X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=d19028177c83af85e771c79d58044839c1012416;hb=1ecaedbfab3f26a77bd421bcb0db4458cc9645af;hp=cd76993aa5a095d32aa3db48d6292767123e5536;hpb=537e914e2ccc6de7b570baeee1cdf66bfd11afbc;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index cd76993a..d1902817 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -77,6 +77,8 @@ cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip pla cvar_t r_deformvertexes = {0, "r_deformvertexes", "1", "allows use of deformvertexes in shader files (can be turned off to check performance impact)"}; cvar_t r_transparent = {0, "r_transparent", "1", "allows use of transparent surfaces (can be turned off to check performance impact)"}; cvar_t r_transparent_alphatocoverage = {0, "r_transparent_alphatocoverage", "1", "enables GL_ALPHA_TO_COVERAGE antialiasing technique on alphablend and alphatest surfaces when using vid_samples 2 or higher"}; +cvar_t r_transparent_sortsurfacesbynearest = {0, "r_transparent_sortsurfacesbynearest", "1", "sort entity and world surfaces by nearest point on bounding box instead of using the center of the bounding box, usually reduces sorting artifacts"}; +cvar_t r_transparent_useplanardistance = {0, "r_transparent_useplanardistance", "0", "sort transparent meshes by distance from view plane rather than spherical distance to the chosen point"}; cvar_t r_showoverdraw = {0, "r_showoverdraw", "0", "shows overlapping geometry"}; cvar_t r_showbboxes = {0, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"}; cvar_t r_showsurfaces = {0, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"}; @@ -147,6 +149,7 @@ cvar_t r_textureunits = {0, "r_textureunits", "32", "number of texture units to static cvar_t gl_combine = {CVAR_READONLY, "gl_combine", "1", "indicates whether the OpenGL 1.3 rendering path is active"}; static cvar_t r_glsl = {CVAR_READONLY, "r_glsl", "1", "indicates whether the OpenGL 2.0 rendering path is active"}; +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_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"}; @@ -192,6 +195,7 @@ cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll aro cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0", "enables bloom effect (makes bright pixels affect neighboring pixels)"}; cvar_t r_bloom_colorscale = {CVAR_SAVE, "r_bloom_colorscale", "1", "how bright the glow is"}; + cvar_t r_bloom_brighten = {CVAR_SAVE, "r_bloom_brighten", "2", "how bright the glow is, after subtract/power"}; cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4", "how large the glow is"}; cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320", "what resolution to perform the bloom effect at (independent of screen resolution)"}; @@ -641,18 +645,17 @@ shaderpermutationinfo_t shaderpermutationinfo[SHADERPERMUTATION_COUNT] = {"#define USEOFFSETMAPPING\n", " offsetmapping"}, {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, {"#define USESHADOWMAP2D\n", " shadowmap2d"}, - {"#define USESHADOWMAPPCF 1\n", " shadowmappcf"}, - {"#define USESHADOWMAPPCF 2\n", " shadowmappcf2"}, - {"#define USESHADOWSAMPLER\n", " shadowsampler"}, - {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, + {"#define USESHADOWMAPVSDCT\n", " shadowmapvsdct"}, // TODO make this a static parm {"#define USESHADOWMAPORTHO\n", " shadowmaportho"}, {"#define USEDEFERREDLIGHTMAP\n", " deferredlightmap"}, {"#define USEALPHAKILL\n", " alphakill"}, {"#define USEREFLECTCUBE\n", " reflectcube"}, {"#define USENORMALMAPSCROLLBLEND\n", " normalmapscrollblend"}, {"#define USEBOUNCEGRID\n", " bouncegrid"}, - {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, + {"#define USEBOUNCEGRIDDIRECTIONAL\n", " bouncegriddirectional"}, // TODO make this a static parm {"#define USETRIPPY\n", " trippy"}, + {"#define USEDEPTHRGB\n", " depthrgb"}, + {"#define USEALPHAGENVERTEX\n", "alphagenvertex"} }; // NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! @@ -736,7 +739,6 @@ typedef struct r_glsl_permutation_s int tex_Texture_Reflection; int tex_Texture_ShadowMap2D; int tex_Texture_CubeProjection; - int tex_Texture_ScreenDepth; int tex_Texture_ScreenNormalMap; int tex_Texture_ScreenDiffuse; int tex_Texture_ScreenSpecular; @@ -767,7 +769,6 @@ typedef struct r_glsl_permutation_s int loc_Texture_Reflection; int loc_Texture_ShadowMap2D; int loc_Texture_CubeProjection; - int loc_Texture_ScreenDepth; int loc_Texture_ScreenNormalMap; int loc_Texture_ScreenDiffuse; int loc_Texture_ScreenSpecular; @@ -849,14 +850,20 @@ enum SHADERSTATICPARM_POSTPROCESS_USERVEC4 = 5, ///< postprocess uservec4 is enabled SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS = 6, // use both alpha layers while blending materials, allows more advanced microblending SHADERSTATICPARM_OFFSETMAPPING_USELOD = 7, ///< LOD for offsetmapping + SHADERSTATICPARM_SHADOWMAPPCF_1 = 8, ///< PCF 1 + SHADERSTATICPARM_SHADOWMAPPCF_2 = 9, ///< PCF 2 + SHADERSTATICPARM_SHADOWSAMPLER = 10, ///< sampler }; -#define SHADERSTATICPARMS_COUNT 8 +#define SHADERSTATICPARMS_COUNT 11 static const char *shaderstaticparmstrings_list[SHADERSTATICPARMS_COUNT]; static int shaderstaticparms_count = 0; static unsigned int r_compileshader_staticparms[(SHADERSTATICPARMS_COUNT + 0x1F) >> 5] = {0}; #define R_COMPILESHADER_STATICPARM_ENABLE(p) r_compileshader_staticparms[(p) >> 5] |= (1 << ((p) & 0x1F)) + +extern qboolean r_shadow_shadowmapsampler; +extern int r_shadow_shadowmappcf; qboolean R_CompileShader_CheckStaticParms(void) { static int r_compileshader_staticparms_save[1]; @@ -883,6 +890,14 @@ qboolean R_CompileShader_CheckStaticParms(void) } if (r_glsl_offsetmapping_lod.integer && r_glsl_offsetmapping_lod_distance.integer > 0) R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_OFFSETMAPPING_USELOD); + + if (r_shadow_shadowmapsampler) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWSAMPLER); + if (r_shadow_shadowmappcf > 1) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_2); + else if (r_shadow_shadowmappcf) + R_COMPILESHADER_STATICPARM_ENABLE(SHADERSTATICPARM_SHADOWMAPPCF_1); + return memcmp(r_compileshader_staticparms, r_compileshader_staticparms_save, sizeof(r_compileshader_staticparms)) != 0; } @@ -891,7 +906,7 @@ qboolean R_CompileShader_CheckStaticParms(void) shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \ else \ shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n" -void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation) +static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation) { shaderstaticparms_count = 0; @@ -904,6 +919,9 @@ void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation) R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_POSTPROCESS_USERVEC4, "USERVEC4"); R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_VERTEXTEXTUREBLEND_USEBOTHALPHAS, "USEBOTHALPHAS"); R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_OFFSETMAPPING_USELOD, "USEOFFSETMAPPING_LOD"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_1, "USESHADOWMAPPCF 1"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWMAPPCF_2, "USESHADOWMAPPCF 2"); + R_COMPILESHADER_STATICPARM_EMIT(SHADERSTATICPARM_SHADOWSAMPLER, "USESHADOWSAMPLER"); } /// information about each possible shader permutation @@ -977,9 +995,9 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode int vertstrings_count = 0; int geomstrings_count = 0; int fragstrings_count = 0; - const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; - const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; - const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; + 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; @@ -1090,7 +1108,6 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->loc_Texture_Reflection = qglGetUniformLocation(p->program, "Texture_Reflection"); p->loc_Texture_ShadowMap2D = qglGetUniformLocation(p->program, "Texture_ShadowMap2D"); p->loc_Texture_CubeProjection = qglGetUniformLocation(p->program, "Texture_CubeProjection"); - p->loc_Texture_ScreenDepth = qglGetUniformLocation(p->program, "Texture_ScreenDepth"); p->loc_Texture_ScreenNormalMap = qglGetUniformLocation(p->program, "Texture_ScreenNormalMap"); p->loc_Texture_ScreenDiffuse = qglGetUniformLocation(p->program, "Texture_ScreenDiffuse"); p->loc_Texture_ScreenSpecular = qglGetUniformLocation(p->program, "Texture_ScreenSpecular"); @@ -1178,7 +1195,6 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode p->tex_Texture_Reflection = -1; p->tex_Texture_ShadowMap2D = -1; p->tex_Texture_CubeProjection = -1; - p->tex_Texture_ScreenDepth = -1; p->tex_Texture_ScreenNormalMap = -1; p->tex_Texture_ScreenDiffuse = -1; p->tex_Texture_ScreenSpecular = -1; @@ -1209,7 +1225,6 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode if (p->loc_Texture_Reflection >= 0) {p->tex_Texture_Reflection = sampler;qglUniform1i(p->loc_Texture_Reflection , sampler);sampler++;} if (p->loc_Texture_ShadowMap2D >= 0) {p->tex_Texture_ShadowMap2D = sampler;qglUniform1i(p->loc_Texture_ShadowMap2D , sampler);sampler++;} if (p->loc_Texture_CubeProjection >= 0) {p->tex_Texture_CubeProjection = sampler;qglUniform1i(p->loc_Texture_CubeProjection , sampler);sampler++;} - if (p->loc_Texture_ScreenDepth >= 0) {p->tex_Texture_ScreenDepth = sampler;qglUniform1i(p->loc_Texture_ScreenDepth , sampler);sampler++;} if (p->loc_Texture_ScreenNormalMap >= 0) {p->tex_Texture_ScreenNormalMap = sampler;qglUniform1i(p->loc_Texture_ScreenNormalMap , sampler);sampler++;} if (p->loc_Texture_ScreenDiffuse >= 0) {p->tex_Texture_ScreenDiffuse = sampler;qglUniform1i(p->loc_Texture_ScreenDiffuse , sampler);sampler++;} if (p->loc_Texture_ScreenSpecular >= 0) {p->tex_Texture_ScreenSpecular = sampler;qglUniform1i(p->loc_Texture_ScreenSpecular , sampler);sampler++;} @@ -1231,7 +1246,7 @@ static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode Mem_Free(fragmentstring); } -void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation) +static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation) { r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation); if (r_glsl_permutation != perm) @@ -1452,13 +1467,14 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c 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("%s.vsbin", cachename), r_main_mempool, true, &vsbinsize); - psbin = (DWORD *)FS_LoadFile(va("%s.psbin", cachename), r_main_mempool, true, &psbinsize); + 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)) { @@ -1509,9 +1525,9 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c if (debugshader) { // vsresult = qD3DXPreprocessShader(vertstring, strlen(vertstring), NULL, NULL, &vsbuffer, &vslog); -// FS_WriteFile(va("%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize()); - FS_WriteFile(va("%s_vs.fx", cachename), vertstring, strlen(vertstring)); - vsresult = qD3DXCompileShaderFromFileA(va("%s/%s_vs.fx", fs_gamedir, cachename), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); +// FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_vs.fx", cachename), vsbuffer->GetBufferPointer(), vsbuffer->GetBufferSize()); + 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, strlen(vertstring), NULL, NULL, "main", vsversion, shaderflags, &vsbuffer, &vslog, &vsconstanttable); @@ -1534,9 +1550,9 @@ static void R_HLSL_CacheShader(r_hlsl_permutation_t *p, const char *cachename, c if (debugshader) { // psresult = qD3DXPreprocessShader(fragstring, strlen(fragstring), NULL, NULL, &psbuffer, &pslog); -// FS_WriteFile(va("%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize()); - FS_WriteFile(va("%s_ps.fx", cachename), fragstring, strlen(fragstring)); - psresult = qD3DXCompileShaderFromFileA(va("%s/%s_ps.fx", fs_gamedir, cachename), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); +// FS_WriteFile(va(vabuf, sizeof(vabuf), "%s_ps.fx", cachename), psbuffer->GetBufferPointer(), psbuffer->GetBufferSize()); + 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, strlen(fragstring), NULL, NULL, "main", psversion, shaderflags, &psbuffer, &pslog, &psconstanttable); @@ -1588,9 +1604,9 @@ static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode int vertstrings_count = 0; int geomstrings_count = 0; int fragstrings_count = 0; - const char *vertstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; - const char *geomstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; - const char *fragstrings_list[32+3+SHADERSTATICPARMS_COUNT+1]; + 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; @@ -1777,7 +1793,7 @@ void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutatio } #endif -void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation) +static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation) { DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer); DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f); @@ -1849,7 +1865,7 @@ void R_GLSL_Restart_f(void) } } -void R_GLSL_DumpShader_f(void) +static void R_GLSL_DumpShader_f(void) { int i; qfile_t *file; @@ -1962,11 +1978,13 @@ void R_SetupShader_Generic_NoTexture(qboolean usegamma, qboolean notrippy) R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, usegamma, notrippy, false); } -void R_SetupShader_DepthOrShadow(qboolean notrippy) +void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb) { unsigned int permutation = 0; if (r_trippy.integer && !notrippy) permutation |= SHADERPERMUTATION_TRIPPY; + if (depthrgb) + permutation |= SHADERPERMUTATION_DEPTHRGB; if (vid.allowalphatocoverage) GL_AlphaToCoverage(false); switch (vid.renderpath) @@ -2036,7 +2054,6 @@ void R_SetupShader_ShowDepth(qboolean notrippy) } extern qboolean r_shadow_usingdeferredprepass; -extern cvar_t r_shadow_deferred_8bitrange; extern rtexture_t *r_shadow_attenuationgradienttexture; extern rtexture_t *r_shadow_attenuation2dtexture; extern rtexture_t *r_shadow_attenuation3dtexture; @@ -2045,18 +2062,15 @@ extern qboolean r_shadow_usingshadowmaportho; extern float r_shadow_shadowmap_texturescale[2]; extern float r_shadow_shadowmap_parameters[4]; extern qboolean r_shadow_shadowmapvsdct; -extern qboolean r_shadow_shadowmapsampler; -extern int r_shadow_shadowmappcf; -extern rtexture_t *r_shadow_shadowmap2dtexture; -extern rtexture_t *r_shadow_shadowmap2dcolortexture; +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_shadowmaplod; // changes for each light based on distance extern int r_shadow_prepass_width; extern int r_shadow_prepass_height; -extern rtexture_t *r_shadow_prepassgeometrydepthtexture; +extern rtexture_t *r_shadow_prepassgeometrydepthbuffer; extern rtexture_t *r_shadow_prepassgeometrynormalmaptexture; -extern rtexture_t *r_shadow_prepassgeometrydepthcolortexture; extern rtexture_t *r_shadow_prepasslightingdiffusetexture; extern rtexture_t *r_shadow_prepasslightingspeculartexture; @@ -2132,6 +2146,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) { mode = SHADERMODE_WATER; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; if((r_wateralpha.value < 1) && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERALPHA)) { // this is the right thing to do for wateralpha @@ -2148,6 +2164,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFRACTION) { mode = SHADERMODE_REFRACTION; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } @@ -2196,6 +2214,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // light source mode = SHADERMODE_LIGHTSOURCE; if (rsurface.rtlight->currentcubemap != r_texture_whitecube) @@ -2214,12 +2234,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if(r_shadow_shadowmapvsdct) permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT; - if (r_shadow_shadowmapsampler) - permutation |= SHADERPERMUTATION_SHADOWSAMPLER; - if (r_shadow_shadowmappcf > 1) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF2; - else if (r_shadow_shadowmappcf) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF; + if (r_shadow_shadowmap2ddepthbuffer) + permutation |= SHADERPERMUTATION_DEPTHRGB; } if (rsurface.texture->reflectmasktexture) permutation |= SHADERPERMUTATION_REFLECTCUBE; @@ -2242,10 +2258,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // unshaded geometry (fullbright or ambient model lighting) mode = SHADERMODE_FLATCOLOR; ambientscale = diffusescale = specularscale = 0; - if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE); @@ -2256,12 +2274,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; permutation |= SHADERPERMUTATION_SHADOWMAP2D; - if (r_shadow_shadowmapsampler) - permutation |= SHADERPERMUTATION_SHADOWSAMPLER; - if (r_shadow_shadowmappcf > 1) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF2; - else if (r_shadow_shadowmappcf) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF; + if (r_shadow_shadowmap2ddepthbuffer) + permutation |= SHADERPERMUTATION_DEPTHRGB; } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; @@ -2295,9 +2309,11 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // directional model lighting mode = SHADERMODE_LIGHTDIRECTION; - if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) @@ -2311,12 +2327,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; permutation |= SHADERPERMUTATION_SHADOWMAP2D; - if (r_shadow_shadowmapsampler) - permutation |= SHADERPERMUTATION_SHADOWSAMPLER; - if (r_shadow_shadowmappcf > 1) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF2; - else if (r_shadow_shadowmappcf) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF; + if (r_shadow_shadowmap2ddepthbuffer) + permutation |= SHADERPERMUTATION_DEPTHRGB; } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; @@ -2358,9 +2370,11 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // ambient model lighting mode = SHADERMODE_LIGHTDIRECTION; - if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE); @@ -2371,12 +2385,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; permutation |= SHADERPERMUTATION_SHADOWMAP2D; - if (r_shadow_shadowmapsampler) - permutation |= SHADERPERMUTATION_SHADOWSAMPLER; - if (r_shadow_shadowmappcf > 1) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF2; - else if (r_shadow_shadowmappcf) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF; + if (r_shadow_shadowmap2ddepthbuffer) + permutation |= SHADERPERMUTATION_DEPTHRGB; } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; @@ -2418,8 +2428,10 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND) permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX) + permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX; // lightmapped wall - if (rsurface.texture->glowtexture && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) + if ((rsurface.texture->glowtexture || rsurface.texture->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE); @@ -2430,12 +2442,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, permutation |= SHADERPERMUTATION_SHADOWMAPORTHO; permutation |= SHADERPERMUTATION_SHADOWMAP2D; - if (r_shadow_shadowmapsampler) - permutation |= SHADERPERMUTATION_SHADOWSAMPLER; - if (r_shadow_shadowmappcf > 1) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF2; - else if (r_shadow_shadowmappcf) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF; + if (r_shadow_shadowmap2ddepthbuffer) + permutation |= SHADERPERMUTATION_DEPTHRGB; } if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; @@ -2558,8 +2566,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity) * colormod[2]); hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale); hlslPSSetParameter3f(D3DPSREGISTER_LightColor, rsurface.modellight_diffuse[0], rsurface.modellight_diffuse[1], rsurface.modellight_diffuse[2]); hlslPSSetParameter3f(D3DPSREGISTER_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } @@ -2568,8 +2576,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, hlslPSSetParameter3f(D3DPSREGISTER_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); hlslPSSetParameter3f(D3DPSREGISTER_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); hlslPSSetParameter3f(D3DPSREGISTER_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale); + hlslPSSetParameter3f(D3DPSREGISTER_DeferredMod_Specular, specularscale, specularscale, specularscale); } // additive passes are only darkened by fog, not tinted if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0) @@ -2610,7 +2618,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, 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); + hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality); hlslPSSetParameter1f(D3DPSREGISTER_OffsetMapping_Bias, rsurface.texture->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); @@ -2642,13 +2650,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, { 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_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); // 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_shadowmap2dcolortexture); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture); if (rsurface.rtlight) { if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); @@ -2708,8 +2715,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]); if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); - if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]); + if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale); if (r_glsl_permutation->loc_LightColor >= 0) qglUniform3f(r_glsl_permutation->loc_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]); if (r_glsl_permutation->loc_LightDir >= 0) qglUniform3f(r_glsl_permutation->loc_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } @@ -2718,8 +2725,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); - if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + if (r_glsl_permutation->loc_DeferredMod_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale); + if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, specularscale, specularscale, specularscale); } // additive passes are only darkened by fog, not tinted if (r_glsl_permutation->loc_FogColor >= 0) @@ -2772,7 +2779,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, 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) ); - if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer); + 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, rsurface.texture->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); @@ -2809,13 +2816,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, { 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_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture ); 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 ); if (r_glsl_permutation->tex_Texture_ScreenSpecular >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenSpecular , r_shadow_prepasslightingspeculartexture ); if (rsurface.rtlight || (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))) { - if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2dtexture ); + if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D, r_shadow_shadowmap2ddepthtexture ); if (rsurface.rtlight) { if (r_glsl_permutation->tex_Texture_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap ); @@ -2858,8 +2864,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, (r_refdef.scene.ambient + rsurface.modellight_ambient[0] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[0], (r_refdef.scene.ambient + rsurface.modellight_ambient[1] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[1], (r_refdef.scene.ambient + rsurface.modellight_ambient[2] * r_refdef.lightmapintensity * r_refdef.scene.rtlightstylevalue[0]) * colormod[2]); DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, r_refdef.lightmapintensity * colormod[0], r_refdef.lightmapintensity * colormod[1], r_refdef.lightmapintensity * colormod[2]); DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * r_shadow_deferred_8bitrange.value, colormod[1] * r_shadow_deferred_8bitrange.value, colormod[2] * r_shadow_deferred_8bitrange.value); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0], colormod[1], colormod[2]); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale); DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightColor, rsurface.modellight_diffuse[0] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[1] * r_refdef.scene.rtlightstylevalue[0], rsurface.modellight_diffuse[2] * r_refdef.scene.rtlightstylevalue[0]); DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_LightDir, rsurface.modellight_lightdir[0], rsurface.modellight_lightdir[1], rsurface.modellight_lightdir[2]); } @@ -2868,8 +2874,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Ambient, r_refdef.scene.ambient * colormod[0], r_refdef.scene.ambient * colormod[1], r_refdef.scene.ambient * colormod[2]); DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Diffuse, rsurface.texture->lightmapcolor[0], rsurface.texture->lightmapcolor[1], rsurface.texture->lightmapcolor[2]); DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Specular, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale, r_refdef.lightmapintensity * r_refdef.view.colorscale * specularscale); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[1] * diffusescale * r_shadow_deferred_8bitrange.value, colormod[2] * diffusescale * r_shadow_deferred_8bitrange.value); - DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value, specularscale * r_shadow_deferred_8bitrange.value); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Diffuse, colormod[0] * diffusescale, colormod[1] * diffusescale, colormod[2] * diffusescale); + DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_DeferredMod_Specular, specularscale, specularscale, specularscale); } // additive passes are only darkened by fog, not tinted if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0) @@ -2919,7 +2925,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, 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); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality); DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_OffsetMapping_Bias, rsurface.texture->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); @@ -2951,13 +2957,12 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, { 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_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); // 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_shadowmap2dcolortexture); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D, r_shadow_shadowmap2ddepthtexture); if (rsurface.rtlight) { if (permutation & SHADERPERMUTATION_CUBEFILTER ) R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); @@ -2986,7 +2991,6 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) matrix4x4_t viewtolight; matrix4x4_t lighttoview; float viewtolight16f[16]; - float range = 1.0f / r_shadow_deferred_8bitrange.value; // light source mode = SHADERMODE_DEFERREDLIGHTSOURCE; if (rtlight->currentcubemap != r_texture_whitecube) @@ -3001,12 +3005,8 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) if (r_shadow_shadowmapvsdct) permutation |= SHADERPERMUTATION_SHADOWMAPVSDCT; - if (r_shadow_shadowmapsampler) - permutation |= SHADERPERMUTATION_SHADOWSAMPLER; - if (r_shadow_shadowmappcf > 1) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF2; - else if (r_shadow_shadowmappcf) - permutation |= SHADERPERMUTATION_SHADOWMAPPCF; + if (r_shadow_shadowmap2ddepthbuffer) + permutation |= SHADERPERMUTATION_DEPTHRGB; } if (vid.allowalphatocoverage) GL_AlphaToCoverage(false); @@ -3021,9 +3021,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) 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 * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); - hlslPSSetParameter3f(D3DPSREGISTER_DeferredColor_Specular, lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); + 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); hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_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); @@ -3031,10 +3031,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) hlslPSSetParameter2f(D3DPSREGISTER_PixelToScreenTexCoord, 1.0f/vid.width, 1.0/vid.height); R_Mesh_TexBind(GL20TU_ATTENUATION , r_shadow_attenuationgradienttexture ); - R_Mesh_TexBind(GL20TU_SCREENDEPTH , r_shadow_prepassgeometrydepthcolortexture ); R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dcolortexture ); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture ); R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); #endif break; @@ -3049,9 +3048,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) R_SetupShader_SetPermutationGLSL(mode, permutation); if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3f( r_glsl_permutation->loc_LightPosition , viewlightorigin[0], viewlightorigin[1], viewlightorigin[2]); if (r_glsl_permutation->loc_ViewToLight >= 0) qglUniformMatrix4fv(r_glsl_permutation->loc_ViewToLight , 1, false, viewtolight16f); - if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); - if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); - if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); + if (r_glsl_permutation->loc_DeferredColor_Ambient >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Ambient , lightcolorbase[0] * ambientscale , lightcolorbase[1] * ambientscale , lightcolorbase[2] * ambientscale ); + if (r_glsl_permutation->loc_DeferredColor_Diffuse >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale , lightcolorbase[1] * diffusescale , lightcolorbase[2] * diffusescale ); + if (r_glsl_permutation->loc_DeferredColor_Specular >= 0) qglUniform3f( r_glsl_permutation->loc_DeferredColor_Specular , lightcolorbase[0] * specularscale, lightcolorbase[1] * specularscale, lightcolorbase[2] * specularscale); if (r_glsl_permutation->loc_ShadowMap_TextureScale >= 0) qglUniform2f( r_glsl_permutation->loc_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); 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); @@ -3059,10 +3058,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) 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->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture ); - if (r_glsl_permutation->tex_Texture_ScreenDepth >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenDepth , r_shadow_prepassgeometrydepthtexture ); 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_Cube >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Cube , rsurface.rtlight->currentcubemap ); - if (r_glsl_permutation->tex_Texture_ShadowMap2D >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ShadowMap2D , r_shadow_shadowmap2dtexture ); + 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: @@ -3073,9 +3071,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) 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 * range, lightcolorbase[1] * ambientscale * range, lightcolorbase[2] * ambientscale * range); - DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Diffuse , lightcolorbase[0] * diffusescale * range, lightcolorbase[1] * diffusescale * range, lightcolorbase[2] * diffusescale * range); - DPSOFTRAST_Uniform3f( DPSOFTRAST_UNIFORM_DeferredColor_Specular , lightcolorbase[0] * specularscale * range, lightcolorbase[1] * specularscale * range, lightcolorbase[2] * specularscale * range); + 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_Uniform2f( DPSOFTRAST_UNIFORM_ShadowMap_TextureScale , r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); DPSOFTRAST_Uniform4f( DPSOFTRAST_UNIFORM_ShadowMap_Parameters , r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_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); @@ -3083,10 +3081,9 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight) 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_SCREENDEPTH , r_shadow_prepassgeometrydepthtexture ); R_Mesh_TexBind(GL20TU_SCREENNORMALMAP , r_shadow_prepassgeometrynormalmaptexture ); R_Mesh_TexBind(GL20TU_CUBE , rsurface.rtlight->currentcubemap ); - R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2dtexture ); + R_Mesh_TexBind(GL20TU_SHADOWMAP2D , r_shadow_shadowmap2ddepthtexture ); R_Mesh_TexBind(GL20TU_CUBEPROJECTION , r_shadow_shadowmapvsdcttexture ); break; } @@ -3288,6 +3285,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole int miplevel = R_PicmipForFlags(textureflags); int savemiplevel = miplevel; int mymiplevel; + char vabuf[1024]; if (cls.state == ca_dedicated) return NULL; @@ -3302,7 +3300,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole Image_StripImageExtension(name, basename, sizeof(basename)); // check for DDS texture file first - if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s.dds", basename), textureflags, &ddshasalpha, ddsavgcolor, miplevel))) + if (!r_loaddds || !(ddsbase = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", basename), vid.sRGB3D, textureflags, &ddshasalpha, ddsavgcolor, miplevel))) { basepixels = loadimagepixelsbgra(name, complain, true, false, &miplevel); if (basepixels == NULL) @@ -3336,7 +3334,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole skinframe->hasalpha = ddshasalpha; VectorCopy(ddsavgcolor, skinframe->avgcolor); if (r_loadfog && skinframe->hasalpha) - skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_mask.dds", skinframe->basename), textureflags | TEXF_ALPHA, NULL, NULL, miplevel); + skinframe->fog = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), false, textureflags | TEXF_ALPHA, NULL, NULL, miplevel); //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]); } else @@ -3365,7 +3363,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole pixels[j+2] = 255; pixels[j+3] = basepixels[j+3]; } - skinframe->fog = R_LoadTexture2D (r_main_texturepool, va("%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL); + skinframe->fog = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_mask", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), miplevel, NULL); Mem_Free(pixels); } } @@ -3373,9 +3371,9 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole #ifndef USE_GLES2 //Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]); if (r_savedds && qglGetCompressedTexImageARB && skinframe->base) - R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha); + R_SaveTextureDDSFile(skinframe->base, va(vabuf, sizeof(vabuf), "dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha); if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog) - R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); + R_SaveTextureDDSFile(skinframe->fog, va(vabuf, sizeof(vabuf), "dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); #endif } @@ -3383,30 +3381,30 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole { mymiplevel = savemiplevel; if (r_loadnormalmap) - skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_norm.dds", skinframe->basename), (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel); - skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_glow.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); + skinframe->nmap = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), false, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), NULL, NULL, mymiplevel); + skinframe->glow = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel); if (r_loadgloss) - skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_gloss.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); - skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_pants.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); - skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_shirt.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); - skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va("dds/%s_reflect.dds", skinframe->basename), textureflags, NULL, NULL, mymiplevel); + skinframe->gloss = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel); + skinframe->pants = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel); + skinframe->shirt = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel); + skinframe->reflect = R_LoadTextureDDSFile(r_main_texturepool, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), vid.sRGB3D, textureflags, NULL, NULL, mymiplevel); } // _norm is the name used by tenebrae and has been adopted as standard if (r_loadnormalmap && skinframe->nmap == NULL) { mymiplevel = savemiplevel; - if ((pixels = loadimagepixelsbgra(va("%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL) + if ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_norm", skinframe->basename), false, false, false, &mymiplevel)) != NULL) { - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); Mem_Free(pixels); pixels = NULL; } - else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va("%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL) + else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_bump", skinframe->basename), false, false, false, &mymiplevel)) != NULL) { pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4); Image_HeightmapToNormalmap_BGRA(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value); - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); Mem_Free(pixels); Mem_Free(bumppixels); } @@ -3414,71 +3412,71 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole { pixels = (unsigned char *)Mem_Alloc(tempmempool, basepixels_width * basepixels_height * 4); Image_HeightmapToNormalmap_BGRA(basepixels, pixels, basepixels_width, basepixels_height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); Mem_Free(pixels); } #ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap) - R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); + R_SaveTextureDDSFile(skinframe->nmap, va(vabuf, sizeof(vabuf), "dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); #endif } // _luma is supported only for tenebrae compatibility // _glow is the preferred name mymiplevel = savemiplevel; - if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%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_luma", skinframe->basename), false, false, false, &mymiplevel)))) { - skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%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); + 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 if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow) - R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); + R_SaveTextureDDSFile(skinframe->glow, va(vabuf, sizeof(vabuf), "dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); #endif Mem_Free(pixels);pixels = NULL; } mymiplevel = savemiplevel; - if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel))) + if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), false, false, false, &mymiplevel))) { - skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); #ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss) - R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); + R_SaveTextureDDSFile(skinframe->gloss, va(vabuf, sizeof(vabuf), "dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); #endif Mem_Free(pixels); pixels = NULL; } mymiplevel = savemiplevel; - if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel))) + if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), false, false, false, &mymiplevel))) { - skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->pants = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); #ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants) - R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false); + R_SaveTextureDDSFile(skinframe->pants, va(vabuf, sizeof(vabuf), "dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false); #endif Mem_Free(pixels); pixels = NULL; } mymiplevel = savemiplevel; - if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel))) + if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), false, false, false, &mymiplevel))) { - skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); #ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt) - R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false); + R_SaveTextureDDSFile(skinframe->shirt, va(vabuf, sizeof(vabuf), "dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false); #endif Mem_Free(pixels); pixels = NULL; } mymiplevel = savemiplevel; - if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel))) + if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), false, false, false, &mymiplevel))) { - skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); + skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL); #ifndef USE_GLES2 if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect) - R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); + R_SaveTextureDDSFile(skinframe->reflect, va(vabuf, sizeof(vabuf), "dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true); #endif Mem_Free(pixels); pixels = NULL; @@ -3496,6 +3494,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co int i; unsigned char *temp1, *temp2; skinframe_t *skinframe; + char vabuf[1024]; if (cls.state == ca_dedicated) return NULL; @@ -3530,7 +3529,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co temp1 = (unsigned char *)Mem_Alloc(tempmempool, width * height * 8); temp2 = temp1 + width * height * 4; Image_HeightmapToNormalmap_BGRA(skindata, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); Mem_Free(temp1); } skinframe->base = skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, sRGB ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags, -1, NULL); @@ -3550,7 +3549,7 @@ skinframe_t *R_SkinFrame_LoadInternalBGRA(const char *name, int textureflags, co memcpy(fogpixels, skindata, width * height * 4); for (i = 0;i < width * height * 4;i += 4) fogpixels[i] = fogpixels[i+1] = fogpixels[i+2] = 255; - skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL); + skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, fogpixels, TEXTYPE_BGRA, textureflags, -1, NULL); Mem_Free(fogpixels); } } @@ -3623,6 +3622,7 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo int width; int height; unsigned char *skindata; + char vabuf[1024]; if (!skinframe->qpixels) return; @@ -3654,22 +3654,22 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo // use either a custom palette or the quake palette Image_Copy8bitBGRA(skindata, temp1, width * height, palette_bgra_complete); Image_HeightmapToNormalmap_BGRA(temp1, temp2, width, height, false, r_shadow_bumpscale_basetexture.value); - skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va("%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); + skinframe->nmap = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nmap", skinframe->basename), width, height, temp2, TEXTYPE_BGRA, (skinframe->textureflags | TEXF_ALPHA) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP), -1, NULL); Mem_Free(temp1); } if (skinframe->qgenerateglow) { skinframe->qgenerateglow = false; - skinframe->glow = R_LoadTexture2D(r_main_texturepool, va("%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow + skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow } if (colormapped) { skinframe->qgeneratebase = false; - skinframe->base = R_LoadTexture2D(r_main_texturepool, va("%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap); - skinframe->pants = R_LoadTexture2D(r_main_texturepool, va("%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite); - skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va("%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite); + skinframe->base = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_nospecial", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nocolormapnofullbrights : palette_bgra_nocolormap); + skinframe->pants = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_pants", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_pantsaswhite); + skinframe->shirt = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_shirt", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_shirtaswhite); } else { @@ -3688,6 +3688,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co { int i; skinframe_t *skinframe; + char vabuf[1024]; if (cls.state == ca_dedicated) return NULL; @@ -3729,7 +3730,7 @@ skinframe_t *R_SkinFrame_LoadInternal8bit(const char *name, int textureflags, co } } if (r_loadfog && skinframe->hasalpha) - skinframe->fog = R_LoadTexture2D(r_main_texturepool, va("%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette); + skinframe->fog = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_fog", skinframe->basename), width, height, skindata, TEXTYPE_PALETTE, textureflags, -1, alphapalette); } R_SKINFRAME_LOAD_AVERAGE_COLORS(width * height, ((unsigned char *)palette)[skindata[pix]*4 + comp]); @@ -3803,7 +3804,7 @@ static suffixinfo_t suffix[3][6] = static int componentorder[4] = {0, 1, 2, 3}; -rtexture_t *R_LoadCubemap(const char *basename) +static rtexture_t *R_LoadCubemap(const char *basename) { int i, j, cubemapsize; unsigned char *cubemappixels, *image_buffer; @@ -3885,44 +3886,7 @@ rtexture_t *R_GetCubemap(const char *basename) return r_texture_cubemaps[i]->texture; } -void R_FreeCubemap(const char *basename) -{ - int i; - - for (i = 0;i < r_texture_numcubemaps;i++) - { - if (r_texture_cubemaps[i] != NULL) - { - if (r_texture_cubemaps[i]->texture) - { - if (developer_loading.integer) - Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename); - R_FreeTexture(r_texture_cubemaps[i]->texture); - Mem_Free(r_texture_cubemaps[i]); - r_texture_cubemaps[i] = NULL; - } - } - } -} - -void R_FreeCubemaps(void) -{ - int i; - for (i = 0;i < r_texture_numcubemaps;i++) - { - if (developer_loading.integer) - Con_DPrintf("unloading cubemap \"%s\"\n", r_texture_cubemaps[i]->basename); - if (r_texture_cubemaps[i] != NULL) - { - if (r_texture_cubemaps[i]->texture) - R_FreeTexture(r_texture_cubemaps[i]->texture); - Mem_Free(r_texture_cubemaps[i]); - } - } - r_texture_numcubemaps = 0; -} - -void R_Main_FreeViewCache(void) +static void R_Main_FreeViewCache(void) { if (r_refdef.viewcache.entityvisible) Mem_Free(r_refdef.viewcache.entityvisible); @@ -3935,7 +3899,7 @@ void R_Main_FreeViewCache(void) memset(&r_refdef.viewcache, 0, sizeof(r_refdef.viewcache)); } -void R_Main_ResizeViewCache(void) +static void R_Main_ResizeViewCache(void) { int numentities = r_refdef.scene.numentities; int numclusters = r_refdef.scene.worldmodel ? r_refdef.scene.worldmodel->brush.num_pvsclusters : 1; @@ -3974,7 +3938,7 @@ void R_Main_ResizeViewCache(void) } extern rtexture_t *loadingscreentexture; -void gl_main_start(void) +static void gl_main_start(void) { loadingscreentexture = NULL; r_texture_blanknormalmap = NULL; @@ -4074,7 +4038,7 @@ void gl_main_start(void) r_refdef.fogmasktable_density = 0; } -void gl_main_shutdown(void) +static void gl_main_shutdown(void) { R_AnimCache_Free(); R_FrameData_Reset(); @@ -4148,8 +4112,7 @@ void gl_main_shutdown(void) hlslshaderstring = NULL; } -extern void CL_ParseEntityLump(char *entitystring); -void gl_main_newmap(void) +static void gl_main_newmap(void) { // FIXME: move this code to client char *entities, entname[MAX_QPATH]; @@ -4216,6 +4179,8 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_deformvertexes); Cvar_RegisterVariable(&r_transparent); Cvar_RegisterVariable(&r_transparent_alphatocoverage); + Cvar_RegisterVariable(&r_transparent_sortsurfacesbynearest); + Cvar_RegisterVariable(&r_transparent_useplanardistance); Cvar_RegisterVariable(&r_showoverdraw); Cvar_RegisterVariable(&r_showbboxes); Cvar_RegisterVariable(&r_showsurfaces); @@ -4270,6 +4235,7 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_texture_dds_save); Cvar_RegisterVariable(&r_textureunits); Cvar_RegisterVariable(&gl_combine); + Cvar_RegisterVariable(&r_usedepthtextures); Cvar_RegisterVariable(&r_viewfbo); Cvar_RegisterVariable(&r_viewscale); Cvar_RegisterVariable(&r_viewscale_fpsscaling); @@ -4342,20 +4308,6 @@ void GL_Main_Init(void) R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap, NULL, NULL); } -extern void R_Textures_Init(void); -extern void GL_Draw_Init(void); -extern void GL_Main_Init(void); -extern void R_Shadow_Init(void); -extern void R_Sky_Init(void); -extern void GL_Surf_Init(void); -extern void R_Particles_Init(void); -extern void R_Explosion_Init(void); -extern void gl_backend_init(void); -extern void Sbar_Init(void); -extern void R_LightningBeams_Init(void); -extern void Mod_RenderInit(void); -extern void Font_Init(void); - void Render_Init(void) { gl_backend_init(); @@ -4536,7 +4488,7 @@ void R_FrameData_Reset(void) } } -void R_FrameData_Resize(void) +static void R_FrameData_Resize(void) { size_t wantedsize; wantedsize = (size_t)(r_framedatasize.value * 1024*1024); @@ -4650,7 +4602,7 @@ void R_AnimCache_ClearCache(void) } } -void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices) +static void R_AnimCache_UpdateEntityMeshBuffers(entity_render_t *ent, int