X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=fbff42054f29af3ca8f78224abd31fba5e10160b;hb=d1a66b1504773e5da10463fd15d524697b0c2ba2;hp=af984312c766ff15cb98dc0669ac1e0d563709a6;hpb=fabf8055763f9a2d36eab5f0413873f1720683de;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index af984312..fbff4205 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -78,20 +78,15 @@ cvar_t r_glsl = {CVAR_SAVE, "r_glsl", "1", "enables use of OpenGL 2.0 pixel shad cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"}; cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"}; cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"}; -cvar_t r_glsl_water = {CVAR_SAVE, "r_glsl_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"}; -cvar_t r_glsl_water_clippingplanebias = {CVAR_SAVE, "r_glsl_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"}; -cvar_t r_glsl_water_resolutionmultiplier = {CVAR_SAVE, "r_glsl_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"}; -cvar_t r_glsl_water_refractcolor_r = {CVAR_SAVE, "r_glsl_water_refractcolor_r", "1", "water color tint for refraction"}; -cvar_t r_glsl_water_refractcolor_g = {CVAR_SAVE, "r_glsl_water_refractcolor_g", "1", "water color tint for refraction"}; -cvar_t r_glsl_water_refractcolor_b = {CVAR_SAVE, "r_glsl_water_refractcolor_b", "1", "water color tint for refraction"}; -cvar_t r_glsl_water_reflectcolor_r = {CVAR_SAVE, "r_glsl_water_reflectcolor_r", "1", "water color tint for reflection"}; -cvar_t r_glsl_water_reflectcolor_g = {CVAR_SAVE, "r_glsl_water_reflectcolor_g", "1", "water color tint for reflection"}; -cvar_t r_glsl_water_reflectcolor_b = {CVAR_SAVE, "r_glsl_water_reflectcolor_b", "1", "water color tint for reflection"}; -cvar_t r_glsl_water_refractdistort = {CVAR_SAVE, "r_glsl_water_refractdistort", "0.01", "how much water refractions shimmer"}; -cvar_t r_glsl_water_reflectdistort = {CVAR_SAVE, "r_glsl_water_reflectdistort", "0.01", "how much water reflections shimmer"}; cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"}; cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"}; +cvar_t r_water = {CVAR_SAVE, "r_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"}; +cvar_t r_water_clippingplanebias = {CVAR_SAVE, "r_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"}; +cvar_t r_water_resolutionmultiplier = {CVAR_SAVE, "r_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"}; +cvar_t r_water_refractdistort = {CVAR_SAVE, "r_water_refractdistort", "0.01", "how much water refractions shimmer"}; +cvar_t r_water_reflectdistort = {CVAR_SAVE, "r_water_reflectdistort", "0.01", "how much water reflections shimmer"}; + cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1", "enables animation smoothing on sprites (requires r_lerpmodels 1)"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"}; cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"}; @@ -117,6 +112,10 @@ cvar_t gl_lightmaps = {0, "gl_lightmaps", "0", "draws only lightmaps, no texture cvar_t r_test = {0, "r_test", "0", "internal development use only, leave it alone (usually does nothing anyway)"}; cvar_t r_batchmode = {0, "r_batchmode", "1", "selects method of rendering multiple surfaces with one driver call (values are 0, 1, 2, etc...)"}; +cvar_t r_track_sprites = {CVAR_SAVE, "r_track_sprites", "1", "track SPR_LABEL* sprites by putting them as indicator at the screen border to rotate to"}; +cvar_t r_track_sprites_flags = {CVAR_SAVE, "r_track_sprites_flags", "1", "1: Rotate sprites accodringly, 2: Make it a continuous rotation"}; +cvar_t r_track_sprites_scalew = {CVAR_SAVE, "r_track_sprites_scalew", "1", "width scaling of tracked sprites"}; +cvar_t r_track_sprites_scaleh = {CVAR_SAVE, "r_track_sprites_scaleh", "1", "height scaling of tracked sprites"}; extern qboolean v_flipped_state; @@ -193,11 +192,6 @@ rtexture_t *r_texture_normalizationcube; rtexture_t *r_texture_fogattenuation; //rtexture_t *r_texture_fogintensity; -// information about each possible shader permutation -r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_MAX]; -// currently selected permutation -r_glsl_permutation_t *r_glsl_permutation; - char r_qwskincache[MAX_SCOREBOARD][MAX_QPATH]; skinframe_t *r_qwskincache_skinframe[MAX_SCOREBOARD]; @@ -454,11 +448,15 @@ static const