_blanknormalmap); - if (rsurface.rtlight ) R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); - if (rsurfacepass == RSURFPASS_BACKGROUND) - { - R_Mesh_TexBind(GL20TU_REFRACTION , waterplane->texture_refraction ? waterplane->texture_refraction : r_texture_black); - if(mode == SHADERMODE_GENERIC) R_Mesh_TexBind(GL20TU_FIRST , waterplane->texture_camera ? waterplane->texture_camera : r_texture_black); - R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); - } - else - { - if (permutation & SHADERPERMUTATION_REFLECTION ) R_Mesh_TexBind(GL20TU_REFLECTION , waterplane->texture_reflection ? waterplane->texture_reflection : r_texture_black); - } -// if (rsurfacepass == RSURFPASS_DEFERREDLIGHT ) R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); - if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENDIFFUSE , r_shadow_prepasslightingdiffusetexture ); - if (permutation & SHADERPERMUTATION_DEFERREDLIGHTMAP ) R_Mesh_TexBind(GL20TU_SCREENSPECULAR , r_shadow_prepasslightingspeculartexture ); - if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) - { - R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture); - if (rsurface.rtlight) - { - if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - if (permutation & SHADERPERMUTATION_SHADOWMAPVSDCT ) R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); - } - } - break; } } @@ -3027,33 +2098,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f); switch(vid.renderpath) { - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - R_SetupShader_SetPermutationHLSL(mode, permutation); - hlslPSSetParameter3f(D3DPSREGISTER_LightPosition, viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); - hlslPSSetParameter16f(D3DPSREGISTER_ViewToLight, viewtolight16f); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale ); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale ); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale); - hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]); - hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]); - hlslPSSetParameter1f(D3DPSREGISTER_SpecularPower, (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); - hlslPSSetParameter2f(D3DPSREGISTER_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); - - R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); - R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); - R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture ); - R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: R_SetupShader_SetPermutationGLSL(mode, permutation); @@ -3074,29 +2118,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2ddepthtexture ); if (r_glsl_permutation->tex_Texture_CubeProjection >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_CubeProjection , r_shadow_shadowmapvsdcttexture ); break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - break; - case RENDERPATH_SOFT: - R_SetupShader_SetPermutationGLSL(mode, permutation); - DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); - DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ViewToLightM1 , 1, false, viewtolight16f); - DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale ); - DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale ); - DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale); - DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_lightshadowmap_texturescale[0], r_shadow_lightshadowmap_texturescale[1], r_shadow_lightshadowmap_texturescale[2], r_shadow_lightshadowmap_texturescale[3]); - DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]); - DPSOFTRAST_Uniform1f( DPSOFTRAST_UNIFORM_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); - DPSOFTRAST_Uniform2f( DPSOFTRAST_UNIFORM_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); - - R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); - R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); - R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture ); - R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); - break; } } @@ -3129,6 +2150,8 @@ void R_SkinFrame_MarkUsed(skinframe_t *skinframe) void R_SkinFrame_PurgeSkinFrame(skinframe_t *s) { + if (s == NULL) + return; if (s->merged == s->base) s->merged = NULL; R_PurgeTexture(s->stain); s->stain = NULL; @@ -3254,8 +2277,25 @@ skinframe_t *R_SkinFrame_Find(const char *name, int textureflags, int comparewid skinframe->avgcolor[3] = avgcolor[4] / (255.0 * cnt); \ } -extern cvar_t gl_picmip; skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture) +{ + skinframe_t *skinframe; + + if (cls.state == ca_dedicated) + return NULL; + + // return an existing skinframe if already loaded + // if loading of the first image fails, don't make a new skinframe as it + // would cause all future lookups of this to be missing + skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, -1, false); + if (skinframe && skinframe->base) + return skinframe; + + return R_SkinFrame_LoadExternal_SkinFrame(skinframe, name, textureflags, complain, fallbacknotexture); +} + +extern cvar_t gl_picmip; +skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const char *name, int textureflags, qboolean complain, qboolean fallbacknotexture) { int j; unsigned char *pixels; @@ -3263,7 +2303,6 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole unsigned char *basepixels = NULL; int basepixels_width = 0; int basepixels_height = 0; - skinframe_t *skinframe; rtexture_t *ddsbase = NULL; qboolean ddshasalpha = false; float ddsavgcolor[4]; @@ -3276,13 +2315,6 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole if (cls.state == ca_dedicated) return NULL; - // return an existing skinframe if already loaded - // if loading of the first image fails, don't make a new skinframe as it - // would cause all future lookups of this to be missing - skinframe = R_SkinFrame_Find(name, textureflags, 0, 0, 0, false); - if (skinframe && skinframe->base) - return skinframe; - Image_StripImageExtension(name, basename, sizeof(basename)); // check for DDS texture file first @@ -3488,7 +2520,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co return NULL; // if already loaded just return it, otherwise make a new skinframe - skinframe = R_SkinFrame_Find(name, textureflags, width, height, (textureflags & TEXF_FORCE_RELOAD) ? -1 : skindata ? CRC_Block(skindata, width*height*4) : 0, true); + skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height*4) : -1, true); if (skinframe->base) return skinframe; textureflags &= ~TEXF_FORCE_RELOAD; @@ -3558,7 +2590,7 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i return NULL; // if already loaded just return it, otherwise make a new skinframe - skinframe = R_SkinFrame_Find(name, textureflags, width, height, skindata ? CRC_Block(skindata, width*height) : 0, true); + skinframe = R_SkinFrame_Find(name, textureflags, width, height, (!(textureflags & TEXF_FORCE_RELOAD) && skindata) ? CRC_Block(skindata, width*height) : -1, true); if (skinframe->base) return skinframe; //textureflags &= ~TEXF_FORCE_RELOAD; @@ -4023,10 +3055,6 @@ static void gl_main_start(void) switch(vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: case RENDERPATH_GLES2: Cvar_SetValueQuick(&r_textureunits, vid.texunits); Cvar_SetValueQuick(&gl_combine, 1); @@ -4039,23 +3067,6 @@ static void gl_main_start(void) qglGetIntegerv(GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT, &r_uniformbufferalignment); #endif break; - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - Cvar_SetValueQuick(&r_textureunits, vid.texunits); - Cvar_SetValueQuick(&gl_combine, 1); - Cvar_SetValueQuick(&r_glsl, 0); - r_loadnormalmap = false; - r_loadgloss = false; - r_loadfog = true; - break; - case RENDERPATH_GL11: - Cvar_SetValueQuick(&r_textureunits, vid.texunits); - Cvar_SetValueQuick(&gl_combine, 0); - Cvar_SetValueQuick(&r_glsl, 0); - r_loadnormalmap = false; - r_loadgloss = false; - r_loadfog = true; - break; } R_AnimCache_Free(); @@ -4090,14 +3101,10 @@ static void gl_main_start(void) r_texture_gammaramps = NULL; //r_texture_fogintensity = NULL; memset(&r_fb, 0, sizeof(r_fb)); + Mem_ExpandableArray_NewArray(&r_fb.rendertargets, r_main_mempool, sizeof(r_rendertarget_t), 128); r_glsl_permutation = NULL; memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256); -#ifdef SUPPORTD3D - r_hlsl_permutation = NULL; - memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); - Mem_ExpandableArray_NewArray(&r_hlsl_permutationarray, r_main_mempool, sizeof(r_hlsl_permutation_t), 256); -#endif memset(&r_svbsp, 0, sizeof (r_svbsp)); memset(r_texture_cubemaps, 0, sizeof(r_texture_cubemaps)); @@ -4129,6 +3136,8 @@ static void gl_main_start(void) static void gl_main_shutdown(void) { + R_RenderTarget_FreeUnused(true); + Mem_ExpandableArray_FreeArray(&r_fb.rendertargets); R_AnimCache_Free(); R_FrameData_Reset(); R_BufferData_Reset(); @@ -4137,27 +3146,13 @@ static void gl_main_shutdown(void) switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: #if defined(GL_SAMPLES_PASSED_ARB) && !defined(USE_GLES2) if (r_maxqueries) qglDeleteQueriesARB(r_maxqueries, r_queries); #endif break; - case RENDERPATH_D3D9: - //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - break; } r_numqueries = 0; @@ -4193,11 +3188,6 @@ static void gl_main_shutdown(void) r_glsl_permutation = NULL; memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); Mem_ExpandableArray_FreeArray(&r_glsl_permutationarray); -#ifdef SUPPORTD3D - r_hlsl_permutation = NULL; - memset(r_hlsl_permutationhash, 0, sizeof(r_hlsl_permutationhash)); - Mem_ExpandableArray_FreeArray(&r_hlsl_permutationarray); -#endif } static void gl_main_newmap(void) @@ -4279,11 +3269,12 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_showtris); Cvar_RegisterVariable(&r_shownormals); Cvar_RegisterVariable(&r_showlighting); - Cvar_RegisterVariable(&r_showshadowvolumes); Cvar_RegisterVariable(&r_showcollisionbrushes); Cvar_RegisterVariable(&r_showcollisionbrushes_polygonfactor); Cvar_RegisterVariable(&r_showcollisionbrushes_polygonoffset); Cvar_RegisterVariable(&r_showdisabledepthtest); + Cvar_RegisterVariable(&r_showspriteedges); + Cvar_RegisterVariable(&r_showparticleedges); Cvar_RegisterVariable(&r_drawportals); Cvar_RegisterVariable(&r_drawentities); Cvar_RegisterVariable(&r_draw2d); @@ -4293,6 +3284,8 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_cullentities_trace_samples); Cvar_RegisterVariable(&r_cullentities_trace_tempentitysamples); Cvar_RegisterVariable(&r_cullentities_trace_enlarge); + Cvar_RegisterVariable(&r_cullentities_trace_expand); + Cvar_RegisterVariable(&r_cullentities_trace_pad); Cvar_RegisterVariable(&r_cullentities_trace_delay); Cvar_RegisterVariable(&r_cullentities_trace_eyejitter); Cvar_RegisterVariable(&r_sortentities); @@ -4337,6 +3330,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&gl_combine); Cvar_RegisterVariable(&r_usedepthtextures); Cvar_RegisterVariable(&r_viewfbo); + Cvar_RegisterVariable(&r_rendertarget_debug); Cvar_RegisterVariable(&r_viewscale); Cvar_RegisterVariable(&r_viewscale_fpsscaling); Cvar_RegisterVariable(&r_viewscale_fpsscaling_min); @@ -4375,7 +3369,6 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_water_scissormode); Cvar_RegisterVariable(&r_water_lowquality); Cvar_RegisterVariable(&r_water_hideplayer); - Cvar_RegisterVariable(&r_water_fbo); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); @@ -4478,7 +3471,7 @@ void GL_Init (void) #endif // clear to black (loading plaque will be seen over this) - GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128); + GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0); } #endif @@ -5017,44 +4010,23 @@ qboolean R_AnimCache_GetEntity(entity_render_t *ent, qboolean wantnormals, qbool void R_AnimCache_CacheVisibleEntities(void) { int i; - qboolean wantnormals = true; - qboolean wanttangents = !r_showsurfaces.integer; - - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_GLES2: - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - wanttangents = false; - break; - case RENDERPATH_SOFT: - break; - } - - if (r_shownormals.integer) - wanttangents = wantnormals = true; // TODO: thread this // NOTE: R_PrepareRTLights() also caches entities for (i = 0;i < r_refdef.scene.numentities;i++) if (r_refdef.viewcache.entityvisible[i]) - R_AnimCache_GetEntity(r_refdef.scene.entities[i], wantnormals, wanttangents); + R_AnimCache_GetEntity(r_refdef.scene.entities[i], true, true); } //================================================================================== -qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs) +qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs) { int i; vec3_t eyemins, eyemaxs; vec3_t boxmins, boxmaxs; + vec3_t padmins, padmaxs; vec3_t start; vec3_t end; dp_model_t *model = r_refdef.scene.worldmodel; @@ -5075,7 +4047,7 @@ qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_ return true; // view origin is not used for culling in portal/reflection/refraction renders or isometric views - if (r_refdef.view.useclipplane || !r_refdef.view.useperspective || r_trippy.integer) + if (!r_refdef.view.usevieworiginculling) return true; if (!r_cullentities_trace_entityocclusion.integer && (!model || !model->brush.TraceLineOfSight)) @@ -5089,12 +4061,19 @@ qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_ eyemins[2] = eye[2] - eyejitter; eyemaxs[2] = eye[2] + eyejitter; // expand