numvertices) { int i; @@ -4779,12 +4731,12 @@ static void R_View_UpdateEntityLighting (void) { ent = r_refdef.scene.entities[i]; - // skip unseen models and models that updated by CSQC - if ((!r_refdef.viewcache.entityvisible[i] && skipunseen) || ent->flags & RENDER_CUSTOMIZEDMODELLIGHT) + // skip unseen models + if ((!r_refdef.viewcache.entityvisible[i] && skipunseen)) continue; // skip bsp models - if (ent->model && ent->model->brush.num_leafs) + if (ent->model && ent->model == cl.worldmodel) { // TODO: use modellight for r_ambient settings on world? VectorSet(ent->modellight_ambient, 0, 0, 0); @@ -4792,74 +4744,83 @@ static void R_View_UpdateEntityLighting (void) VectorSet(ent->modellight_lightdir, 0, 0, 1); continue; } - - // fetch the lighting from the worldmodel data - VectorClear(ent->modellight_ambient); - VectorClear(ent->modellight_diffuse); - VectorClear(tempdiffusenormal); - if (ent->flags & RENDER_LIGHT) + + if (ent->flags & RENDER_CUSTOMIZEDMODELLIGHT) { - vec3_t org; - Matrix4x4_OriginFromMatrix(&ent->matrix, org); - - // complete lightning for lit sprites - // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)? - if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT)) + // aleady updated by CSQC + // TODO: force modellight on BSP models in this case? + VectorCopy(ent->modellight_lightdir, tempdiffusenormal); + } + else + { + // fetch the lighting from the worldmodel data + VectorClear(ent->modellight_ambient); + VectorClear(ent->modellight_diffuse); + VectorClear(tempdiffusenormal); + if (ent->flags & RENDER_LIGHT) { - if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites - org[2] = org[2] + r_overheadsprites_pushback.value; - R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT); - } - else - R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP); + vec3_t org; + Matrix4x4_OriginFromMatrix(&ent->matrix, org); - if(ent->flags & RENDER_EQUALIZE) - { - // first fix up ambient lighting... - if(r_equalize_entities_minambient.value > 0) + // complete lightning for lit sprites + // todo: make a EF_ field so small ents could be lit purely by modellight and skipping real rtlight pass (like EF_NORTLIGHT)? + if (ent->model->type == mod_sprite && !(ent->model->data_textures[0].basematerialflags & MATERIALFLAG_FULLBRIGHT)) { - fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2]; - if(fd > 0) + if (ent->model->sprite.sprnum_type == SPR_OVERHEAD) // apply offset for overhead sprites + org[2] = org[2] + r_overheadsprites_pushback.value; + R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT); + } + else + R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP); + + if(ent->flags & RENDER_EQUALIZE) + { + // first fix up ambient lighting... + if(r_equalize_entities_minambient.value > 0) { - fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]); - if(fa < r_equalize_entities_minambient.value * fd) + fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2]; + if(fd > 0) { - // solve: - // fa'/fd' = minambient - // fa'+0.25*fd' = fa+0.25*fd - // ... - // fa' = fd' * minambient - // fd'*(0.25+minambient) = fa+0.25*fd - // ... - // fd' = (fa+0.25*fd) * 1 / (0.25+minambient) - // fa' = (fa+0.25*fd) * minambient / (0.25+minambient) - // ... - fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value); - f = fdd / fd; // f>0 because all this is additive; f<1 because fddmodellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient); - VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse); + fa = (0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]); + if(fa < r_equalize_entities_minambient.value * fd) + { + // solve: + // fa'/fd' = minambient + // fa'+0.25*fd' = fa+0.25*fd + // ... + // fa' = fd' * minambient + // fd'*(0.25+minambient) = fa+0.25*fd + // ... + // fd' = (fa+0.25*fd) * 1 / (0.25+minambient) + // fa' = (fa+0.25*fd) * minambient / (0.25+minambient) + // ... + fdd = (fa + 0.25f * fd) / (0.25f + r_equalize_entities_minambient.value); + f = fdd / fd; // f>0 because all this is additive; f<1 because fddmodellight_ambient, (1-f)*0.25f, ent->modellight_diffuse, ent->modellight_ambient); + VectorScale(ent->modellight_diffuse, f, ent->modellight_diffuse); + } } } - } - if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0) - { - fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]; - fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2]; - f = fa + 0.25 * fd; - if(f > 0) + if(r_equalize_entities_to.value > 0 && r_equalize_entities_by.value != 0) { - // adjust brightness and saturation to target - avg[0] = avg[1] = avg[2] = fa / f; - VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient); - avg[0] = avg[1] = avg[2] = fd / f; - VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse); + fa = 0.299f * ent->modellight_ambient[0] + 0.587f * ent->modellight_ambient[1] + 0.114f * ent->modellight_ambient[2]; + fd = 0.299f * ent->modellight_diffuse[0] + 0.587f * ent->modellight_diffuse[1] + 0.114f * ent->modellight_diffuse[2]; + f = fa + 0.25 * fd; + if(f > 0) + { + // adjust brightness and saturation to target + avg[0] = avg[1] = avg[2] = fa / f; + VectorLerp(ent->modellight_ambient, r_equalize_entities_by.value, avg, ent->modellight_ambient); + avg[0] = avg[1] = avg[2] = fd / f; + VectorLerp(ent->modellight_diffuse, r_equalize_entities_by.value, avg, ent->modellight_diffuse); + } } } } + else // highly rare + VectorSet(ent->modellight_ambient, 1, 1, 1); } - else // highly rare - VectorSet(ent->modellight_ambient, 1, 1, 1); // move the light direction into modelspace coordinates for lighting code Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir); @@ -4972,7 +4933,7 @@ static void R_View_UpdateEntityVisible (void) } /// only used if skyrendermasked, and normally returns false -int R_DrawBrushModelsSky (void) +static int R_DrawBrushModelsSky (void) { int i, sky; entity_render_t *ent; @@ -5313,7 +5274,7 @@ static void R_View_SetFrustum(const int *scissor) //PlaneClassify(&frustum[4]); } -void R_View_UpdateWithScissor(const int *myscissor) +static void R_View_UpdateWithScissor(const int *myscissor) { R_Main_ResizeViewCache(); R_View_SetFrustum(myscissor); @@ -5323,7 +5284,7 @@ void R_View_UpdateWithScissor(const int *myscissor) R_AnimCache_CacheVisibleEntities(); } -void R_View_Update(void) +static void R_View_Update(void) { R_Main_ResizeViewCache(); R_View_SetFrustum(NULL); @@ -5335,7 +5296,7 @@ void R_View_Update(void) float viewscalefpsadjusted = 1.0f; -void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight) +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); @@ -5429,13 +5390,14 @@ void R_EntityMatrix(const matrix4x4_t *matrix) } } -void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) +void R_ResetViewRendering2D_Common(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture, float x2, float y2) { r_viewport_t viewport; - DrawQ_Finish(); + + 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, 1, 1, -10, 100, NULL); + 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_SetViewport(&viewport); GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); @@ -5467,6 +5429,15 @@ void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *color break; } GL_CullFace(GL_NONE); + + CHECKGLERROR +} + +void R_ResetViewRendering2D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) +{ + DrawQ_Finish(); + + R_ResetViewRendering2D_Common(fbo, depthtexture, colortexture, 1, 1); } void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) @@ -5510,7 +5481,7 @@ void R_ResetViewRendering3D(int fbo, rtexture_t *depthtexture, rtexture_t *color R_RenderView_UpdateViewVectors ================ */ -static void R_RenderView_UpdateViewVectors(void) +void R_RenderView_UpdateViewVectors(void) { // break apart the view matrix into vectors for various purposes // it is important that this occurs outside the RenderScene function because that can be called from reflection renders, where the vectors come out wrong @@ -5744,6 +5715,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t 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.samples < 2; + char vabuf[1024]; originalview = r_refdef.view; @@ -5777,13 +5749,13 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { if (!p->texture_refraction) - p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + 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_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false); + 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); } @@ -5791,13 +5763,13 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t else if (p->materialflags & MATERIALFLAG_CAMERA) { if (!p->texture_camera) - p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL); + 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_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false); + 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); } @@ -5806,13 +5778,13 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { if (!p->texture_reflection) - p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, r_fb.textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + 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_LoadTextureShadowMap2D(r_main_texturepool, "waterviewdepth", r_fb.water.texturewidth, r_fb.water.textureheight, 24, false); + 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); } @@ -6005,7 +5977,7 @@ finish: } } -void R_Bloom_StartFrame(void) +static void R_Bloom_StartFrame(void) { int i; int bloomtexturewidth, bloomtextureheight, screentexturewidth, screentextureheight; @@ -6016,7 +5988,7 @@ void R_Bloom_StartFrame(void) switch (vid.renderpath) { case RENDERPATH_GL20: - case RENDERPATH_GLES2: + r_fb.usedepthtextures = r_usedepthtextures.integer != 0; if (vid.support.ext_framebuffer_object) { if (r_viewfbo.integer == 2) textype = TEXTYPE_COLORBUFFER16F; @@ -6026,10 +5998,14 @@ void R_Bloom_StartFrame(void) case RENDERPATH_GL11: case RENDERPATH_GL13: case RENDERPATH_GLES1: + 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; } @@ -6157,22 +6133,9 @@ void R_Bloom_StartFrame(void) 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) { - // FIXME: choose depth bits based on a cvar - r_fb.depthtexture = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false); + 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); -#ifndef USE_GLES2 - // render depth into one texture and color into the other - if (qglDrawBuffer) - { - int status; - qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR - qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR - status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR - if (status != GL_FRAMEBUFFER_COMPLETE) - Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status); - } -#endif } } @@ -6205,6 +6168,14 @@ void R_Bloom_StartFrame(void) 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; @@ -6228,26 +6199,23 @@ void R_Bloom_StartFrame(void) case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + for (i = 0;i < 4;i++) { - int i; - 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; - } + 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; } - R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, r_refdef.view.x, (r_fb.bloomfbo[0] ? r_fb.bloomtextureheight : vid.height) - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL); + R_Viewport_InitOrtho(&r_fb.bloomviewport, &identitymatrix, 0, 0, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL); if (r_fb.fbo) r_refdef.view.clear = true; } -void R_Bloom_MakeTexture(void) +static void R_Bloom_MakeTexture(void) { int x, range, dir; float xoffset, yoffset, r, brighten; @@ -6306,9 +6274,19 @@ void R_Bloom_MakeTexture(void) r_fb.bloomindex ^= 1; R_Mesh_SetRenderTargets(r_fb.bloomfbo[r_fb.bloomindex], NULL, r_fb.bloomtexture[r_fb.bloomindex], NULL, NULL, NULL); x *= 2; - r = bound(0, r_bloom_colorexponent.value / x, 1); - GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); - GL_Color(r,r,r,1); + 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); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); @@ -6345,14 +6323,14 @@ void R_Bloom_MakeTexture(void) xoffset /= (float)r_fb.bloomtexturewidth; yoffset /= (float)r_fb.bloomtextureheight; // compute a texcoord array with the specified x and y offset - r_fb.offsettexcoord2f[0] = xoffset+0; - r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight; - r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth; - r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight; - r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth; - r_fb.offsettexcoord2f[5] = yoffset+0; - r_fb.offsettexcoord2f[6] = xoffset+0; - r_fb.offsettexcoord2f[7] = yoffset+0; + 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]; // this r value looks like a 'dot' particle, fading sharply to // black at the edges // (probably not realistic but looks good enough) @@ -6545,7 +6523,7 @@ static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortext 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_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); @@ -6719,6 +6697,10 @@ void R_UpdateVariables(void) { r_refdef.lightmapintensity *= r_fakelight_intensity.value; } + else if (r_refdef.scene.worldmodel) + { + r_refdef.lightmapintensity *= r_refdef.scene.worldmodel->lightmapscale; + } if (r_showsurfaces.integer) { r_refdef.scene.rtworld = false; @@ -6810,7 +6792,7 @@ r_refdef_scene_t * R_GetScenePointer( r_refdef_scene_type_t scenetype ) } } -int R_SortEntities_Compare(const void *ap, const void *bp) +static int R_SortEntities_Compare(const void *ap, const void *bp) { const entity_render_t *a = *(const entity_render_t **)ap; const entity_render_t *b = *(const entity_render_t **)bp; @@ -6832,7 +6814,7 @@ int R_SortEntities_Compare(const void *ap, const void *bp) // everything we compared is equal return 0; } -void R_SortEntities(void) +static void R_SortEntities(void) { // below or equal 2 ents, sorting never gains anything if(r_refdef.scene.numentities <= 2) @@ -6847,7 +6829,6 @@ R_RenderView ================ */ int dpsoftrast_test; -extern void R_Shadow_UpdateBounceGridTexture(void); extern cvar_t r_shadow_bouncegrid; void R_RenderView(void) { @@ -6904,11 +6885,16 @@ void R_RenderView(void) if (!r_refdef.scene.entities || r_refdef.view.width * r_refdef.view.height == 0 || !r_renderview.integer || cl_videoplaying/* || !r_refdef.scene.worldmodel*/) { r_refdef.view.matrix = originalmatrix; - return; //Host_Error ("R_RenderView: NULL worldmodel"); + return; } r_refdef.view.colorscale = r_hdr_scenebrightness.value * r_hdr_irisadaptation_value.value; + if(vid_sRGB.integer && vid_sRGB_fallback.integer && !vid.sRGB3D) + // in sRGB fallback, behave similar to true sRGB: convert this + // value from linear to sRGB + r_refdef.view.colorscale = Image_sRGBFloatFromLinearFloat(r_refdef.view.colorscale); + R_RenderView_UpdateViewVectors(); R_Shadow_UpdateWorldLightSelection(); @@ -6989,9 +6975,6 @@ void R_RenderWaterPlanes(int fbo, rtexture_t *depthtexture, rtexture_t *colortex } } -extern void R_DrawLightningBeams (void); -extern void VM_CL_AddPolygonsToMeshQueue (void); -extern void R_DrawPortals (void); extern cvar_t cl_locs_show; static void R_DrawLocs(void); static void R_DrawEntityBBoxes(void); @@ -7162,7 +7145,8 @@ void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture) R_TimeReport("lightning"); } - VM_CL_AddPolygonsToMeshQueue(); + if (cl.csqc_loaded) + VM_CL_AddPolygonsToMeshQueue(CLVM_prog); if (r_refdef.view.showdebug) { @@ -7248,7 +7232,7 @@ static const unsigned short bboxelements[36] = 1, 0, 2, 1, 2, 3, }; -void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) +static void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) { int i; float *v, *c, f1, f2, vertex3f[8*3], color4f[8*4]; @@ -7289,10 +7273,10 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { + prvm_prog_t *prog = SVVM_prog; int i; float color[4]; prvm_edict_t *edict; - prvm_prog_t *prog_save = prog; // this function draws bounding boxes of server entities if (!sv.active) @@ -7301,8 +7285,6 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh GL_CullFace(GL_NONE); R_SetupShader_Generic_NoTexture(false, false); - prog = 0; - SV_VM_Begin(); for (i = 0;i < numsurfaces;i++) { edict = PRVM_EDICT_NUM(surfacelist[i]); @@ -7313,6 +7295,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh case SOLID_BBOX: Vector4Set(color, 0, 1, 0, 0.10);break; case SOLID_SLIDEBOX: Vector4Set(color, 1, 0, 0, 0.10);break; case SOLID_BSP: Vector4Set(color, 0, 0, 1, 0.05);break; + case SOLID_CORPSE: Vector4Set(color, 1, 0.5, 0, 0.05);break; default: Vector4Set(color, 0, 0, 0, 0.50);break; } color[3] *= r_showbboxes.value; @@ -7321,8 +7304,6 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh GL_CullFace(r_refdef.view.cullface_front); R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]); } - SV_VM_End(); - prog = prog_save; } static void R_DrawEntityBBoxes(void) @@ -7330,14 +7311,12 @@ static void R_DrawEntityBBoxes(void) int i; prvm_edict_t *edict; vec3_t center; - prvm_prog_t *prog_save = prog; + prvm_prog_t *prog = SVVM_prog; // this function draws bounding boxes of server entities if (!sv.active) return; - prog = 0; - SV_VM_Begin(); for (i = 0;i < prog->num_edicts;i++) { edict = PRVM_EDICT_NUM(i); @@ -7349,10 +7328,8 @@ static void R_DrawEntityBBoxes(void) if(PRVM_serveredictedict(edict, viewmodelforclient) != 0) continue; VectorLerp(edict->priv.server->areamins, 0.5f, edict->priv.server->areamaxs, center); - R_MeshQueue_AddTransparent(center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL); + R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawEntityBBoxes_Callback, (entity_render_t *)NULL, i, (rtlight_t *)NULL); } - SV_VM_End(); - prog = prog_save; } static const int nomodelelement3i[24] = @@ -7399,7 +7376,7 @@ static const float nomodelcolor4f[6*4] = 0.5f, 0.0f, 0.0f, 1.0f }; -void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +static void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i; float f1, f2, *c; @@ -7459,7 +7436,7 @@ void R_DrawNoModel(entity_render_t *ent) vec3_t org; Matrix4x4_OriginFromMatrix(&ent->matrix, org); if ((ent->flags & RENDER_ADDITIVE) || (ent->alpha < 1)) - R_MeshQueue_AddTransparent(ent->flags & RENDER_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight); + R_MeshQueue_AddTransparent((ent->flags & RENDER_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : MESHQUEUE_SORT_DISTANCE, org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight); else R_DrawNoModel_TransparentCallback(ent, rsurface.rtlight, 0, NULL); } @@ -7510,7 +7487,7 @@ void R_CalcSprite_Vertex3f(float *vertex3f, const vec3_t origin, const vec3_t le vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1; } -int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z) +static int R_Mesh_AddVertex(rmesh_t *mesh, float x, float y, float z) { int i; float *vertex3f; @@ -7553,7 +7530,7 @@ void R_Mesh_AddPolygon3f(rmesh_t *mesh, int numvertices, float *vertex3f) } } -void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d) +static void R_Mesh_AddPolygon3d(rmesh_t *mesh, int numvertices, double *vertex3d) { int i; int *e, element[3]; @@ -7672,7 +7649,7 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) return (float) f; } -void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags) +static void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags) { int w, h, idx; double f; @@ -7736,7 +7713,7 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t Matrix4x4_Concat(texmatrix, &matrix, &temp); } -void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname) +static void R_LoadQWSkin(r_qwskincache_t *cache, const char *skinname) { int textureflags = (r_mipskins.integer ? TEXF_MIPMAP : 0) | TEXF_PICMIP; char name[MAX_QPATH]; @@ -7843,7 +7820,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) { // no modellight if using fakelight for the map } - else if (rsurface.modeltexcoordlightmap2f == NULL && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) + else if ((rsurface.modeltexcoordlightmap2f == NULL || (rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT))) && !