X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=2bb72a67a0d4bfa985ca7ffd924ec2b3441fa302;hb=85c0b97d3d2dd7306129d7ff7519fed9f8ae2b25;hp=b2b7d6836c55011f4ca748eff7128fb87236d7b5;hpb=2ee46f2134613c1a18e9d241a59b009c9b08a0e7;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index b2b7d683..2bb72a67 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -142,7 +142,7 @@ cvar_t r_transparent_sortmindist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sort cvar_t r_transparent_sortmaxdist = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortmaxdist", "32768", "upper distance limit for transparent sorting"}; cvar_t r_transparent_sortarraysize = {CVAR_CLIENT | CVAR_SAVE, "r_transparent_sortarraysize", "4096", "number of distance-sorting layers"}; cvar_t r_celshading = {CVAR_CLIENT | CVAR_SAVE, "r_celshading", "0", "cartoon-style light shading (OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9 -cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred; OpenGL 2.x only)"}; // FIXME remove OpenGL 2.x only once implemented for DX9 +cvar_t r_celoutlines = {CVAR_CLIENT | CVAR_SAVE, "r_celoutlines", "0", "cartoon-style outlines (requires r_shadow_deferred)"}; cvar_t gl_fogenable = {CVAR_CLIENT, "gl_fogenable", "0", "nehahra fog enable (for Nehahra compatibility only)"}; cvar_t gl_fogdensity = {CVAR_CLIENT, "gl_fogdensity", "0.25", "nehahra fog density (recommend values below 0.1) (for Nehahra compatibility only)"}; @@ -190,6 +190,7 @@ cvar_t r_glsl_postprocess_uservec1_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_po cvar_t r_glsl_postprocess_uservec2_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec2_enable", "1", "enables postprocessing uservec2 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"}; cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec3_enable", "1", "enables postprocessing uservec3 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"}; cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_CLIENT | CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"}; +cvar_t r_colorfringe = {CVAR_CLIENT | CVAR_SAVE, "r_colorfringe", "0", "Chromatic aberration. Values higher than 0.025 will noticeably distort the image"}; cvar_t r_water = {CVAR_CLIENT | CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"}; cvar_t r_water_cameraentitiesonly = {CVAR_CLIENT | CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"}; @@ -692,6 +693,7 @@ shadermodeinfo_t shadermodeinfo[SHADERLANGUAGE_COUNT][SHADERMODE_COUNT] = {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"}, {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"}, + {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"}, {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"}, {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"}, {"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"}, @@ -707,7 +709,7 @@ typedef struct r_glsl_permutation_s /// hash lookup data struct r_glsl_permutation_s *hashnext; unsigned int mode; - dpuint64 permutation; + uint64_t permutation; /// indicates if we have tried compiling this permutation already qboolean compiled; @@ -729,6 +731,7 @@ typedef struct r_glsl_permutation_s int tex_Texture_Shirt; int tex_Texture_FogHeightTexture; int tex_Texture_FogMask; + int tex_Texture_LightGrid; int tex_Texture_Lightmap; int tex_Texture_Deluxemap; int tex_Texture_Attenuation; @@ -759,6 +762,7 @@ typedef struct r_glsl_permutation_s int loc_Texture_Shirt; int loc_Texture_FogHeightTexture; int loc_Texture_FogMask; + int loc_Texture_LightGrid; int loc_Texture_Lightmap; int loc_Texture_Deluxemap; int loc_Texture_Attenuation; @@ -796,6 +800,8 @@ typedef struct r_glsl_permutation_s int loc_FogRangeRecip; int loc_LightColor; int loc_LightDir; + int loc_LightGridMatrix; + int loc_LightGridNormalMatrix; int loc_LightPosition; int loc_OffsetMapping_ScaleSteps; int loc_OffsetMapping_LodDistance; @@ -817,6 +823,7 @@ typedef struct r_glsl_permutation_s int loc_UserVec2; int loc_UserVec3; int loc_UserVec4; + int loc_ColorFringe; int loc_ViewTintColor; int loc_ViewToLight; int loc_ModelToLight; @@ -918,7 +925,7 @@ qboolean R_CompileShader_CheckStaticParms(void) shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \ else \ shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n" -static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation) +static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation) { shaderstaticparms_count = 0; @@ -946,7 +953,7 @@ r_glsl_permutation_t *r_glsl_permutation; /// storage for permutations linked in the hash table memexpandablearray_t r_glsl_permutationarray; -static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation) +static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation) { //unsigned int hashdepth = 0; unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1); @@ -1030,7 +1037,7 @@ static char *ShaderModeInfo_GetShaderText(shadermodeinfo_t *modeinfo, qboolean p return Mem_strdup(r_main_mempool, modeinfo->builtinstring); } -static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation) +static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation) { int i; int ubibind; @@ -1190,6 +1197,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt"); p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture"); p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask"); + p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid"); p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap"); p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap"); p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation"); @@ -1226,6 +1234,8 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist"); p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip"); p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor"); + p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix"); + p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix"); p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir"); p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition"); p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps"); @@ -1247,6 +1257,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->loc_UserVec2 = qglGetUniformLocation(p->program, "UserVec2"); p->loc_UserVec3 = qglGetUniformLocation(p->program, "UserVec3"); p->loc_UserVec4 = qglGetUniformLocation(p->program, "UserVec4"); + p->loc_ColorFringe = qglGetUniformLocation(p->program, "ColorFringe"); p->loc_ViewTintColor = qglGetUniformLocation(p->program, "ViewTintColor"); p->loc_ViewToLight = qglGetUniformLocation(p->program, "ViewToLight"); p->loc_ModelToLight = qglGetUniformLocation(p->program, "ModelToLight"); @@ -1277,6 +1288,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->tex_Texture_Shirt = -1; p->tex_Texture_FogHeightTexture = -1; p->tex_Texture_FogMask = -1; + p->tex_Texture_LightGrid = -1; p->tex_Texture_Lightmap = -1; p->tex_Texture_Deluxemap = -1; p->tex_Texture_Attenuation = -1; @@ -1308,6 +1320,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;} if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;} if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;} + if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;} if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;} if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;} if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;} @@ -1346,7 +1359,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode Mem_Free(sourcestring); } -static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation) +static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation) { r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation); if (r_glsl_permutation != perm) @@ -1356,7 +1369,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permuta { if (!r_glsl_permutation->compiled) { - Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation); + Con_DPrintf("Compiling shader mode %u permutation %"PRIx64"\n", mode, permutation); R_GLSL_CompilePermutation(perm, mode, permutation); } if (!r_glsl_permutation->program) @@ -1366,7 +1379,7 @@ static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permuta 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); + uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i); if (!(permutation & j)) continue; permutation -= j; @@ -1455,14 +1468,14 @@ static void R_GLSL_DumpShader_f(cmd_state_t *cmd) Con_Printf("%s written\n", modeinfo[mode].filename); } else - Con_Printf("failed to write to %s\n", modeinfo[mode].filename); + Con_Errorf("failed to write to %s\n", modeinfo[mode].filename); } } } void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha) { - dpuint64 permutation = 0; + uint64_t permutation = 0; if (r_trippy.integer && !notrippy) permutation |= SHADERPERMUTATION_TRIPPY; permutation |= SHADERPERMUTATION_VIEWTINT; @@ -1494,7 +1507,7 @@ void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy) void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal) { - dpuint64 permutation = 0; + uint64_t permutation = 0; if (r_trippy.integer && !notrippy) permutation |= SHADERPERMUTATION_TRIPPY; if (depthrgb) @@ -1568,7 +1581,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif // combination of texture, entity, light source, and fogging, only use the // minimum features necessary to avoid wasting rendering time in the // fragment shader on features that are not being used - dpuint64 permutation = 0; + uint64_t permutation = 0; unsigned int mode = 0; int blendfuncflags; texture_t *t = rsurface.texture; @@ -1687,6 +1700,67 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif if (vid.allowalphatocoverage) GL_AlphaToCoverage(false); } + else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID) + { + if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f)) + { + switch(t->offsetmapping) + { + case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break; + case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break; + case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break; + case OFFSETMAPPING_OFF: break; + } + } + if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) + permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; + // directional model lighting + mode = SHADERMODE_LIGHTGRID; + if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + permutation |= SHADERPERMUTATION_GLOW; + permutation |= SHADERPERMUTATION_DIFFUSE; + if (t->glosstexture || t->backgroundglosstexture) + permutation |= SHADERPERMUTATION_SPECULAR; + if (r_refdef.fogenabled) + permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE); + if (t->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW)) + { + permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; + permutation |= SHADERPERMUTATION_SHADOWMAP2D; + + if (r_shadow_shadowmap2ddepthbuffer) + permutation |= SHADERPERMUTATION_DEPTHRGB; + } + if (t->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; + if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED)) + permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP; + if (t->reflectmasktexture) + permutation |= SHADERPERMUTATION_REFLECTCUBE; + if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy) + { + permutation |= SHADERPERMUTATION_BOUNCEGRID; + if (r_shadow_bouncegrid_state.directional) + permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL; + } + GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]); + blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]); + // when using alphatocoverage, we don't need alphakill + if (vid.allowalphatocoverage) + { + if (r_transparent_alphatocoverage.integer) + { + GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + permutation &= ~SHADERPERMUTATION_ALPHAKILL; + } + else + GL_AlphaToCoverage(false); + } + } else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT) { if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f)) @@ -1840,7 +1914,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif } if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG)) permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE); - if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA) + if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy) permutation |= SHADERPERMUTATION_FOGALPHAHACK; switch(vid.renderpath) { @@ -1876,6 +1950,13 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif { 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_LIGHTGRID) + { + if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]); + if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]); + if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]); + // other LightGrid uniforms handled below + } 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]); @@ -1895,7 +1976,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif 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]); } // additive passes are only darkened by fog, not tinted - if (r_glsl_permutation->loc_FogColor >= 0) + if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy) { if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0) qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0); @@ -1956,9 +2037,22 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality); if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias); if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height); + if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight); if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);} if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale); + if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel) + { + float m9f[9]; + Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix); + Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f); + qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f); + Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix); + Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f); + m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2]; + m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6]; + m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10]; + qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f); + } if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white ); if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white ); @@ -2003,6 +2097,7 @@ 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); + if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture); CHECKGLERROR break; } @@ -2014,7 +2109,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) // combination of texture, entity, light source, and fogging, only use the // minimum features necessary to avoid wasting rendering time in the // fragment shader on features that are not being used - dpuint64 permutation = 0; + uint64_t permutation = 0; unsigned int mode = 0; const float *lightcolorbase = rtlight->currentcolor; float ambientscale = rtlight->ambientscale; @@ -2063,7 +2158,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]); if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f); if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]); - if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height); + if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight); if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture ); if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture ); @@ -2396,9 +2491,10 @@ skinframe_t *R_SkinFrame_LoadExternal_SkinFrame(skinframe_t *skinframe, const ch } // _luma is supported only for tenebrae compatibility + // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented // _glow is the preferred name mymiplevel = savemiplevel; - if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel)))) + if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel)))) { skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); #ifndef