the box a little - boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0]; - boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0]; - boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1]; - boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1]; - boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2]; - boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2]; + boxmins[0] = (entboxenlarge + 1) * entboxmins[0] - entboxenlarge * entboxmaxs[0] - entboxexpand; + boxmaxs[0] = (entboxenlarge + 1) * entboxmaxs[0] - entboxenlarge * entboxmins[0] + entboxexpand; + boxmins[1] = (entboxenlarge + 1) * entboxmins[1] - entboxenlarge * entboxmaxs[1] - entboxexpand; + boxmaxs[1] = (entboxenlarge + 1) * entboxmaxs[1] - entboxenlarge * entboxmins[1] + entboxexpand; + boxmins[2] = (entboxenlarge + 1) * entboxmins[2] - entboxenlarge * entboxmaxs[2] - entboxexpand; + boxmaxs[2] = (entboxenlarge + 1) * entboxmaxs[2] - entboxenlarge * entboxmins[2] + entboxexpand; + // make an even larger box for the acceptable area + padmins[0] = boxmins[0] - pad; + padmaxs[0] = boxmaxs[0] + pad; + padmins[1] = boxmins[1] - pad; + padmaxs[1] = boxmaxs[1] + pad; + padmins[2] = boxmins[2] - pad; + padmaxs[2] = boxmaxs[2] + pad; // return true if eye overlaps enlarged box if (BoxesOverlap(boxmins, boxmaxs, eyemins, eyemaxs)) @@ -5112,11 +4091,11 @@ qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_ //trace_t trace = CL_TraceLine(start, end, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, 0.0f, true, false, NULL, true, true); trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT); // not picky - if the trace ended anywhere in the box we're good - if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs)) + if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs)) return true; } } - else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs)) + else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs)) return true; // try various random positions @@ -5128,10 +4107,10 @@ qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec3_ { trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT); // not picky - if the trace ended anywhere in the box we're good - if (BoxesOverlap(trace.endpos, trace.endpos, boxmins, boxmaxs)) + if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs)) return true; } - else if (model->brush.TraceLineOfSight(model, start, end, boxmins, boxmaxs)) + else if (model->brush.TraceLineOfSight(model, start, end, padmins, padmaxs)) return true; } @@ -5190,7 +4169,7 @@ static void R_View_UpdateEntityVisible (void) if (!(ent->flags & (RENDER_VIEWMODEL | RENDER_WORLDOBJECT | RENDER_NODEPTHTEST)) && !(ent->model && (ent->model->name[0] == '*'))) { samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer; - if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs)) + if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.value, r_refdef.view.origin, ent->mins, ent->maxs)) ent->last_trace_visibility = realtime; if (ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value) r_refdef.viewcache.entityvisible[i] = 0; @@ -5349,28 +4328,9 @@ static void R_View_SetFrustum(const int *scissor) // flipped x coordinates (because x points left here) fpx = 1.0 - 2.0 * (scissor[0] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width); fnx = 1.0 - 2.0 * (scissor[0] + scissor[2] - r_refdef.view.viewport.x) / (double) (r_refdef.view.viewport.width); - - // D3D Y coordinate is top to bottom, OpenGL is bottom to top, fix the D3D one - switch(vid.renderpath) - { - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - // non-flipped y coordinates - fny = -1.0 + 2.0 * (vid.height - scissor[1] - scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); - fpy = -1.0 + 2.0 * (vid.height - scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); - break; - case RENDERPATH_SOFT: - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES1: - case RENDERPATH_GLES2: - // non-flipped y coordinates - fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); - fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); - break; - } + // non-flipped y coordinates + fny = -1.0 + 2.0 * (scissor[1] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); + fpy = -1.0 + 2.0 * (scissor[1] + scissor[3] - r_refdef.view.viewport.y) / (double) (r_refdef.view.viewport.height); } // we can't trust r_refdef.view.forward and friends in reflected scenes @@ -5489,16 +4449,16 @@ static void R_View_SetFrustum(const int *scissor) } else { - VectorScale(left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal); - VectorScale(left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal); - VectorScale(up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal); - VectorScale(up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal); - VectorCopy(forward, r_refdef.view.frustum[4].normal); - r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x; - r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x; - r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y; - r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y; - r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip; + VectorScale(left, -1.0f, r_refdef.view.frustum[0].normal); + VectorScale(left, 1.0f, r_refdef.view.frustum[1].normal); + VectorScale(up, -1.0f, r_refdef.view.frustum[2].normal); + VectorScale(up, 1.0f, r_refdef.view.frustum[3].normal); + VectorScale(forward, -1.0f, r_refdef.view.frustum[4].normal); + r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) - r_refdef.view.ortho_x; + r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) - r_refdef.view.ortho_x; + r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) - r_refdef.view.ortho_y; + r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) - r_refdef.view.ortho_y; + r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) - r_refdef.farclip; } r_refdef.view.numfrustumplanes = 5; @@ -5545,7 +4505,7 @@ static void R_View_UpdateWithScissor(const int *myscissor) { R_Main_ResizeViewCache(); R_View_SetFrustum(myscissor); - R_View_WorldVisibility(r_refdef.view.useclipplane); + R_View_WorldVisibility(!r_refdef.view.usevieworiginculling); R_View_UpdateEntityVisible(); } @@ -5553,7 +4513,7 @@ static void R_View_Update(void) { R_Main_ResizeViewCache(); R_View_SetFrustum(NULL); - R_View_WorldVisibility(r_refdef.view.useclipplane); + R_View_WorldVisibility(!r_refdef.view.usevieworiginculling); R_View_UpdateEntityVisible(); } @@ -5567,14 +4527,14 @@ static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outhe *outheight = (int)ceil(height * scale); } -void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) +void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight) { const float *customclipplane = NULL; float plane[4]; - int /*rtwidth,*/ rtheight, scaledwidth, scaledheight; + int /*rtwidth,*/ rtheight; if (r_refdef.view.useclipplane && allowwaterclippingplane) { - // LordHavoc: couldn't figure out how to make this approach the + // LadyHavoc: couldn't figure out how to make this approach work the same in DPSOFTRAST vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value; vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal); if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value) @@ -5583,31 +4543,20 @@ void R_SetupView(qboolean allowwaterclippingplane, int fbo, rtexture_t *depthtex plane[1] = r_refdef.view.clipplane.normal[1]; plane[2] = r_refdef.view.clipplane.normal[2]; plane[3] = -dist; - if(vid.renderpath != RENDERPATH_SOFT) customclipplane = plane; + customclipplane = plane; } - //rtwidth = fbo ? R_TextureWidth(depthtexture ? depthtexture : colortexture) : vid.width; - rtheight = fbo ? R_TextureHeight(depthtexture ? depthtexture : colortexture) : vid.height; + //rtwidth = viewfbo ? R_TextureWidth(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.width; + rtheight = viewfbo ? R_TextureHeight(viewdepthtexture ? viewdepthtexture : viewcolortexture) : vid.height; - R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &scaledwidth, &scaledheight); if (!r_refdef.view.useperspective) - R_Viewport_InitOrtho(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, -r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane); + R_Viewport_InitOrtho3D(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip, customclipplane); else if (vid.stencil && r_useinfinitefarclip.integer) - R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane); + R_Viewport_InitPerspectiveInfinite(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, customclipplane); else - R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, r_refdef.view.x, rtheight - scaledheight - r_refdef.view.y, scaledwidth, scaledheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane); - R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL); + R_Viewport_InitPerspective(&r_refdef.view.viewport, &r_refdef.view.matrix, viewx, rtheight - viewheight - viewy, viewwidth, viewheight, r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip, customclipplane); + R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL); R_SetViewport(&r_refdef.view.viewport); - if (r_refdef.view.useclipplane && allowwaterclippingplane && vid.renderpath == RENDERPATH_SOFT) - { - matrix4x4_t mvpmatrix, invmvpmatrix, invtransmvpmatrix; - float screenplane[4]; - Matrix4x4_Concat(&mvpmatrix, &r_refdef.view.viewport.projectmatrix, &r_refdef.view.viewport.viewmatrix); - Matrix4x4_Invert_Full(&invmvpmatrix, &mvpmatrix); - Matrix4x4_Transpose(&invtransmvpmatrix, &invmvpmatrix); - Matrix4x4_Transform4(&invtransmvpmatrix, plane, screenplane); - DPSOFTRAST_ClipPlane(screenplane[0], screenplane[1], screenplane[2], screenplane[3]); - } } void R_EntityMatrix(const matrix4x4_t *matrix) @@ -5623,29 +4572,6 @@ void R_EntityMatrix(const matrix4x4_t *matrix) CHECKGLERROR switch(vid.renderpath) { - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - hlslVSSetParameter16f(D3DVSREGISTER_ModelViewProjectionMatrix, gl_modelviewprojection16f); - hlslVSSetParameter16f(D3DVSREGISTER_ModelViewMatrix, gl_modelview16f); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 shader %s:%i\n", __FILE__, __LINE__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 shader %s:%i\n", __FILE__, __LINE__); - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: -#ifndef USE_GLES2 - qglLoadMatrixf(gl_modelview16f);CHECKGLERROR -#endif - break; - case RENDERPATH_SOFT: - DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f); - DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewMatrixM1, 1, false, gl_modelview16f); - break; case RENDERPATH_GL20: case RENDERPATH_GLES2: if (r_glsl_permutation && r_glsl_permutation->loc_ModelViewProjectionMatrix >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ModelViewProjectionMatrix, 1, false, gl_modelviewprojection16f); @@ -5655,15 +4581,15 @@ void R_EntityMatrix(const matrix4x4_t *matrix) } } -void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2) +void R_ResetViewRendering2D_Common(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight, float x2, float y2) { r_viewport_t viewport; CHECKGLERROR // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom - R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.height - r_refdef.view.y, r_refdef.view.width, r_refdef.view.height, 0, 0, x2, y2, -10, 100, NULL); - R_Mesh_SetRenderTargets(fbo, depthtexture, colortexture, NULL, NULL, NULL); + R_Viewport_InitOrtho(&viewport, &identitymatrix, viewx, vid.height - viewheight - viewy, viewwidth, viewheight, 0, 0, x2, y2, -10, 100, NULL); + R_Mesh_SetRenderTargets(viewfbo, viewdepthtexture, viewcolortexture, NULL, NULL, NULL); R_SetViewport(&viewport); GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); GL_Color(1, 1, 1, 1); @@ -5677,39 +4603,26 @@ void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t R_EntityMatrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(0, 0); - R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - break; } GL_CullFace(GL_NONE); CHECKGLERROR } -void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) +void R_ResetViewRendering2D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight) { - DrawQ_Finish(); - - R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1); + R_ResetViewRendering2D_Common(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight, 1.0f, 1.0f); } -void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) +void R_ResetViewRendering3D(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight) { - DrawQ_Finish(); - - R_SetupView(true, fbo, depthtexture, colortexture); + R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight); GL_Scissor(r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); GL_Color(1, 1, 1, 1); GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); @@ -5722,21 +4635,12 @@ void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *color R_EntityMatrix(&identitymatrix); R_Mesh_ResetTextureState(); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); - R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); switch(vid.renderpath) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: case RENDERPATH_GL20: - case RENDERPATH_GLES1: case RENDERPATH_GLES2: qglEnable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - break; } GL_CullFace(r_refdef.view.cullface_back); } @@ -5757,106 +4661,119 @@ void