(t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { // pick a model lighting mode if (VectorLength2(rsurface.modellight_diffuse) >= (1.0f / 256.0f)) @@ -7919,6 +7896,11 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->backgroundglowtexture = t->backgroundcurrentskinframe->glow; if (!t->backgroundnmaptexture) t->backgroundnmaptexture = r_texture_blanknormalmap; + // make sure that if glow is going to be used, both textures are not NULL + if (!t->backgroundglowtexture && t->glowtexture) + t->backgroundglowtexture = r_texture_black; + if (!t->glowtexture && t->backgroundglowtexture) + t->glowtexture = r_texture_black; } else { @@ -8525,7 +8507,7 @@ float RSurf_FogVertex(const float *v) return r_refdef.fogmasktable[min(fogmasktableindex, FOGMASKTABLEWIDTH - 1)]; } -void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust) +static void RSurf_RenumberElements(const int *inelement3i, int *outelement3i, int numelements, int adjust) { int i; for (i = 0;i < numelements;i++) @@ -9780,7 +9762,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_ R_Mesh_ResetTextureState(); if (skyrendermasked) { - R_SetupShader_DepthOrShadow(false); + R_SetupShader_DepthOrShadow(false, false); // depth-only (masking) GL_ColorMask(0,0,0,0); // just to make sure that braindead drivers don't draw @@ -9821,6 +9803,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface GL_DepthMask(true); R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_DEFERREDGEOMETRY, texturenumsurfaces, texturesurfacelist, NULL, false); RSurf_DrawBatch(); + return; } // bind lightmap texture @@ -10397,7 +10380,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); // R_Mesh_ResetTextureState(); - R_SetupShader_DepthOrShadow(false); + R_SetupShader_DepthOrShadow(false, false); } RSurf_SetupDepthAndCulling(); RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist); @@ -10456,7 +10439,7 @@ static void R_DrawSurface_TransparentCallback(const entity_render_t *ent, const rsurface.entity = NULL; // used only by R_GetCurrentTexture and RSurf_ActiveWorldEntity/RSurf_ActiveModelEntity } -static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, const entity_render_t *queueentity) +static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist) { // transparent surfaces get pushed off into the transparent queue int surfacelistindex; @@ -10465,17 +10448,26 @@ static void R_ProcessTransparentTextureSurfaceList(int texturenumsurfaces, const for (surfacelistindex = 0;surfacelistindex < texturenumsurfaces;surfacelistindex++) { surface = texturesurfacelist[surfacelistindex]; - tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; - tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; - tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + if (r_transparent_sortsurfacesbynearest.integer) + { + tempcenter[0] = bound(surface->mins[0], rsurface.localvieworigin[0], surface->maxs[0]); + tempcenter[1] = bound(surface->mins[1], rsurface.localvieworigin[1], surface->maxs[1]); + tempcenter[2] = bound(surface->mins[2], rsurface.localvieworigin[2], surface->maxs[2]); + } + else + { + tempcenter[0] = (surface->mins[0] + surface->maxs[0]) * 0.5f; + tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; + tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; + } Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); - if (queueentity->transparent_offset) // transparent offset + if (rsurface.entity->transparent_offset) // transparent offset { - center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset; - center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset; - center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset; + center[0] += r_refdef.view.forward[0]*rsurface.entity->transparent_offset; + center[1] += r_refdef.view.forward[1]*rsurface.entity->transparent_offset; + center[2] += r_refdef.view.forward[2]*rsurface.entity->transparent_offset; } - R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight); + R_MeshQueue_AddTransparent((rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST) ? MESHQUEUE_SORT_HUD : ((rsurface.entity->flags & RENDER_WORLDOBJECT) ? MESHQUEUE_SORT_SKY : MESHQUEUE_SORT_DISTANCE), center, R_DrawSurface_TransparentCallback, rsurface.entity, surface - rsurface.modelsurfaces, rsurface.rtlight); } } @@ -10496,7 +10488,6 @@ static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msu static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass) { - const entity_render_t *queueentity = r_refdef.scene.worldentity; CHECKGLERROR if (depthonly) R_DrawTextureSurfaceList_DepthOnly(texturenumsurfaces, texturesurfacelist); @@ -10505,7 +10496,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf if (!rsurface.texture->currentnumlayers) return; if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) - R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity); + R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist); else R_DrawWorldTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass); } @@ -10513,11 +10504,11 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); else if (!rsurface.texture->currentnumlayers) return; - else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity) + else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)))) { // in the deferred case, transparent surfaces were queued during prepass if (!r_shadow_usingdeferredprepass) - R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity); + R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist); } else { @@ -10527,7 +10518,7 @@ static void R_ProcessWorldTextureSurfaceList(int texturenumsurfaces, const msurf CHECKGLERROR } -void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass) +static void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass) { int i, j; texture_t *texture; @@ -10573,7 +10564,7 @@ void R_QueueWorldSurfaceList(int numsurfaces, const msurface_t **surfacelist, in R_FrameData_ReturnToMark(); } -static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, const entity_render_t *queueentity, qboolean prepass) +static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean depthonly, qboolean prepass) { CHECKGLERROR if (depthonly) @@ -10583,7 +10574,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf if (!rsurface.texture->currentnumlayers) return; if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) - R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity); + R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist); else R_DrawModelTextureSurfaceList(texturenumsurfaces, texturesurfacelist, writedepth, prepass); } @@ -10591,11 +10582,11 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf R_DrawTextureSurfaceList_Sky(texturenumsurfaces, texturesurfacelist); else if (!rsurface.texture->currentnumlayers) return; - else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST))) && queueentity) + else if (((rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) || (r_showsurfaces.integer == 3 && (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)))) { // in the deferred case, transparent surfaces were queued during prepass if (!r_shadow_usingdeferredprepass) - R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist, queueentity); + R_ProcessTransparentTextureSurfaceList(texturenumsurfaces, texturesurfacelist); } else { @@ -10605,7 +10596,7 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, const msurf CHECKGLERROR } -void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass) +static void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean prepass) { int i, j; texture_t *texture; @@ -10646,7 +10637,7 @@ void R_QueueModelSurfaceList(entity_render_t *ent, int numsurfaces, const msurfa ; } // render the range of surfaces - R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, ent, prepass); + R_ProcessModelTextureSurfaceList(j - i, surfacelist + i, writedepth, depthonly, prepass); } R_FrameData_ReturnToMark(); } @@ -10671,7 +10662,7 @@ unsigned short locboxelements[6*2*3] = 20,21,22, 20,22,23 }; -void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) +static void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { int i, j; cl_locnode_t *loc = (cl_locnode_t *)ent; @@ -10723,7 +10714,7 @@ void R_DrawLocs(void) for (loc = cl.locnodes, index = 0;loc;loc = loc->next, index++) { VectorLerp(loc->mins, 0.5f, loc->maxs, center); - R_MeshQueue_AddTransparent(center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL); + R_MeshQueue_AddTransparent(MESHQUEUE_SORT_DISTANCE, center, R_DrawLoc_Callback, (entity_render_t *)loc, loc == nearestloc ? -1 : index, NULL); } } @@ -11379,7 +11370,7 @@ static void R_DrawModelDecals(void) } extern cvar_t mod_collision_bih; -void R_DrawDebugModel(void) +static void R_DrawDebugModel(void) { entity_render_t *ent = rsurface.entity; int i, j, k, l, flagsmask; @@ -11594,7 +11585,6 @@ void R_DrawDebugModel(void) #endif } -extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); int r_maxsurfacelist = 0; const msurface_t **r_surfacelist = NULL; void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean debug, qboolean prepass)