USE_GLES2 @@ -2854,10 +2950,18 @@ static int componentorder[4] = {0, 1, 2, 3}; static rtexture_t *R_LoadCubemap(const char *basename) { - int i, j, cubemapsize; + int i, j, cubemapsize, forcefilter; unsigned char *cubemappixels, *image_buffer; rtexture_t *cubemaptexture; char name[256]; + + // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered + forcefilter = TEXF_FORCELINEAR; + if (basename && basename[0] == '!') + { + basename++; + forcefilter = TEXF_FORCENEAREST; + } // must start 0 so the first loadimagepixels has no requested width/height cubemapsize = 0; cubemappixels = NULL; @@ -2900,7 +3004,7 @@ static rtexture_t *R_LoadCubemap(const char *basename) if (developer_loading.integer) Con_Printf("loading cubemap \"%s\"\n", basename); - cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL); Mem_Free(cubemappixels); } else @@ -3082,6 +3186,8 @@ static void gl_main_start(void) #endif } +extern unsigned int r_shadow_occlusion_buf; + static void gl_main_shutdown(void) { R_RenderTarget_FreeUnused(true); @@ -3102,7 +3208,7 @@ static void gl_main_shutdown(void) #endif break; } - + r_shadow_occlusion_buf = 0; r_numqueries = 0; r_maxqueries = 0; memset(r_queries, 0, sizeof(r_queries)); @@ -3170,8 +3276,8 @@ void GL_Main_Init(void) r_main_mempool = Mem_AllocPool("Renderer", 0, NULL); R_InitShaderModeInfo(); - Cmd_AddCommand(&cmd_client, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed"); - Cmd_AddCommand(&cmd_client, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl"); + Cmd_AddCommand(CMD_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed"); + Cmd_AddCommand(CMD_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl"); // FIXME: the client should set up r_refdef.fog stuff including the fogmasktable if (gamemode == GAME_NEHAHRA) { @@ -3317,6 +3423,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_lerplightstyles); Cvar_RegisterVariable(&r_waterscroll); Cvar_RegisterVariable(&r_bloom); + Cvar_RegisterVariable(&r_colorfringe); Cvar_RegisterVariable(&r_bloom_colorscale); Cvar_RegisterVariable(&r_bloom_brighten); Cvar_RegisterVariable(&r_bloom_blur); @@ -3890,7 +3997,8 @@ void R_AnimCache_CacheVisibleEntities(void) 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; + long unsigned int i; + int j; vec3_t eyemins, eyemaxs; vec3_t boxmins, boxmaxs; vec3_t padmins, padmaxs; @@ -3951,12 +4059,13 @@ qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t { for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++) { + trace_t trace; VectorCopy(eye, start); end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0]; end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1]; end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2]; //trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true); - trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT); + 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, padmins, padmaxs)) return true; @@ -3966,7 +4075,7 @@ qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t return true; // try various random positions - for (i = 0; i < numsamples; i++) + for (j = 0; j < numsamples; j++) { VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2])); VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2])); @@ -4037,8 +4146,8 @@ static void R_View_UpdateEntityVisible (void) { 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_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) + ent->last_trace_visibility = host.realtime; + if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value) r_refdef.viewcache.entityvisible[i] = 0; } } @@ -4386,14 +4495,6 @@ static void R_View_Update(void) float viewscalefpsadjusted = 1.0f; -static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight) -{ - float scale = r_viewscale.value * sqrt(viewscalefpsadjusted); - scale = bound(0.03125f, scale, 1.0f); - *outwidth = (int)ceil(width * scale); - *outheight = (int)ceil(height * scale); -} - 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; @@ -4538,7 +4639,7 @@ void R_RenderTarget_FreeUnused(qboolean force) // 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 && (host.realtime - r->lastusetime > 0.2 || force)) { if (r->fbo) R_Mesh_DestroyFramebufferObject(r->fbo); @@ -4579,7 +4680,7 @@ r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textyp for (i = 0; i < end; i++) { 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) + if (r && r->lastusetime != host.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; } if (i == end) @@ -4602,29 +4703,28 @@ r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textyp 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); + r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); } 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->lastusetime = host.realtime; R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f); return r; } -static void R_Water_StartFrame(void) +static void R_Water_StartFrame(int viewwidth, int viewheight) { int waterwidth, waterheight; - if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d) + if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d) return; // 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); + waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth); + waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight); if (!r_water.integer || r_showsurfaces.integer) waterwidth = waterheight = 0; @@ -5033,9 +5133,9 @@ finish: static void R_Bloom_StartFrame(void) { - int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight; - int viewwidth, viewheight; + int screentexturewidth, screentextureheight; textype_t textype = TEXTYPE_COLORBUFFER; + double scale; // clear the pointers to rendertargets from last frame as they're stale r_fb.rt_screen = NULL; @@ -5063,35 +5163,43 @@ static void R_Bloom_StartFrame(void) adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value; adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value); if (r_viewscale_fpsscaling_stepsize.value > 0) - adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value; + { + if (adjust > 0) + adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value; + else + adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value; + } viewscalefpsadjusted += adjust; viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f); } else viewscalefpsadjusted = 1.0f; - R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight); + scale = r_viewscale.value * sqrt(viewscalefpsadjusted); + if (vid.samples) + scale *= sqrt(vid.samples); // supersampling + scale = bound(0.03125f, scale, 4.0f); + screentexturewidth = (int)ceil(r_refdef.view.width * scale); + screentextureheight = (int)ceil(r_refdef.view.height * scale); + screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d); + screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d); // 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); - r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width; - r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height); + r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight); + r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight; + r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth); r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d); r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d); - // calculate desired texture sizes - 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)) { Cvar_SetValueQuick(&r_bloom, 0); Cvar_SetValueQuick(&r_motionblur, 0); Cvar_SetValueQuick(&r_damageblur, 0); } + if (!r_bloom.integer) + r_fb.bloomwidth = r_fb.bloomheight = 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)) @@ -5112,16 +5220,6 @@ static void R_Bloom_StartFrame(void) } } - if (r_bloom.integer) - { - // 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_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED); r_refdef.view.clear = true; @@ -5240,7 +5338,7 @@ static void R_Bloom_MakeTexture(void) static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight) { - dpuint64 permutation; + uint64_t permutation; float uservecs[4][4]; rtexture_t *viewtexture; rtexture_t *bloomtexture; @@ -5367,8 +5465,9 @@ static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *v 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_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight); 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); + if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value ); break; } R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); @@ -5702,11 +5801,11 @@ void R_RenderView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, i viewcolortexture = r_fb.rt_screen->colortexture[0]; viewx = 0; viewy = 0; - viewwidth = width; - viewheight = height; + viewwidth = r_fb.rt_screen->texturewidth; + viewheight = r_fb.rt_screen->textureheight; } - R_Water_StartFrame(); + R_Water_StartFrame(viewwidth, viewheight); CHECKGLERROR if (r_timereport_active) @@ -6124,9 +6223,9 @@ static void R_DrawEntityBBoxes(prvm_prog_t *prog) if (edict->priv.server->free) continue; // exclude the following for now, as they don't live in world coordinate space and can't be solid: - if (PRVM_serveredictedict(edict, tag_entity) != 0) + if (PRVM_gameedictedict(edict, tag_entity) != 0) continue; - if (PRVM_serveredictedict(edict, viewmodelforclient) != 0) + if (prog == SVVM_prog && PRVM_serveredictedict(edict, viewmodelforclient) != 0) continue; VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center); R_MeshQueue_AddTransparent(TRANSPARENTSORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)prog); @@ -6621,10 +6720,12 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT; if (rsurface.entity->render_rtlight_disabled) t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT; + if (rsurface.entity->render_lightgrid) + t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID; if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD)) { // some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale - t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT; + t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID; for (q = 0; q < 3; q++) { t->render_glowmod[q] = rsurface.entity->glowmod[q]; @@ -6642,7 +6743,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT)) { // fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading - t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT; + t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID; for (q = 0; q < 3; q++) { t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale; @@ -6657,10 +6758,27 