X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=6c6e2c1abc480bf4c4ce2db17a7bbf965df0865b;hb=636dc5aa3f3ead251ba04146b92651e8f6ccb8d5;hp=1fb32001af98e2d92ea15c5823c1c400f960cbe4;hpb=c1ae70566d016a8f85acb3d4293c5dbc53886a51;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 1fb32001..6c6e2c1a 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)"}; @@ -198,7 +199,7 @@ cvar_t r_water_resolutionmultiplier = {CVAR_CLIENT | CVAR_SAVE, "r_water_resolut cvar_t r_water_refractdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"}; cvar_t r_water_reflectdistort = {CVAR_CLIENT | CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"}; cvar_t r_water_scissormode = {CVAR_CLIENT, "r_water_scissormode", "3", "scissor (1) or cull (2) or both (3) water renders"}; -cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering, 1 disables shadows and particles, 2 disables all dynamic lights"}; +cvar_t r_water_lowquality = {CVAR_CLIENT, "r_water_lowquality", "0", "special option to accelerate water rendering: 1 disables all dynamic lights, 2 disables particles too"}; cvar_t r_water_hideplayer = {CVAR_CLIENT | 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_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"}; @@ -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"}, @@ -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; @@ -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++;} @@ -1455,7 +1468,7 @@ 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); } } } @@ -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)) @@ -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]); @@ -1959,6 +2040,19 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif 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_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; } @@ -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 @@ -3082,6 +3178,8 @@ 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 +3200,7 @@ 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)); @@ -3317,6 +3415,7 @@ 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 +3989,8 @@ 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 +4051,13 @@ 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 +4067,7 @@ 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])); @@ -4386,14 +4487,6 @@ 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; @@ -4602,7 +4695,7 @@ 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]); } @@ -4613,7 +4706,7 @@ r_rendertarget_t *R_RenderTarget_Get(int texturewidth, int textureheight, textyp return r; } -static void R_Water_StartFrame(void) +static void R_Water_StartFrame(int viewwidth, int viewheight) { int waterwidth, waterheight; @@ -4622,9 +4715,8 @@ static void R_Water_StartFrame(void) // 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 +5125,9 @@ 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 +5155,43 @@ 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, vid.height * 4); + r_fb.bloomwidth = r_fb.bloomheight * vid.width / vid.height; + r_fb.bloomwidth = bound(1, r_fb.bloomwidth, vid.width * 4); 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 +5212,6 @@ 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; @@ -5369,6 +5459,7 @@ static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *v 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); + 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 +5793,11 @@ 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 +6215,9 @@ 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 +6712,12 @@ 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 +6735,7 @@ 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 +6750,27 @@ 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 +6811,7 @@ 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; @@ -9692,7 +9802,6 @@ static void R_DrawModelDecals(void) } } -extern cvar_t mod_collision_bih; static void R_DrawDebugModel(void) { entity_render_t *ent = rsurface.entity; @@ -10064,7 +10173,7 @@ 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 +10186,7 @@ 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