R_RenderView_UpdateViewVectors(void) Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix); } -void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); -void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture); - -static void R_Water_StartFrame(void) +void R_RenderTarget_FreeUnused(qboolean force) { - int i; - int waterwidth, waterheight, texturewidth, textureheight, camerawidth, cameraheight; - r_waterstate_waterplane_t *p; - qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2; - - if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d) - return; - - switch(vid.renderpath) + int i, j, end; + end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); + for (i = 0; i < end; i++) { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - return; + r_rendertarget_t *r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i); + // free resources for rendertargets that have not been used for a while + // (note: this check is run after the frame render, so any targets used + // this frame will not be affected even at low framerates) + if (r && (realtime - r->lastusetime > 0.2 || force)) + { + if (r->fbo) + R_Mesh_DestroyFramebufferObject(r->fbo); + for (j = 0; j < sizeof(r->colortexture) / sizeof(r->colortexture[0]); j++) + if (r->colortexture[j]) + R_FreeTexture(r->colortexture[j]); + if (r->depthtexture) + R_FreeTexture(r->depthtexture); + Mem_ExpandableArray_FreeRecord(&r_fb.rendertargets, r); + } } +} - // set waterwidth and waterheight to the water resolution that will be - // used (often less than the screen resolution for faster rendering) - R_GetScaledViewSize(bound(1, vid.width * r_water_resolutionmultiplier.value, vid.width), bound(1, vid.height * r_water_resolutionmultiplier.value, vid.height), &waterwidth, &waterheight); +static void R_CalcTexCoordsForView(float x, float y, float w, float h, float tw, float th, float *texcoord2f) +{ + float iw = 1.0f / tw, ih = 1.0f / th, x1, y1, x2, y2; + x1 = x * iw; + x2 = (x + w) * iw; + y1 = (th - y) * ih; + y2 = (th - y - h) * ih; + texcoord2f[0] = x1; + texcoord2f[2] = x2; + texcoord2f[4] = x2; + texcoord2f[6] = x1; + texcoord2f[1] = y1; + texcoord2f[3] = y1; + texcoord2f[5] = y2; + texcoord2f[7] = y2; +} - // calculate desired texture sizes - // can't use water if the card does not support the texture size - if (!r_water.integer || r_showsurfaces.integer) - texturewidth = textureheight = waterwidth = waterheight = camerawidth = cameraheight = 0; - else if (vid.support.arb_texture_non_power_of_two) - { - texturewidth = waterwidth; - textureheight = waterheight; - camerawidth = waterwidth; - cameraheight = waterheight; - } - else +r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textype_t depthtextype, qboolean depthisrenderbuffer, textype_t colortextype0, textype_t colortextype1, textype_t colortextype2, textype_t colortextype3) +{ + int i, j, end; + r_rendertarget_t *r = NULL; + char vabuf[256]; + // first try to reuse an existing slot if possible + end = Mem_ExpandableArray_IndexRange(&r_fb.rendertargets); + for (i = 0; i < end; i++) { - for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2); - for (textureheight = 1;textureheight < waterheight;textureheight *= 2); - for (camerawidth = 1;camerawidth * 2 <= waterwidth ;camerawidth *= 2); - for (cameraheight = 1;cameraheight * 2 <= waterheight;cameraheight *= 2); + r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i); + if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3) + break; } - - // allocate textures as needed - if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight || (r_fb.depthtexture && !usewaterfbo)) - { - r_fb.water.maxwaterplanes = MAX_WATERPLANES; - for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++) - { - if (p->texture_refraction) - R_FreeTexture(p->texture_refraction); - p->texture_refraction = NULL; - if (p->fbo_refraction) - R_Mesh_DestroyFramebufferObject(p->fbo_refraction); - p->fbo_refraction = 0; - if (p->texture_reflection) - R_FreeTexture(p->texture_reflection); - p->texture_reflection = NULL; - if (p->fbo_reflection) - R_Mesh_DestroyFramebufferObject(p->fbo_reflection); - p->fbo_reflection = 0; - if (p->texture_camera) - R_FreeTexture(p->texture_camera); - p->texture_camera = NULL; - if (p->fbo_camera) - R_Mesh_DestroyFramebufferObject(p->fbo_camera); - p->fbo_camera = 0; + if (i == end) + { + // no unused exact match found, so we have to make one in the first unused slot + r = (r_rendertarget_t *)Mem_ExpandableArray_AllocRecord(&r_fb.rendertargets); + r->texturewidth = texturewidth; + r->textureheight = textureheight; + r->colortextype[0] = colortextype0; + r->colortextype[1] = colortextype1; + r->colortextype[2] = colortextype2; + r->colortextype[3] = colortextype3; + r->depthtextype = depthtextype; + r->depthisrenderbuffer = depthisrenderbuffer; + for (j = 0; j < 4; j++) + if (r->colortextype[j]) + r->colortexture[j] = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_%i_type%i", i, j, (int)r->colortextype[j]), r->texturewidth, r->textureheight, NULL, r->colortextype[j], TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + if (r->depthtextype) + { + if (r->depthisrenderbuffer) + r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype); + else + r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); } - memset(&r_fb.water, 0, sizeof(r_fb.water)); - r_fb.water.texturewidth = texturewidth; - r_fb.water.textureheight = textureheight; - r_fb.water.camerawidth = camerawidth; - r_fb.water.cameraheight = cameraheight; + r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]); } + r_refdef.stats[r_stat_rendertargets_used]++; + r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight; + r->lastusetime = realtime; + R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f); + return r; +} - if (r_fb.water.texturewidth) - { - int scaledwidth, scaledheight; +static void R_Water_StartFrame(void) +{ + int waterwidth, waterheight; - r_fb.water.enabled = true; + if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d) + return; - // water resolution is usually reduced - r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width); - r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height); - R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight); + // set waterwidth and waterheight to the water resolution that will be + // used (often less than the screen resolution for faster rendering) + waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width); + waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height); + R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight); - // set up variables that will be used in shader setup - r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth; - r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight; - r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth; - r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight; - } + if (!r_water.integer || r_showsurfaces.integer) + waterwidth = waterheight = 0; + + // set up variables that will be used in shader setup + r_fb.water.waterwidth = waterwidth; + r_fb.water.waterheight = waterheight; + r_fb.water.texturewidth = waterwidth; + r_fb.water.textureheight = waterheight; + r_fb.water.camerawidth = waterwidth; + r_fb.water.cameraheight = waterheight; + r_fb.water.screenscale[0] = 0.5f; + r_fb.water.screenscale[1] = 0.5f; + r_fb.water.screencenter[0] = 0.5f; + r_fb.water.screencenter[1] = 0.5f; + r_fb.water.enabled = waterwidth != 0; r_fb.water.maxwaterplanes = MAX_WATERPLANES; r_fb.water.numwaterplanes = 0; @@ -5979,7 +4896,7 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno) extern cvar_t r_drawparticles; extern cvar_t r_drawdecals; -static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) +static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int viewx, int viewy, int viewwidth, int viewheight) { int myscissor[4]; r_refdef_view_t originalview; @@ -5987,8 +4904,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t int planeindex, qualityreduction = 0, old_r_dynamic = 0, old_r_shadows = 0, old_r_worldrtlight = 0, old_r_dlight = 0, old_r_particles = 0, old_r_decals = 0; r_waterstate_waterplane_t *p; vec3_t visorigin; - qboolean usewaterfbo = (r_viewfbo.integer >= 1 || r_water_fbo.integer >= 1) && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2; - char vabuf[1024]; + r_rendertarget_t *rt; originalview = r_refdef.view; @@ -6016,54 +4932,11 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t } } - // make sure enough textures are allocated - for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++) + for (planeindex = 0, p = r_fb.water.waterplanes; planeindex < r_fb.water.numwaterplanes; planeindex++, p++) { - if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity) - continue; - if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) - { - if (!p->texture_refraction) - p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); - if (!p->texture_refraction) - goto error; - if (usewaterfbo) - { - if (r_fb.water.depthtexture == NULL) - r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8); - if (p->fbo_refraction == 0) - p->fbo_refraction = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_refraction, NULL, NULL, NULL); - } - } - else if (p->materialflags & MATERIALFLAG_CAMERA) - { - if (!p->texture_camera) - p->texture_camera = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL); - if (!p->texture_camera) - goto error; - if (usewaterfbo) - { - if (r_fb.water.depthtexture == NULL) - r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8); - if (p->fbo_camera == 0) - p->fbo_camera = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_camera, NULL, NULL, NULL); - } - } - - if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) - { - if (!p->texture_reflection) - p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); - if (!p->texture_reflection) - goto error; - if (usewaterfbo) - { - if (r_fb.water.depthtexture == NULL) - r_fb.water.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, TEXTYPE_DEPTHBUFFER24STENCIL8); - if (p->fbo_reflection == 0) - p->fbo_reflection = R_Mesh_CreateFramebufferObject(r_fb.water.depthtexture, p->texture_reflection, NULL, NULL, NULL); - } - } + p->rt_reflection = NULL; + p->rt_refraction = NULL; + p->rt_camera = NULL; } // render views @@ -6078,24 +4951,34 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t { if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity) continue; + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { + rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED); + if (rt->colortexture[0] == NULL || rt->depthtexture == NULL) + goto error; r_refdef.view = myview; + Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2); + Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin); if(r_water_scissormode.integer) { - R_SetupView(true, p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection); - if(R_ScissorForBBox(p->mins, p->maxs, myscissor)) - continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible + R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight); + if (R_ScissorForBBox(p->mins, p->maxs, myscissor)) + { + p->rt_reflection = NULL; + p->rt_refraction = NULL; + p->rt_camera = NULL; + continue; + } } - // render reflected scene and copy into texture - Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2); - // update the r_refdef.view.origin because otherwise the sky renders at the wrong location (amongst other problems) - Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, r_refdef.view.origin); r_refdef.view.clipplane = p->plane; + // reflected view origin may be in solid, so don't cull with it + r_refdef.view.usevieworiginculling = false; // reverse the cullface settings for this render r_refdef.view.cullface_front = GL_FRONT; r_refdef.view.cullface_back = GL_BACK; + // combined pvs (based on what can be seen from each surface center) if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes) { r_refdef.view.usecustompvs = true; @@ -6106,8 +4989,10 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t } r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 2) && !chase_active.integer); - R_ResetViewRendering3D(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection); + R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight); + GL_ScissorTest(false); R_ClearScreen(r_refdef.fogenabled); + GL_ScissorTest(true); if(r_water_scissormode.integer & 2) R_View_UpdateWithScissor(myscissor); else @@ -6115,23 +5000,40 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t R_AnimCache_CacheVisibleEntities(); if(r_water_scissormode.integer & 1) GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]); - R_RenderScene(p->fbo_reflection, r_fb.water.depthtexture, p->texture_reflection); + R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight); - if (!p->fbo_reflection) - R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_fb.water.hideplayer = false; + p->rt_reflection = rt; } // 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) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { + rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED); + if (rt->colortexture[0] == NULL || rt->depthtexture == NULL) + goto error; r_refdef.view = myview; if(r_water_scissormode.integer) { - R_SetupView(true, p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction); - if(R_ScissorForBBox(p->mins, p->maxs, myscissor)) - continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible + R_SetupView(true, rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, r_fb.water.waterwidth, r_fb.water.waterheight); + if (R_ScissorForBBox(p->mins, p->maxs, myscissor)) + { + p->rt_reflection = NULL; + p->rt_refraction = NULL; + p->rt_camera = NULL; + continue; + } + } + + // combined pvs (based on what can be seen from each surface center) + if (r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.num_pvsclusterbytes) + { + r_refdef.view.usecustompvs = true; + if (p->pvsvalid) + memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes); + else + memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes); } r_fb.water.hideplayer = ((r_water_hideplayer.integer >= 1) && !chase_active.integer); @@ -6155,8 +5057,10 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t PlaneClassify(&r_refdef.view.clipplane); - R_ResetViewRendering3D(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction); + R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight); + GL_ScissorTest(false); R_ClearScreen(r_refdef.fogenabled); + GL_ScissorTest(true); if(r_water_scissormode.integer & 2) R_View_UpdateWithScissor(myscissor); else @@ -6164,14 +5068,16 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t R_AnimCache_CacheVisibleEntities(); if(r_water_scissormode.integer & 1) GL_Scissor(myscissor[0], myscissor[1], myscissor[2], myscissor[3]); - R_RenderScene(p->fbo_refraction, r_fb.water.depthtexture, p->texture_refraction); + R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight); - if (!p->fbo_refraction) - R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_fb.water.hideplayer = false; + p->rt_refraction = rt; } else if (p->materialflags & MATERIALFLAG_CAMERA) { + rt = R_RenderTarget_Get(r_fb.water.waterwidth, r_fb.water.waterheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, r_fb.rt_screen->colortextype[0], TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED); + if (rt->colortexture[0] == NULL || rt->depthtexture == NULL) + goto error; r_refdef.view = myview; r_refdef.view.clipplane = p->plane; @@ -6208,29 +5114,29 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t // camera needs no clipplane r_refdef.view.useclipplane = false; + // TODO: is the camera origin always valid? if so we don't need to clear this + r_refdef.view.usevieworiginculling = false; PlaneClassify(&r_refdef.view.clipplane); r_fb.water.hideplayer = false; - R_ResetViewRendering3D(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera); + R_ResetViewRendering3D(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight); + GL_ScissorTest(false); R_ClearScreen(r_refdef.fogenabled); + GL_ScissorTest(true); R_View_Update(); R_AnimCache_CacheVisibleEntities(); - R_RenderScene(p->fbo_camera, r_fb.water.depthtexture, p->texture_camera); + R_RenderScene(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, rt->texturewidth, rt->textureheight); - if (!p->fbo_camera) - R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_fb.water.hideplayer = false; + p->rt_camera = rt; } } - if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1); r_fb.water.renderingscene = false; r_refdef.view = originalview; - R_ResetViewRendering3D(fbo, depthtexture, colortexture); - if (!r_fb.water.depthtexture) - R_ClearScreen(r_refdef.fogenabled); + R_ResetViewRendering3D(fbo, depthtexture, colortexture, viewx, viewy, viewwidth, viewheight); R_View_Update(); R_AnimCache_CacheVisibleEntities(); goto finish; @@ -6260,35 +5166,27 @@ finish: static void R_Bloom_StartFrame(void) { - int i; int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight; int viewwidth, viewheight; - qboolean useviewfbo = r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two && vid.samples < 2; textype_t textype = TEXTYPE_COLORBUFFER; + // clear the pointers to rendertargets from last frame as they're stale + r_fb.rt_screen = NULL; + r_fb.rt_bloom = NULL; + switch (vid.renderpath) { case RENDERPATH_GL20: r_fb.usedepthtextures = r_usedepthtextures.integer != 0; - if (vid.support.ext_framebuffer_object && vid.support.arb_texture_non_power_of_two) - { - if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F; - if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F; - } + if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F; + if (r_viewfbo.integer == 3) textype = TEXTYPE_COLORBUFFER32F; + // for simplicity, bloom requires FBO render to texture, which basically all video drivers support now + if (!vid.support.ext_framebuffer_object) + return; break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - return; // don't bother case RENDERPATH_GLES2: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: r_fb.usedepthtextures = false; break; - case RENDERPATH_SOFT: - r_fb.usedepthtextures = true; - break; } if (r_viewscale_fpsscaling.integer) @@ -6310,21 +5208,6 @@ static void R_Bloom_StartFrame(void) R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight); - switch(vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - return; - } - // set bloomwidth and bloomheight to the bloom resolution that will be // used (often less than the screen resolution for faster rendering) r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width); @@ -6334,20 +5217,10 @@ static void R_Bloom_StartFrame(void) r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d); // calculate desired texture sizes - if (vid.support.arb_texture_non_power_of_two) - { - screentexturewidth = vid.width; - screentextureheight = vid.height; - bloomtexturewidth = r_fb.bloomwidth; - bloomtextureheight = r_fb.bloomheight; - } - else - { - for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2); - for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2); - for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2); - for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2); - } + screentexturewidth = viewwidth; + screentextureheight = viewheight; + bloomtexturewidth = r_fb.bloomwidth; + bloomtextureheight = r_fb.bloomheight; if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d)) { @@ -6356,55 +5229,15 @@ static void R_Bloom_StartFrame(void) Cvar_SetValueQuick(&r_damageblur, 0); } - if (!((r_glsl_postprocess.integer || r_fxaa.integer) || (!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) || !vid_gammatables_trivial) - && !r_bloom.integer - && (R_Stereo_Active() || (r_motionblur.value <= 0 && r_damageblur.value <= 0)) - && !useviewfbo - && r_viewscale.value == 1.0f - && !r_viewscale_fpsscaling.integer) - screentexturewidth = screentextureheight = 0; - if (!r_bloom.integer) - bloomtexturewidth = bloomtextureheight = 0; - - // allocate textures as needed - if (r_fb.screentexturewidth != screentexturewidth - || r_fb.screentextureheight != screentextureheight - || r_fb.bloomtexturewidth != bloomtexturewidth - || r_fb.bloomtextureheight != bloomtextureheight - || r_fb.textype != textype - || useviewfbo != (r_fb.fbo != 0)) + // allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view + if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype)) { - for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++) - { - if (r_fb.bloomtexture[i]) - R_FreeTexture(r_fb.bloomtexture[i]); - r_fb.bloomtexture[i] = NULL; - - if (r_fb.bloomfbo[i]) - R_Mesh_DestroyFramebufferObject(r_fb.bloomfbo[i]); - r_fb.bloomfbo[i] = 0; - } - - if (r_fb.fbo) - R_Mesh_DestroyFramebufferObject(r_fb.fbo); - r_fb.fbo = 0; - - if (r_fb.colortexture) - R_FreeTexture(r_fb.colortexture); - r_fb.colortexture = NULL; - - if (r_fb.depthtexture) - R_FreeTexture(r_fb.depthtexture); - r_fb.depthtexture = NULL; - if (r_fb.ghosttexture) R_FreeTexture(r_fb.ghosttexture); r_fb.ghosttexture = NULL; r_fb.screentexturewidth = screentexturewidth; r_fb.screentextureheight = screentextureheight; - r_fb.bloomtexturewidth = bloomtexturewidth; - r_fb.bloomtextureheight = bloomtextureheight; r_fb.textype = textype; if (r_fb.screentexturewidth && r_fb.screentextureheight) @@ -6412,179 +5245,71 @@ static void R_Bloom_StartFrame(void) if (r_motionblur.value > 0 || r_damageblur.value > 0) r_fb.ghosttexture = R_LoadTexture2D(r_main_texturepool, "framebuffermotionblur", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); r_fb.ghosttexture_valid = false; - r_fb.colortexture = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); - if (useviewfbo) - { - r_fb.depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8); - r_fb.fbo = R_Mesh_CreateFramebufferObject(r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL); - R_Mesh_SetRenderTargets(r_fb.fbo, r_fb.depthtexture, r_fb.colortexture, NULL, NULL, NULL); - } - } - - if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight) - { - for (i = 0;i < (int)(sizeof(r_fb.bloomtexture)/sizeof(r_fb.bloomtexture[i]));i++) - { - r_fb.bloomtexture[i] = R_LoadTexture2D(r_main_texturepool, "framebufferbloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); - if (useviewfbo) - r_fb.bloomfbo[i] = R_Mesh_CreateFramebufferObject(NULL, r_fb.bloomtexture[i], NULL, NULL, NULL); - } - } - } - - // bloom texture is a different resolution - r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width); - r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width; - r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height); - r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth); - r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight); - - // set up a texcoord array for the full resolution screen image - // (we have to keep this around to copy back during final render) - r_fb.screentexcoord2f[0] = 0; - r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight; - r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth; - r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight; - r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth; - r_fb.screentexcoord2f[5] = 0; - r_fb.screentexcoord2f[6] = 0; - r_fb.screentexcoord2f[7] = 0; - - if(r_fb.fbo) - { - for (i = 1;i < 8;i += 2) - { - r_fb.screentexcoord2f[i] += 1 - (float)(viewheight + r_refdef.view.y) / (float)r_fb.screentextureheight; } } - // set up a texcoord array for the reduced resolution bloom image - // (which will be additive blended over the screen image) - r_fb.bloomtexcoord2f[0] = 0; - r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight; - r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth; - r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight; - r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth; - r_fb.bloomtexcoord2f[5] = 0; - r_fb.bloomtexcoord2f[6] = 0; - r_fb.bloomtexcoord2f[7] = 0; - - switch(vid.renderpath) + if (r_bloom.integer) { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_SOFT: - case RENDERPATH_GLES1: - case RENDERPATH_GLES2: - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - for (i = 0;i < 4;i++) - { - r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth; - r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight; - r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth; - r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight; - } - break; + // bloom texture is a different resolution + r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width); + r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width; + r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height); } + else + r_fb.bloomwidth = r_fb.bloomheight = 0; - R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL); + r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED); - if (r_fb.fbo) - r_refdef.view.clear = true; + r_refdef.view.clear = true; } static void R_Bloom_MakeTexture(void) { int x, range, dir; float xoffset, yoffset, r, brighten; - rtexture_t *intex; float colorscale = r_bloom_colorscale.value; + r_viewport_t bloomviewport; + r_rendertarget_t *prev, *cur; + textype_t textype = r_fb.rt_screen->colortextype[0]; r_refdef.stats[r_stat_bloom]++; - -#if 0 - // this copy is unnecessary since it happens in R_BlendView already - if (!r_fb.fbo) - { - R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); - r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height; - } -#endif + + R_Viewport_InitOrtho(&bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL); // scale down screen texture to the bloom texture size CHECKGLERROR - r_fb.bloomindex = 0; - R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL); - R_SetViewport(&r_fb.bloomviewport); + prev = r_fb.rt_screen; + cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED); + R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL); + R_SetViewport(&bloomviewport); GL_CullFace(GL_NONE); GL_DepthTest(false); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); - // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that... - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES1: - case RENDERPATH_GLES2: - case RENDERPATH_SOFT: - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f); - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f); - break; - } + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f); // TODO: do boxfilter scale-down in shader? - R_SetupShader_Generic(r_fb.colortexture, NULL, GL_MODULATE, 1, false, true, true); + R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, true); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight; - // we