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->render_rtlight_specular[q] = 0; } } + else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID) + { + t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT; + for (q = 0; q < 3; q++) + { + t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale; + t->render_modellight_lightdir[q] = q == 2; + t->render_modellight_ambient[q] = 0; + t->render_modellight_diffuse[q] = 0; + t->render_modellight_specular[q] = 0; + t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale; + t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale; + t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale; + t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale; + t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale; + } + } else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL) { // ambient + single direction light (modellight) - t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT; + t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID; for (q = 0; q < 3; q++) { t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale; @@ -6701,7 +6819,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) // // FIXME: this is fine for effects but CSQC polygons should be subject // to lighting. - t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT; + t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID); for (q = 0; q < 3; q++) { t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale; @@ -8553,7 +8671,10 @@ void RSurf_SetupDepthAndCulling(void) static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist) { - int i, j; + int j; + const float *v; + float p[3], mins[3], maxs[3]; + int scissor[4]; // transparent sky would be ridiculous if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) return; @@ -8565,54 +8686,46 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ // add the vertices of the surfaces to a world bounding box so we can scissor the sky render later if (r_sky_scissor.integer) { - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist); - for (i = 0; i < texturenumsurfaces; i++) + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist); + for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3) { - const msurface_t *surf = texturesurfacelist[i]; - const float *v; - float p[3]; - float mins[3], maxs[3]; - int scissor[4]; - for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3) + Matrix4x4_Transform(&rsurface.matrix, v, p); + if (j > 0) { - Matrix4x4_Transform(&rsurface.matrix, v, p); - if (j > 0) - { - if (mins[0] > p[0]) mins[0] = p[0]; - if (mins[1] > p[1]) mins[1] = p[1]; - if (mins[2] > p[2]) mins[2] = p[2]; - if (maxs[0] < p[0]) maxs[0] = p[0]; - if (maxs[1] < p[1]) maxs[1] = p[1]; - if (maxs[2] < p[2]) maxs[2] = p[2]; - } - else - { - VectorCopy(p, mins); - VectorCopy(p, maxs); - } + if (mins[0] > p[0]) mins[0] = p[0]; + if (mins[1] > p[1]) mins[1] = p[1]; + if (mins[2] > p[2]) mins[2] = p[2]; + if (maxs[0] < p[0]) maxs[0] = p[0]; + if (maxs[1] < p[1]) maxs[1] = p[1]; + if (maxs[2] < p[2]) maxs[2] = p[2]; } - if (!R_ScissorForBBox(mins, maxs, scissor)) + else + { + VectorCopy(p, mins); + VectorCopy(p, maxs); + } + } + if (!R_ScissorForBBox(mins, maxs, scissor)) + { + if (skyscissor[2]) { - if (skyscissor[2]) + if (skyscissor[0] > scissor[0]) { - if (skyscissor[0] > scissor[0]) - { - skyscissor[2] += skyscissor[0] - scissor[0]; - skyscissor[0] = scissor[0]; - } - if (skyscissor[1] > scissor[1]) - { - skyscissor[3] += skyscissor[1] - scissor[1]; - skyscissor[1] = scissor[1]; - } - if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2]) - skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0]; - if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3]) - skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1]; + skyscissor[2] += skyscissor[0] - scissor[0]; + skyscissor[0] = scissor[0]; } - else - Vector4Copy(scissor, skyscissor); + if (skyscissor[1] > scissor[1]) + { + skyscissor[3] += skyscissor[1] - scissor[1]; + skyscissor[1] = scissor[1]; + } + if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2]) + skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0]; + if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3]) + skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1]; } + else + Vector4Copy(scissor, skyscissor); } } @@ -9692,7 +9805,6 @@ static void R_DrawModelDecals(void) } } -extern cvar_t mod_collision_bih; static void R_DrawDebugModel(void) { entity_render_t *ent = rsurface.entity; @@ -10064,7 +10176,7 @@ void R_DebugLine(vec3_t start, vec3_t end) offsetx = 0.5f * width * vid_conwidth.value / vid.width; offsety = 0; } - surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true); + surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), 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); @@ -10077,10 +10189,7 @@ void R_DebugLine(vec3_t start, vec3_t end) void R_DrawCustomSurface(skinframe_t *skinframe, const matrix4x4_t *texmatrix, int materialflags, int firstvertex, int numvertices, int firsttriangle, int numtriangles, qboolean writedepth, qboolean prepass, qboolean ui) { - int q; static texture_t texture; - static msurface_t surface; - const msurface_t *surfacelist = &surface; // fake enough texture and surface state to render this geometry