now have a properly scaled bloom image - if (!r_fb.bloomfbo[r_fb.bloomindex]) - { - // copy it into the bloom texture - R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height); - r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height; - } - // multiply bloom image by itself as many times as desired + // multiply bloom image by itself as many times as desired to darken it + // TODO: if people actually use this it could be done more quickly in the previous shader pass for (x = 1;x < min(r_bloom_colorexponent.value, 32);) { - intex = r_fb.bloomtexture[r_fb.bloomindex]; - r_fb.bloomindex ^= 1; - R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL); + prev = cur; + cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED); + R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL); x *= 2; r = bound(0, r_bloom_colorexponent.value / x, 1); // always 0.5 to 1 - if (!r_fb.bloomfbo[r_fb.bloomindex]) - { - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); // square it and multiply by two - GL_Color(r,r,r,1); // apply fix factor - } - else - { - if(x <= 2) - GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128); - GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it - GL_Color(1,1,1,1); // no fix factor supported here - } - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f); - R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false); + if(x <= 2) + GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 0); + GL_BlendFunc(GL_SRC_COLOR, GL_ZERO); // square it + GL_Color(1,1,1,1); // no fix factor supported here + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, prev->texcoord2f); + R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight; - - if (!r_fb.bloomfbo[r_fb.bloomindex]) - { - // copy the darkened image to a texture - R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height); - r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height; - } } range = r_bloom_blur.integer * r_fb.bloomwidth / 320; @@ -6595,29 +5320,29 @@ static void R_Bloom_MakeTexture(void) for (dir = 0;dir < 2;dir++) { - intex = r_fb.bloomtexture[r_fb.bloomindex]; - r_fb.bloomindex ^= 1; - R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL); + prev = cur; + cur = R_RenderTarget_Get(r_fb.bloomwidth, r_fb.bloomheight, TEXTYPE_UNUSED, false, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED); + R_Mesh_SetRenderTargets(cur->fbo, NULL, cur->colortexture[0], NULL, NULL, NULL); // 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); - R_SetupShader_Generic(intex, NULL, GL_MODULATE, 1, false, true, false); + R_SetupShader_Generic(prev->colortexture[0], NULL, GL_MODULATE, 1, false, true, false); for (x = -range;x <= range;x++) { if (!dir){xoffset = 0;yoffset = x;} else {xoffset = x;yoffset = 0;} - xoffset /= (float)r_fb.bloomtexturewidth; - yoffset /= (float)r_fb.bloomtextureheight; + xoffset /= (float)prev->texturewidth; + yoffset /= (float)prev->textureheight; // compute a texcoord array with the specified x and y offset - r_fb.offsettexcoord2f[0] = xoffset+r_fb.bloomtexcoord2f[0]; - r_fb.offsettexcoord2f[1] = yoffset+r_fb.bloomtexcoord2f[1]; - r_fb.offsettexcoord2f[2] = xoffset+r_fb.bloomtexcoord2f[2]; - r_fb.offsettexcoord2f[3] = yoffset+r_fb.bloomtexcoord2f[3]; - r_fb.offsettexcoord2f[4] = xoffset+r_fb.bloomtexcoord2f[4]; - r_fb.offsettexcoord2f[5] = yoffset+r_fb.bloomtexcoord2f[5]; - r_fb.offsettexcoord2f[6] = xoffset+r_fb.bloomtexcoord2f[6]; - r_fb.offsettexcoord2f[7] = yoffset+r_fb.bloomtexcoord2f[7]; + r_fb.offsettexcoord2f[0] = xoffset+prev->texcoord2f[0]; + r_fb.offsettexcoord2f[1] = yoffset+prev->texcoord2f[1]; + r_fb.offsettexcoord2f[2] = xoffset+prev->texcoord2f[2]; + r_fb.offsettexcoord2f[3] = yoffset+prev->texcoord2f[3]; + r_fb.offsettexcoord2f[4] = xoffset+prev->texcoord2f[4]; + r_fb.offsettexcoord2f[5] = yoffset+prev->texcoord2f[5]; + r_fb.offsettexcoord2f[6] = xoffset+prev->texcoord2f[6]; + r_fb.offsettexcoord2f[7] = yoffset+prev->texcoord2f[7]; // this r value looks like a 'dot' particle, fading sharply to // black at the edges // (probably not realistic but looks good enough) @@ -6625,249 +5350,156 @@ static void R_Bloom_MakeTexture(void) //r = brighten/(range*2+1); r = brighten / (range * 2 + 1); if(range >= 1) - r *= (1 - x*x/(float)(range*range)); + r *= (1 - x*x/(float)((range+1)*(range+1))); + if (r <= 0) + continue; GL_Color(r, r, r, 1); R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats[r_stat_bloom_drawpixels] += r_fb.bloomwidth * r_fb.bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } - - if (!r_fb.bloomfbo[r_fb.bloomindex]) - { - // copy the vertically or horizontally blurred bloom view to a texture - R_Mesh_CopyToTexture(r_fb.bloomtexture[r_fb.bloomindex], 0, 0, r_fb.bloomviewport.x, r_fb.bloomviewport.y, r_fb.bloomviewport.width, r_fb.bloomviewport.height); - r_refdef.stats[r_stat_bloom_copypixels] += r_fb.bloomviewport.width * r_fb.bloomviewport.height; - } } + + // now we have the bloom image, so keep track of it + r_fb.rt_bloom = cur; } -static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) +static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight) { dpuint64 permutation; float uservecs[4][4]; + rtexture_t *viewtexture; + rtexture_t *bloomtexture; R_EntityMatrix(&identitymatrix); - switch (vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - permutation = - (r_fb.bloomtexture[r_fb.bloomindex] ? SHADERPERMUTATION_BLOOM : 0) - | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0) - | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0) - | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0) - | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0); - - if (r_fb.colortexture) + if(r_refdef.view.ismain && !R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture) + { + // declare variables + float blur_factor, blur_mouseaccel, blur_velocity; + static float blur_average; + static vec3_t blur_oldangles; // used to see how quickly the mouse is moving + + // set a goal for the factoring + blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) + / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1); + blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) + / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1); + blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) + + (blur_mouseaccel * r_motionblur_mousefactor.value)); + + // from the goal, pick an averaged value between goal and last value + cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1); + blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha; + + // enforce minimum amount of blur + blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value; + + //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel); + + // calculate values into a standard alpha + cl.motionbluralpha = 1 - exp(- + ( + (r_motionblur.value * blur_factor / 80) + + + (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600)) + ) + / + max(0.0001, cl.time - cl.oldtime) // fps independent + ); + + // randomization for the blur value to combat persistent ghosting + cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value); + cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value); + + // apply the blur + R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight); + if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid) { - if (!r_fb.fbo) - { - R_Mesh_CopyToTexture(r_fb.colortexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); - r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height; - } - - if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0) && r_fb.ghosttexture) - { - // declare variables - float blur_factor, blur_mouseaccel, blur_velocity; - static float blur_average; - static vec3_t blur_oldangles; // used to see how quickly the mouse is moving - - // set a goal for the factoring - blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) - / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1); - blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) - / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1); - blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) - + (blur_mouseaccel * r_motionblur_mousefactor.value)); - - // from the goal, pick an averaged value between goal and last value - cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1); - blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha; - - // enforce minimum amount of blur - blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value; - - //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel); - - // calculate values into a standard alpha - cl.motionbluralpha = 1 - exp(- - ( - (r_motionblur.value * blur_factor / 80) - + - (r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600)) - ) - / - max(0.0001, cl.time - cl.oldtime) // fps independent - ); - - // randomization for the blur value to combat persistent ghosting - cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value); - cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value); - - // apply the blur - R_ResetViewRendering2D(fbo, depthtexture, colortexture); - if (cl.motionbluralpha > 0 && !r_refdef.envmap && r_fb.ghosttexture_valid) - { - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - GL_Color(1, 1, 1, cl.motionbluralpha); - switch(vid.renderpath) - { - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GL20: - case RENDERPATH_GLES1: - case RENDERPATH_GLES2: - case RENDERPATH_SOFT: - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f); - break; - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f); - break; - } - R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height; - } + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_Color(1, 1, 1, cl.motionbluralpha); + R_CalcTexCoordsForView(0, 0, viewwidth, viewheight, viewwidth, viewheight, r_fb.ghosttexcoord2f); + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.ghosttexcoord2f); + R_SetupShader_Generic(r_fb.ghosttexture, NULL, GL_MODULATE, 1, false, true, true); + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); + r_refdef.stats[r_stat_bloom_drawpixels] += viewwidth * viewheight; + } - // updates old view angles for next pass - VectorCopy(cl.viewangles, blur_oldangles); + // updates old view angles for next pass + VectorCopy(cl.viewangles, blur_oldangles); - // copy view into the ghost texture - R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); - r_refdef.stats[r_stat_bloom_copypixels] += r_refdef.view.viewport.width * r_refdef.view.viewport.height; - r_fb.ghosttexture_valid = true; - } - } - else - { - // no r_fb.colortexture means we're rendering to the real fb - // we may still have to do view tint... - if (r_refdef.viewblend[3] >= (1.0f / 256.0f)) - { - // apply a color tint to the whole view - R_ResetViewRendering2D(0, NULL, NULL); - GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL); - R_SetupShader_Generic_NoTexture(false, true); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - } - break; // no screen processing, no bloom, skip it - } + // copy view into the ghost texture + R_Mesh_CopyToTexture(r_fb.ghosttexture, 0, 0, viewx, viewy, viewwidth, viewheight); + r_refdef.stats[r_stat_bloom_copypixels] += viewwidth * viewheight; + r_fb.ghosttexture_valid = true; + } - if (r_fb.bloomtexture[0]) - { - // make the bloom texture - R_Bloom_MakeTexture(); - } + if (r_fb.bloomwidth) + { + // make the bloom texture + R_Bloom_MakeTexture(); + } #if _MSC_VER >= 1400 #define sscanf sscanf_s #endif - memset(uservecs, 0, sizeof(uservecs)); - if (r_glsl_postprocess_uservec1_enable.integer) - sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]); - if (r_glsl_postprocess_uservec2_enable.integer) - sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]); - if (r_glsl_postprocess_uservec3_enable.integer) - sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]); - if (r_glsl_postprocess_uservec4_enable.integer) - sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]); + memset(uservecs, 0, sizeof(uservecs)); + if (r_glsl_postprocess_uservec1_enable.integer) + sscanf(r_glsl_postprocess_uservec1.string, "%f %f %f %f", &uservecs[0][0], &uservecs[0][1], &uservecs[0][2], &uservecs[0][3]); + if (r_glsl_postprocess_uservec2_enable.integer) + sscanf(r_glsl_postprocess_uservec2.string, "%f %f %f %f", &uservecs[1][0], &uservecs[1][1], &uservecs[1][2], &uservecs[1][3]); + if (r_glsl_postprocess_uservec3_enable.integer) + sscanf(r_glsl_postprocess_uservec3.string, "%f %f %f %f", &uservecs[2][0], &uservecs[2][1], &uservecs[2][2], &uservecs[2][3]); + if (r_glsl_postprocess_uservec4_enable.integer) + sscanf(r_glsl_postprocess_uservec4.string, "%f %f %f %f", &uservecs[3][0], &uservecs[3][1], &uservecs[3][2], &uservecs[3][3]); + + // render to the screen fbo + R_ResetViewRendering2D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight); + GL_Color(1, 1, 1, 1); + GL_BlendFunc(GL_ONE, GL_ZERO); - R_ResetViewRendering2D(0, NULL, NULL); // here we render to the real framebuffer! - GL_Color(1, 1, 1, 1); - GL_BlendFunc(GL_ONE, GL_ZERO); + viewtexture = r_fb.rt_screen->colortexture[0]; + bloomtexture = r_fb.rt_bloom ? r_fb.rt_bloom->colortexture[0] : NULL; - switch(vid.renderpath) + if (r_rendertarget_debug.integer >= 0) + { + r_rendertarget_t *rt = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, r_rendertarget_debug.integer); + if (rt && rt->colortexture[0]) { - case RENDERPATH_GL20: - case RENDERPATH_GLES2: - R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f); - R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation); - if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.colortexture); - if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.bloomtexture[r_fb.bloomindex]); - if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps ); - if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight); - if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); - if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); - if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); - if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); - if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value); - if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); - if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); - break; - case RENDERPATH_D3D9: -#ifdef SUPPORTD3D - // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that... - R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f); - R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation); - R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture); - R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]); - R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); - hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight); - hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); - hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); - hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); - hlslPSSetParameter4f(D3DPSREGISTER_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); - hlslPSSetParameter1f(D3DPSREGISTER_Saturation , r_glsl_saturation.value); - hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); - hlslPSSetParameter4f(D3DPSREGISTER_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); -#endif - break; - case RENDERPATH_D3D10: - Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_D3D11: - Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); - break; - case RENDERPATH_SOFT: - R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f); - R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation); - R_Mesh_TexBind(GL20TU_FIRST , r_fb.colortexture); - R_Mesh_TexBind(GL20TU_SECOND , r_fb.bloomtexture[r_fb.bloomindex]); - R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Saturation , r_glsl_saturation.value); - DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); - break; - default: - break; - } - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height; - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - if (r_refdef.viewblend[3] >= (1.0f / 256.0f)) - { - // apply a color tint to the whole view - R_ResetViewRendering2D(0, NULL, NULL); - GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL); - R_SetupShader_Generic_NoTexture(false, true); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); + viewtexture = rt->colortexture[0]; + bloomtexture = NULL; } + } + + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.rt_screen->texcoord2f, bloomtexture ? r_fb.rt_bloom->texcoord2f : NULL); + switch(vid.renderpath) + { + case RENDERPATH_GL20: + case RENDERPATH_GLES2: + permutation = + (r_fb.bloomwidth ? SHADERPERMUTATION_BLOOM : 0) + | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0) + | (!vid_gammatables_trivial ? SHADERPERMUTATION_GAMMARAMPS : 0) + | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0) + | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0); + R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation); + if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , viewtexture); + if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , bloomtexture); + if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps ); + if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight); + if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); + if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); + if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); + if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]); + if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value); + if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f); break; } + R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); + r_refdef.stats[r_stat_bloom_drawpixels] += r_refdef.view.width * r_refdef.view.height; } matrix4x4_t r_waterscrollmatrix; @@ -6974,8 +5606,6 @@ void R_UpdateVariables(void) Cvar_SetValueQuick(&r_shadow_frontsidecasting, 1); r_refdef.polygonfactor = 0; r_refdef.polygonoffset = 0; - r_refdef.shadowpolygonfactor = r_refdef.polygonfactor + r_shadow_polygonfactor.value * (r_shadow_frontsidecasting.integer ? 1 : -1); - r_refdef.shadowpolygonoffset = r_refdef.polygonoffset + r_shadow_polygonoffset.value * (r_shadow_frontsidecasting.integer ? 1 : -1); r_refdef.scene.rtworld = r_shadow_realtime_world.integer != 0; r_refdef.scene.rtworldshadows = r_shadow_realtime_world_shadows.integer && vid.stencil; @@ -7004,10 +5634,6 @@ void R_UpdateVariables(void) { case RENDERPATH_GL20: r_gpuskeletal = vid.support.arb_uniform_buffer_object && r_glsl_skeletal.integer && !r_showsurfaces.integer; // FIXME add r_showsurfaces support to GLSL skeletal! - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: case RENDERPATH_GLES2: if(!vid_gammatables_trivial) { @@ -7044,10 +5670,6 @@ void R_UpdateVariables(void) // remove GLSL gamma texture } break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - break; } } @@ -7119,16 +5741,19 @@ static void R_SortEntities(void) R_RenderView ================ */ -int dpsoftrast_test; extern cvar_t r_shadow_bouncegrid; -void R_RenderView(void) +extern cvar_t v_isometric; +extern void V_MakeViewIsometric(void); +void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, int x, int y, int width, int height) { matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix; - int fbo; - rtexture_t *depthtexture; - rtexture_t *colortexture; + int viewfbo = 0; + rtexture_t *viewdepthtexture = NULL; + rtexture_t *viewcolortexture = NULL; + int viewx = r_refdef.view.x, viewy = r_refdef.view.y, viewwidth = r_refdef.view.width, viewheight = r_refdef.view.height; - dpsoftrast_test = r_test.integer; + // finish any 2D rendering that was queued + DrawQ_Finish(); if (r_timereport_active) R_TimeReport("start"); @@ -7164,7 +5789,7 @@ void R_RenderView(void) r_fb.water.enabled = false; r_fb.water.numwaterplanes = 0; - R_RenderScene(0, NULL, NULL); + R_RenderScene(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); r_refdef.view.matrix = originalmatrix; @@ -7178,6 +5803,10 @@ void R_RenderView(void) return; } + r_refdef.view.usevieworiginculling = !r_trippy.value && r_refdef.view.useperspective; + if (v_isometric.integer && r_refdef.view.ismain) + V_MakeViewIsometric(); + r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value; if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D) @@ -7189,31 +5818,41 @@ void R_RenderView(void) R_Shadow_UpdateWorldLightSelection(); + // this will set up r_fb.rt_screen R_Bloom_StartFrame(); // apply bloom brightness offset - if(r_fb.bloomtexture[0]) + if(r_fb.rt_bloom) r_refdef.view.colorscale *= r_bloom_scenebrightness.value; + // R_Bloom_StartFrame probably set up an fbo for us to render into, it will be rendered to the window later in R_BlendView + if (r_fb.rt_screen) + { + viewfbo = r_fb.rt_screen->fbo; + viewdepthtexture = r_fb.rt_screen->depthtexture; + viewcolortexture = r_fb.rt_screen->colortexture[0]; + viewx = 0; + viewy = 0; + viewwidth = width; + viewheight = height; + } + R_Water_StartFrame(); - // now we probably have an fbo to render into - fbo = r_fb.fbo; - depthtexture = r_fb.depthtexture; - colortexture = r_fb.colortexture; - CHECKGLERROR if (r_timereport_active) R_TimeReport("viewsetup"); - R_ResetViewRendering3D(fbo, depthtexture, colortexture); + R_ResetViewRendering3D(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight); + + // clear the whole fbo every frame - otherwise the driver will consider + // it to be an inter-frame texture and stall in multi-gpu configurations + if (r_fb.rt_screen) + GL_ScissorTest(false); + R_ClearScreen(r_refdef.fogenabled); + if (r_timereport_active) + R_TimeReport("viewclear"); - if (r_refdef.view.clear || r_refdef.fogenabled || fbo) - { - R_ClearScreen(r_refdef.fogenabled); - if (r_timereport_active) - R_TimeReport("viewclear"); - } r_refdef.view.clear = true; r_refdef.view.showdebug = true; @@ -7232,24 +5871,32 @@ void R_RenderView(void) r_fb.water.numwaterplanes = 0; if (r_fb.water.enabled) - R_RenderWaterPlanes(fbo, depthtexture, colortexture); - - R_RenderScene(fbo, depthtexture, colortexture); + R_RenderWaterPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight); + + // for the actual view render we use scissoring a fair amount, so scissor + // test needs to be on + if (r_fb.rt_screen) + GL_ScissorTest(true); + GL_Scissor(viewx, viewy, viewwidth, viewheight); + R_RenderScene(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight); r_fb.water.numwaterplanes = 0; - R_BlendView(fbo, depthtexture, colortexture); + // postprocess uses textures that are not aligned with the viewport we're rendering, so no scissoring + GL_ScissorTest(false); + + R_BlendView(fbo, depthtexture, colortexture, x, y, width, height); if (r_timereport_active) R_TimeReport("blendview"); - GL_Scissor(0, 0, vid.width, vid.height); - GL_ScissorTest(false); - r_refdef.view.matrix = originalmatrix; CHECKGLERROR + + // go back to 2d rendering + DrawQ_Start(); } -void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) +void R_RenderWaterPlanes(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight) { if (cl.csqc_vidvars.drawworld && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->DrawAddWaterPlanes) { @@ -7268,7 +5915,7 @@ void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortex if (r_fb.water.numwaterplanes) { - R_Water_ProcessPlanes(fbo, depthtexture, colortexture); + R_Water_ProcessPlanes(viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight); if (r_timereport_active) R_TimeReport("waterscenes"); } @@ -7281,7 +5928,7 @@ static void R_DrawModelDecals(void); extern cvar_t cl_decals_newsystem; extern qboolean r_shadow_usingdeferredprepass; extern int r_shadow_shadowmapatlas_modelshadows_size; -void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) +void R_RenderScene(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight) { qboolean shadowmapping = false; @@ -7324,16 +5971,25 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) if (skyrendermasked && skyrenderlater) { // we have to force off the water clipping plane while rendering sky - R_SetupView(false, fbo, depthtexture, colortexture); + R_SetupView(false, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight); R_Sky(); - R_SetupView(true, fbo, depthtexture, colortexture); + R_SetupView(true, viewfbo, viewdepthtexture, viewcolortexture, viewx, viewy, viewwidth, viewheight); if (r_timereport_active) R_TimeReport("sky"); } } + // save the framebuffer info for R_Shadow_RenderMode_Reset during this view render + r_shadow_viewfbo = viewfbo; + r_shadow_viewdepthtexture = viewdepthtexture; + r_shadow_viewcolortexture = viewcolortexture; + r_shadow_viewx = viewx; + r_shadow_viewy = viewy; + r_shadow_viewwidth = viewwidth; + r_shadow_viewheight = viewheight; + R_Shadow_PrepareModelShadows(); - R_Shadow_PrepareLights(fbo, depthtexture, colortexture); + R_Shadow_PrepareLights(); if (r_timereport_active) R_TimeReport("preparelights"); @@ -7383,16 +6039,6 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) if (r_refdef.scene.extraupdate) S_ExtraUpdate (); - if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && !r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0) - { - R_ResetViewRendering3D(fbo, depthtexture, colortexture); - R_Shadow_DrawModelShadows(); - R_ResetViewRendering3D(fbo, depthtexture, colortexture); - // don't let sound skip if going slow - if (r_refdef.scene.extraupdate) - S_ExtraUpdate (); - } - if (!r_shadow_usingdeferredprepass) { R_Shadow_DrawLights(); @@ -7404,16 +6050,6 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) if (r_refdef.scene.extraupdate) S_ExtraUpdate (); - if ((r_shadows.integer == 1 || (r_shadows.integer > 0 && !shadowmapping)) && r_shadows_drawafterrtlighting.integer && r_refdef.scene.lightmapintensity > 0) - { - R_ResetViewRendering3D(fbo, depthtexture, colortexture); - R_Shadow_DrawModelShadows(); - R_ResetViewRendering3D(fbo, depthtexture, colortexture); - // don't let sound skip if going slow - if (r_refdef.scene.extraupdate) - S_ExtraUpdate (); - } - if (cl.csqc_vidvars.drawworld) { if (cl_decals_newsystem.integer) @@ -7492,27 +6128,6 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) R_TimeReport("coronas"); } -#if 0 - { - GL_DepthTest(false); - qglPolygonMode(GL_FRONT_AND_BACK, GL_LINE); - GL_Color(1, 1, 1, 1); - qglBegin(GL_POLYGON); - qglVertex3f(r_refdef.view.frustumcorner[0][0], r_refdef.view.frustumcorner[0][1], r_refdef.view.frustumcorner[0][2]); - qglVertex3f(r_refdef.view.frustumcorner[1][0], r_refdef.view.frustumcorner[1][1], r_refdef.view.frustumcorner[1][2]); - qglVertex3f(r_refdef.view.frustumcorner[3][0], r_refdef.view.frustumcorner[3][1], r_refdef.view.frustumcorner[3][2]); - qglVertex3f(r_refdef.view.frustumcorner[2][0], r_refdef.view.frustumcorner[2][1], r_refdef.view.frustumcorner[2][2]); - qglEnd(); - qglBegin(GL_POLYGON); - qglVertex3f(r_refdef.view.frustumcorner[0][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[0][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[0][2] + 1000 * r_refdef.view.forward[2]); - qglVertex3f(r_refdef.view.frustumcorner[1][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[1][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[1][2] + 1000 * r_refdef.view.forward[2]); - qglVertex3f(r_refdef.view.frustumcorner[3][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[3][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[3][2] + 1000 * r_refdef.view.forward[2]); - qglVertex3f(r_refdef.view.frustumcorner[2][0] + 1000 * r_refdef.view.forward[0], r_refdef.view.frustumcorner[2][1] + 1000 * r_refdef.view.forward[1], r_refdef.view.frustumcorner[2][2] + 1000 * r_refdef.view.forward[2]); - qglEnd(); - qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL); - } -#endif - // don't let sound skip if going slow if (r_refdef.scene.extraupdate) S_ExtraUpdate (); @@ -8152,7 +6767,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->currentmaterialflags = t->basematerialflags; t->currentalpha = rsurface.entity->alpha * t->basealpha; - if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer)) + if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_water.integer || r_novis.integer || r_trippy.integer)) t->currentalpha *= r_wateralpha.value; if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later @@ -8452,12 +7067,12 @@ texture_t *R_GetCurrentTexture(texture_t *t) if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT) { // basic lit geometry - R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2], t->currentalpha); + R_Texture_AddLayer(t, depthmask, blendfunc1, blendfunc2, TEXTURELAYERTYPE_LITTEXTURE, t->basetexture, &t->currenttexmatrix, 2, 2, 2, t->currentalpha); // add pants/shirt if needed if (VectorLength2(t->render_colormap_pants) >= (1.0f / 1048576.0f) && t->pantstexture) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, t->render_colormap_pants[0] * t->render_lightmap_diffuse[0], t->render_colormap_pants[1] * t->render_lightmap_diffuse[1], t->render_colormap_pants[2] * t->render_lightmap_diffuse[2], t->currentalpha); + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->pantstexture, &t->currenttexmatrix, 2 * t->render_colormap_pants[0], 2 * t->render_colormap_pants[1], 2 * t->render_colormap_pants[2], t->currentalpha); if (VectorLength2(t->render_colormap_shirt) >= (1.0f / 1048576.0f) && t->shirttexture) - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, t->render_colormap_shirt[0] * t->render_lightmap_diffuse[0], t->render_colormap_shirt[1] * t->render_lightmap_diffuse[1], t->render_colormap_shirt[2] * t->render_lightmap_diffuse[2], t->currentalpha); + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, GL_ONE, TEXTURELAYERTYPE_LITTEXTURE, t->shirttexture, &t->currenttexmatrix, 2 * t->render_colormap_shirt[0], 2 * t->render_colormap_shirt[1], 2 * t->render_colormap_shirt[2], t->currentalpha); } else { @@ -8742,9 +7357,6 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.batchelement3s = NULL; rsurface.batchelement3s_indexbuffer = NULL; rsurface.batchelement3s_bufferoffset = 0; - rsurface.passcolor4f = NULL; - rsurface.passcolor4f_vertexbuffer = NULL; - rsurface.passcolor4f_bufferoffset = 0; rsurface.forcecurrenttextureupdate = false; } @@ -8880,9 +7492,6 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.batchelement3s = NULL; rsurface.batchelement3s_indexbuffer = NULL; rsurface.batchelement3s_bufferoffset = 0; - rsurface.passcolor4f = NULL; - rsurface.passcolor4f_vertexbuffer = NULL; - rsurface.passcolor4f_bufferoffset = 0; rsurface.forcecurrenttextureupdate = true; if (rsurface.modelnumvertices && rsurface.modelelement3i) @@ -10284,295 +8893,6 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) // render multiple smaller batches } -static void RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(void) -{ - int i; - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0;i < rsurface.batchnumvertices;i++) - Vector4Set(rsurface.passcolor4f + 4*i, 0.5f, 0.5f, 0.5f, 1.0f); -} - -static void RSurf_DrawBatch_GL11_ApplyFog(void) -{ - int i; - float f; - const float *v; - const float *c; - float *c2; - if (rsurface.passcolor4f) - { - // generate color arrays - c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4) - { - f = RSurf_FogVertex(v); - c2[0] = c[0] * f; - c2[1] = c[1] * f; - c2[2] = c[2] * f; - c2[3] = c[3]; - } - } - else - { - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c2 += 4) - { - f = RSurf_FogVertex(v); - c2[0] = f; - c2[1] = f; - c2[2] = f; - c2[3] = 1; - } - } -} - -static void RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(void) -{ - int i; - float f; - const float *v; - const float *c; - float *c2; - if (!rsurface.passcolor4f) - return; - c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4, c2 += 4) - { - f = RSurf_FogVertex(v); - c2[0] = c[0] * f + r_refdef.fogcolor[0] * (1 - f); - c2[1] = c[1] * f + r_refdef.fogcolor[1] * (1 - f); - c2[2] = c[2] * f + r_refdef.fogcolor[2] * (1 - f); - c2[3] = c[3]; - } -} - -static void RSurf_DrawBatch_GL11_ApplyColor(float r, float g, float b, float a) -{ - int i; - const float *c; - float *c2; - if (!rsurface.passcolor4f) - return; - c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4) - { - c2[0] = c[0] * r; - c2[1] = c[1] * g; - c2[2] = c[2] * b; - c2[3] = c[3] * a; - } -} - -static void RSurf_DrawBatch_GL11_ApplyAmbient(void) -{ - int i; - const float *c; - float *c2; - if (!rsurface.passcolor4f) - return; - c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4; - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, c2 = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, c += 4, c2 += 4) - { - c2[0] = c[0] + rsurface.texture->render_lightmap_ambient[0]; - c2[1] = c[1] + rsurface.texture->render_lightmap_ambient[1]; - c2[2] = c[2] + rsurface.texture->render_lightmap_ambient[2]; - c2[3] = c[3]; - } -} - -static void RSurf_DrawBatch_GL11_Lightmap(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) -{ - // TODO: optimize - rsurface.passcolor4f = NULL; - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(); - if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); - GL_Color(r, g, b, a); - R_Mesh_TexBind(0, rsurface.lightmaptexture); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexMatrix(0, NULL); - RSurf_DrawBatch(); -} - -static void RSurf_DrawBatch_GL11_Unlit(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) -{ - // TODO: optimize applyfog && applycolor case - // just apply fog if necessary, and tint the fog color array if necessary - rsurface.passcolor4f = NULL; - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(); - if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); - GL_Color(r, g, b, a); - RSurf_DrawBatch(); -} - -static void RSurf_DrawBatch_GL11_VertexColor(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) -{ - // TODO: optimize - rsurface.passcolor4f = rsurface.batchlightmapcolor4f; - rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer; - rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset; - if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(); - if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); - GL_Color(r, g, b, a); - RSurf_DrawBatch(); -} - -static void RSurf_DrawBatch_GL11_ClampColor(void) -{ - int i; - const float *c1; - float *c2; - if (!rsurface.passcolor4f) - return; - for (i = 0, c1 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex, c2 = rsurface.passcolor4f + 4*rsurface.batchfirstvertex;i < rsurface.batchnumvertices;i++, c1 += 4, c2 += 4) - { - c2[0] = bound(0.0f, c1[0], 1.0f); - c2[1] = bound(0.0f, c1[1], 1.0f); - c2[2] = bound(0.0f, c1[2], 1.0f); - c2[3] = bound(0.0f, c1[3], 1.0f); - } -} - -static void RSurf_DrawBatch_GL11_ApplyFakeLight(float fakelightintensity) -{ - int i; - float f; - const float *v; - const float *n; - float *c; - //vec3_t eyedir; - - // fake shading - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4) - { - f = -DotProduct(r_refdef.view.forward, n); - f = max(0, f); - f = f * 0.85 + 0.15; // work around so stuff won't get black - f *= fakelightintensity; - Vector4Set(c, f, f, f, 1); - } -} - -static void RSurf_DrawBatch_GL11_FakeLight(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) -{ - RSurf_DrawBatch_GL11_ApplyFakeLight(r_refdef.scene.lightmapintensity * r_fakelight_intensity.value); - if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(); - if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); - GL_Color(r, g, b, a); - RSurf_DrawBatch(); -} - -static void RSurf_DrawBatch_GL11_ApplyVertexShade(float *r, float *g, float *b, float *a, float lightmapintensity, qboolean *applycolor) -{ - int i; - float f; - float alpha; - const float *v; - const float *n; - float *c; - vec3_t ambientcolor; - vec3_t diffusecolor; - vec3_t lightdir; - // TODO: optimize - // model lighting - VectorCopy(rsurface.texture->render_modellight_lightdir, lightdir); - f = 0.5f * lightmapintensity; - ambientcolor[0] = rsurface.texture->render_modellight_ambient[0] * *r * f; - ambientcolor[1] = rsurface.texture->render_modellight_ambient[1] * *g * f; - ambientcolor[2] = rsurface.texture->render_modellight_ambient[2] * *b * f; - diffusecolor[0] = rsurface.texture->render_modellight_diffuse[0] * *r * f; - diffusecolor[1] = rsurface.texture->render_modellight_diffuse[1] * *g * f; - diffusecolor[2] = rsurface.texture->render_modellight_diffuse[2] * *b * f; - alpha = *a; - if (VectorLength2(diffusecolor) > 0) - { - // q3-style directional shading - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, n = rsurface.batchnormal3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, n += 3, c += 4) - { - if ((f = DotProduct(n, lightdir)) > 0) - VectorMA(ambientcolor, f, diffusecolor, c); - else - VectorCopy(ambientcolor, c); - c[3] = alpha; - } - *r = 1; - *g = 1; - *b = 1; - *a = 1; - *applycolor = false; - } - else - { - *r = ambientcolor[0]; - *g = ambientcolor[1]; - *b = ambientcolor[2]; - rsurface.passcolor4f = NULL; - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - } -} - -static void RSurf_DrawBatch_GL11_VertexShade(float r, float g, float b, float a, qboolean applycolor, qboolean applyfog) -{ - RSurf_DrawBatch_GL11_ApplyVertexShade(&r, &g, &b, &a, r_refdef.scene.lightmapintensity, &applycolor); - if (applyfog) RSurf_DrawBatch_GL11_ApplyFog(); - if (applycolor) RSurf_DrawBatch_GL11_ApplyColor(r, g, b, a); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, rsurface.passcolor4f_vertexbuffer, rsurface.passcolor4f_bufferoffset); - GL_Color(r, g, b, a); - RSurf_DrawBatch(); -} - -static void RSurf_DrawBatch_GL11_MakeFogColor(float r, float g, float b, float a) -{ - int i; - float f; - const float *v; - float *c; - - // fake shading - rsurface.passcolor4f = (float *)R_FrameData_Alloc(rsurface.batchnumvertices * sizeof(float[4])); - rsurface.passcolor4f_vertexbuffer = 0; - rsurface.passcolor4f_bufferoffset = 0; - - for (i = 0, v = rsurface.batchvertex3f + rsurface.batchfirstvertex * 3, c = rsurface.passcolor4f + rsurface.batchfirstvertex * 4;i < rsurface.batchnumvertices;i++, v += 3, c += 4) - { - f = 1 - RSurf_FogVertex(v); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = f * a; - } -} - void RSurf_SetupDepthAndCulling(void) { // submodels are biased to avoid z-fighting with world surfaces that they @@ -10748,219 +9068,6 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface RSurf_DrawBatch(); } -static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth) -{ - // OpenGL 1.3 path - anything not completely ancient - qboolean applycolor; - qboolean applyfog; - int layerindex; - const texturelayer_t *layer; - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); - - for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) - { - vec4_t layercolor; - int layertexrgbscale; - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - { - if (layerindex == 0) - GL_AlphaTest(true); - else - { - GL_AlphaTest(false); - GL_DepthFunc(GL_EQUAL); - } - } - GL_DepthMask(layer->depthmask && writedepth); - GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); - if (layer->color[0] > 2 || layer->color[1] > 2 || layer->color[2] > 2) - { - layertexrgbscale = 4; - VectorScale(layer->color, 0.25f, layercolor); - } - else if (layer->color[0] > 1 || layer->color[1] > 1 || layer->color[2] > 1) - { - layertexrgbscale = 2; - VectorScale(layer->color, 0.5f, layercolor); - } - else - { - layertexrgbscale = 1; - VectorScale(layer->color, 1.0f, layercolor); - } - layercolor[3] = layer->color[3]; - applycolor = layercolor[0] != 1 || layercolor[1] != 1 || layercolor[2] != 1 || layercolor[3] != 1; - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0); - applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED); - switch (layer->type) - { - case TEXTURELAYERTYPE_LITTEXTURE: - // single-pass lightmapped texture with 2x rgbscale - R_Mesh_TexBind(0, r_texture_white); - R_Mesh_TexMatrix(0, NULL); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); - R_Mesh_TexBind(1, layer->texture); - R_Mesh_TexMatrix(1, &layer->texmatrix); - R_Mesh_TexCombine(1, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) - RSurf_DrawBatch_GL11_VertexShade(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); - else if (FAKELIGHT_ENABLED) - RSurf_DrawBatch_GL11_FakeLight(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); - else if (rsurface.uselightmaptexture) - RSurf_DrawBatch_GL11_Lightmap(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); - else - RSurf_DrawBatch_GL11_VertexColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); - break; - case TEXTURELAYERTYPE_TEXTURE: - // singletexture unlit texture with transparency support - R_Mesh_TexBind(0, layer->texture); - R_Mesh_TexMatrix(0, &layer->texmatrix); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - R_Mesh_TexBind(1, 0); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); - RSurf_DrawBatch_GL11_Unlit(layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); - break; - case TEXTURELAYERTYPE_FOG: - // singletexture fogging - if (layer->texture) - { - R_Mesh_TexBind(0, layer->texture); - R_Mesh_TexMatrix(0, &layer->texmatrix); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, layertexrgbscale, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - } - else - { - R_Mesh_TexBind(0, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); - } - R_Mesh_TexBind(1, 0); - R_Mesh_TexCoordPointer(1, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); - // generate a color array for the fog pass - RSurf_DrawBatch_GL11_MakeFogColor(layercolor[0], layercolor[1], layercolor[2], layercolor[3]); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); - RSurf_DrawBatch(); - break; - default: - Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); - } - } - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - { - GL_DepthFunc(GL_LEQUAL); - GL_AlphaTest(false); - } -} - -static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth) -{ - // OpenGL 1.1 - crusty old voodoo path - qboolean applyfog; - int layerindex; - const texturelayer_t *layer; - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | ((!rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)) ? BATCHNEED_ARRAY_VERTEXCOLOR : 0) | BATCHNEED_ARRAY_TEXCOORD | (rsurface.modeltexcoordlightmap2f ? BATCHNEED_ARRAY_LIGHTMAP : 0) | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - R_Mesh_VertexPointer(3, GL_FLOAT, sizeof(float[3]), rsurface.batchvertex3f, rsurface.batchvertex3f_vertexbuffer, rsurface.batchvertex3f_bufferoffset); - - for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) - { - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - { - if (layerindex == 0) - GL_AlphaTest(true); - else - { - GL_AlphaTest(false); - GL_DepthFunc(GL_EQUAL); - } - } - GL_DepthMask(layer->depthmask && writedepth); - GL_BlendFunc(layer->blendfunc1, layer->blendfunc2); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), NULL, 0, 0); - applyfog = r_refdef.fogenabled && (rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED); - switch (layer->type) - { - case TEXTURELAYERTYPE_LITTEXTURE: - if (layer->blendfunc1 == GL_ONE && layer->blendfunc2 == GL_ZERO && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)) - { - // two-pass lit texture with 2x rgbscale - // first the lightmap pass - R_Mesh_TexBind(0, r_texture_white); - R_Mesh_TexMatrix(0, NULL); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordlightmap2f, rsurface.batchtexcoordlightmap2f_vertexbuffer, rsurface.batchtexcoordlightmap2f_bufferoffset); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) - RSurf_DrawBatch_GL11_VertexShade(1, 1, 1, 1, false, false); - else if (FAKELIGHT_ENABLED) - RSurf_DrawBatch_GL11_FakeLight(1, 1, 1, 1, false, false); - else if (rsurface.uselightmaptexture) - RSurf_DrawBatch_GL11_Lightmap(1, 1, 1, 1, false, false); - else - RSurf_DrawBatch_GL11_VertexColor(1, 1, 1, 1, false, false); - // then apply the texture to it - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - R_Mesh_TexBind(0, layer->texture); - R_Mesh_TexMatrix(0, &layer->texmatrix); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - RSurf_DrawBatch_GL11_Unlit(layer->color[0] * 0.5f, layer->color[1] * 0.5f, layer->color[2] * 0.5f, layer->color[3], layer->color[0] != 2 || layer->color[1] != 2 || layer->color[2] != 2 || layer->color[3] != 1, false); - } - else - { - // single pass vertex-lighting-only texture with 1x rgbscale and transparency support - R_Mesh_TexBind(0, layer->texture); - R_Mesh_TexMatrix(0, &layer->texmatrix); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) - RSurf_DrawBatch_GL11_VertexShade(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 if (FAKELIGHT_ENABLED) - RSurf_DrawBatch_GL11_FakeLight(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(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); - } - break; - case TEXTURELAYERTYPE_TEXTURE: - // singletexture unlit texture with transparency support - R_Mesh_TexBind(0, layer->texture); - R_Mesh_TexMatrix(0, &layer->texmatrix); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - RSurf_DrawBatch_GL11_Unlit(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); - break; - case TEXTURELAYERTYPE_FOG: - // singletexture fogging - if (layer->texture) - { - R_Mesh_TexBind(0, layer->texture); - R_Mesh_TexMatrix(0, &layer->texmatrix); - R_Mesh_TexCombine(0, GL_MODULATE, GL_MODULATE, 1, 1); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), rsurface.batchtexcoordtexture2f, rsurface.batchtexcoordtexture2f_vertexbuffer, rsurface.batchtexcoordtexture2f_bufferoffset); - } - else - { - R_Mesh_TexBind(0, 0); - R_Mesh_TexCoordPointer(0, 2, GL_FLOAT, sizeof(float[2]), NULL, 0, 0); - } - // generate a color array for the fog pass - RSurf_DrawBatch_GL11_MakeFogColor(layer->color[0], layer->color[1], layer->color[2], layer->color[3]); - R_Mesh_ColorPointer(4, GL_FLOAT, sizeof(float[4]), rsurface.passcolor4f, 0, 0); - RSurf_DrawBatch(); - break; - default: - Con_Printf("R_DrawTextureSurfaceList: unknown layer type %i\n", layer->type); - } - } - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) - { - GL_DepthFunc(GL_LEQUAL); - GL_AlphaTest(false); - } -} - static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth) { int vi; @@ -11026,48 +9133,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const GL_DepthMask(writedepth); } - if (r_showsurfaces.integer == 3) - { - rsurface.passcolor4f = NULL; - - if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT) - { - qboolean applycolor = true; - float one = 1.0; - - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - - RSurf_DrawBatch_GL11_ApplyVertexShade(&one, &one, &one, &one, 1.0f, &applycolor); - } - else if (FAKELIGHT_ENABLED) - { - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_NORMAL | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - - RSurf_DrawBatch_GL11_ApplyFakeLight(r_fakelight_intensity.value); - } - else - { - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); - - rsurface.passcolor4f = rsurface.batchlightmapcolor4f; - rsurface.passcolor4f_vertexbuffer = rsurface.batchlightmapcolor4f_vertexbuffer; - rsurface.passcolor4f_bufferoffset = rsurface.batchlightmapcolor4f_bufferoffset; - RSurf_DrawBatch_GL11_ApplyAmbient(); - } - - if(!rsurface.passcolor4f) - RSurf_DrawBatch_GL11_MakeFullbrightLightmapColorArray(); - - RSurf_DrawBatch_GL11_ApplyColor(c[0], c[1], c[2], c[3]); - if(r_refdef.fogenabled) - RSurf_DrawBatch_GL11_ApplyFogToFinishedVertexColors(); - RSurf_DrawBatch_GL11_ClampColor(); - - R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL); - R_SetupShader_Generic_NoTexture(false, false); - RSurf_DrawBatch(); - } - else if (!r_refdef.view.showdebug) + if (!r_refdef.view.showdebug) { RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices); @@ -11085,7 +9151,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const batchvertex = R_Mesh_PrepareVertices_Generic_Lock(rsurface.batchnumvertices); for (j = 0, vi = 0;j < rsurface.batchnumvertices;j++, vi++) { - unsigned char d = (vi << 3) * (1.0f / 256.0f); + float d = (vi << 3) * (1.0f / 256.0f); VectorCopy(rsurface.batchvertex3f + 3*vi, batchvertex[vi].vertex3f); Vector4Set(batchvertex[vi].color4f, d, d, d, 1); } @@ -11099,7 +9165,7 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const batchvertex = R_Mesh_PrepareVertices_Generic_Lock(3*rsurface.batchnumtriangles); for (j = 0, e = rsurface.batchelement3i + 3 * rsurface.batchfirsttriangle;j < rsurface.batchnumtriangles;j++, e += 3) { - unsigned char d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f); + float d = ((j + rsurface.batchfirsttriangle) << 3) * (1.0f / 256.0f); VectorCopy(rsurface.batchvertex3f + 3*e[0], batchvertex[j*3+0].vertex3f); VectorCopy(rsurface.batchvertex3f + 3*e[1], batchvertex[j*3+1].vertex3f); VectorCopy(rsurface.batchvertex3f + 3*e[2], batchvertex[j*3+2].vertex3f); @@ -11148,20 +9214,9 @@ static void R_DrawModelTextureSurfaceList(int texturenumsurfaces, const msurface switch (vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: case RENDERPATH_GLES2: R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist, writedepth, prepass); break; - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - R_DrawTextureSurfaceList_GL13(texturenumsurfaces, texturesurfacelist, writedepth); - break; - case RENDERPATH_GL11: - R_DrawTextureSurfaceList_GL11(texturenumsurfaces, texturesurfacelist, writedepth); - break; } CHECKGLERROR } @@ -11174,27 +9229,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const const msurface_t *surface; const msurface_t *texturesurfacelist[MESHQUEUE_TRANSPARENT_BATCHSIZE]; - if (r_showsurfaces.integer && r_showsurfaces.integer != 3) - RSurf_ActiveModelEntity(ent, false, false, false); - else - { - switch (vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - RSurf_ActiveModelEntity(ent, true, true, false); - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - RSurf_ActiveModelEntity(ent, true, false, false); - break; - } - } + RSurf_ActiveModelEntity(ent, true, true, false); if (r_transparentdepthmasking.integer) { @@ -12230,7 +10265,7 @@ static void R_DrawDebugModel(void) GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); #ifndef USE_GLES2 - if (r_showtris.integer && qglPolygonMode) + if (r_showtris.value > 0 && qglPolygonMode) { if (r_showdisabledepthtest.integer) { @@ -12265,6 +10300,8 @@ static void R_DrawDebugModel(void) rsurface.texture = NULL; } +# if 0 + // FIXME! implement r_shownormals with just triangles if (r_shownormals.value != 0 && qglBegin) { int l, k; @@ -12342,6 +10379,7 @@ static void R_DrawDebugModel(void) } rsurface.texture = NULL; } +# endif #endif } @@ -12370,43 +10408,9 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr else if (prepass) RSurf_ActiveModelEntity(ent, true, true, true); else if (depthonly) - { - switch (vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false); - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - RSurf_ActiveModelEntity(ent, model->wantnormals, false, false); - break; - } - } + RSurf_ActiveModelEntity(ent, model->wantnormals, model->wanttangents, false); else - { - switch (vid.renderpath) - { - case RENDERPATH_GL20: - case RENDERPATH_D3D9: - case RENDERPATH_D3D10: - case RENDERPATH_D3D11: - case RENDERPATH_SOFT: - case RENDERPATH_GLES2: - RSurf_ActiveModelEntity(ent, true, true, false); - break; - case RENDERPATH_GL11: - case RENDERPATH_GL13: - case RENDERPATH_GLES1: - RSurf_ActiveModelEntity(ent, true, false, false); - break; - } - } + RSurf_ActiveModelEntity(ent, true, true, false); surfaces = model->data_surfaces; update = model->brushq1.lightmapupdateflags; @@ -12492,6 +10496,51 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveModelEntity } +void R_DebugLine(vec3_t start, vec3_t end) +{ + dp_model_t *mod = CL_Mesh_UI(); + msurface_t *surf; + int e0, e1, e2, e3; + float offsetx, offsety, x1, y1, x2, y2, width = 1.0f; + float r1 = 1.0f, g1 = 0.0f, b1 = 0.0f, alpha1 = 0.25f; + float r2 = 1.0f, g2 = 1.0f, b2 = 0.0f, alpha2 = 0.25f; + vec4_t w[2], s[2]; + + // transform to screen coords first + Vector4Set(w[0], start[0], start[1], start[2], 1); + Vector4Set(w[1], end[0], end[1], end[2], 1); + R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[0], s[0]); + R_Viewport_TransformToScreen(&r_refdef.view.viewport, w[1], s[1]); + x1 = s[0][0] * vid_conwidth.value / vid.width; + y1 = (vid.height - s[0][1]) * vid_conheight.value / vid.height; + x2 = s[1][0] * vid_conwidth.value / vid.width; + y2 = (vid.height - s[1][1]) * vid_conheight.value / vid.height; + //Con_DPrintf("R_DebugLine: %.0f,%.0f to %.0f,%.0f\n", x1, y1, x2, y2); + + // add the line to the UI mesh for drawing later + + // width is measured in real pixels + if (fabs(x2 - x1) > fabs(y2 - y1)) + { + offsetx = 0; + offsety = 0.5f * width * vid_conheight.value / vid.height; + } + else + { + offsetx = 0.5f * width * vid_conwidth.value / vid.width; + offsety = 0; + } + surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_VERTEXCOLOR), true); + e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1); + e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2); + e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2); + e3 = Mod_Mesh_IndexForVertex(mod, surf, x1 + offsetx, y1 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1); + Mod_Mesh_AddTriangle(mod, surf, e0, e1, e2); + Mod_Mesh_AddTriangle(mod, surf, e0, e2, e3); + +} + + void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass) { int q;