char *builtinshaderstring = "varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n" "varying vec3 VectorR; // direction of R texcoord (surface normal)\n" "\n" -"//#ifdef USEWATER\n" +"//#ifdef MODE_WATER\n" "varying vec4 ModelViewProjectionPosition;\n" "//#else\n" -"//# ifdef USEREFLECTION\n" +"//# ifdef MODE_REFRACTION\n" +"//varying vec4 ModelViewProjectionPosition;\n" +"//# else\n" +"//# ifdef USEREFLECTION\n" "//varying vec4 ModelViewProjectionPosition;\n" +"//# endif\n" "//# endif\n" "//#endif\n" "\n" @@ -521,7 +519,7 @@ static const char *builtinshaderstring = " VectorR = gl_MultiTexCoord3.xyz;\n" "#endif\n" "\n" -"//#if defined(USEWATER) || defined(USEREFLECTION)\n" +"//#if defined(MODE_WATER) || defined(MODE_REFRACTION) || defined(USEREFLECTION)\n" "// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n" "// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" "// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n" @@ -531,12 +529,14 @@ static const char *builtinshaderstring = " // rendering\n" " gl_Position = ftransform();\n" "\n" -"#ifdef USEWATER\n" +"#ifdef MODE_WATER\n" " ModelViewProjectionPosition = gl_Position;\n" -"#else\n" -"# ifdef USEREFLECTION\n" +"#endif\n" +"#ifdef MODE_REFRACTION\n" +" ModelViewProjectionPosition = gl_Position;\n" +"#endif\n" +"#ifdef USEREFLECTION\n" " ModelViewProjectionPosition = gl_Position;\n" -"# endif\n" "#endif\n" "}\n" "\n" @@ -571,18 +571,30 @@ static const char *builtinshaderstring = "uniform myhvec3 Color_Shirt;\n" "uniform myhvec3 FogColor;\n" "\n" -"//#ifdef USEWATER\n" +"//#ifdef MODE_WATER\n" "uniform vec4 DistortScaleRefractReflect;\n" "uniform vec4 ScreenScaleRefractReflect;\n" "uniform vec4 ScreenCenterRefractReflect;\n" -"uniform myhvec3 RefractColor;\n" -"uniform myhvec3 ReflectColor;\n" +"uniform myhvec4 RefractColor;\n" +"uniform myhvec4 ReflectColor;\n" +"uniform myhalf ReflectFactor;\n" +"uniform myhalf ReflectOffset;\n" "//#else\n" -"//# ifdef USEREFLECTION\n" +"//# ifdef MODE_REFRACTION\n" "//uniform vec4 DistortScaleRefractReflect;\n" "//uniform vec4 ScreenScaleRefractReflect;\n" "//uniform vec4 ScreenCenterRefractReflect;\n" -"//uniform myhvec3 ReflectColor;\n" +"//uniform myhvec4 RefractColor;\n" +"//# ifdef USEREFLECTION\n" +"//uniform myhvec4 ReflectColor;\n" +"//# endif\n" +"//# else\n" +"//# ifdef USEREFLECTION\n" +"//uniform vec4 DistortScaleRefractReflect;\n" +"//uniform vec4 ScreenScaleRefractReflect;\n" +"//uniform vec4 ScreenCenterRefractReflect;\n" +"//uniform myhvec4 ReflectColor;\n" +"//# endif\n" "//# endif\n" "//#endif\n" "\n" @@ -644,8 +656,45 @@ static const char *builtinshaderstring = " return TexCoord;\n" "#endif\n" "}\n" +"#endif // USEOFFSETMAPPING\n" +"\n" +"#ifdef MODE_WATER\n" +"\n" +"// water pass\n" +"void main(void)\n" +"{\n" +"#ifdef USEOFFSETMAPPING\n" +" // apply offsetmapping\n" +" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" +"#define TexCoord TexCoordOffset\n" "#endif\n" "\n" +" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" +" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" +" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" +" float Fresnel = pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 5.0) * ReflectFactor + ReflectOffset;\n" +" gl_FragColor = mix(texture2D(Texture_Refraction, ScreenTexCoord.xy) * RefractColor, texture2D(Texture_Reflection, ScreenTexCoord.zw) * ReflectColor, Fresnel);\n" +"}\n" +"\n" +"#else // MODE_WATER\n" +"#ifdef MODE_REFRACTION\n" +"\n" +"// refraction pass\n" +"void main(void)\n" +"{\n" +"#ifdef USEOFFSETMAPPING\n" +" // apply offsetmapping\n" +" vec2 TexCoordOffset = OffsetMapping(TexCoord);\n" +"#define TexCoord TexCoordOffset\n" +"#endif\n" +"\n" +" vec2 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect.xy * (1.0 / ModelViewProjectionPosition.w);\n" +" //vec2 ScreenTexCoord = (ModelViewProjectionPosition.xy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xy * DistortScaleRefractReflect.xy * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy;\n" +" vec2 ScreenTexCoord = ModelViewProjectionPosition.xy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect.xy + vec2(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xy * DistortScaleRefractReflect.xy;\n" +" gl_FragColor = texture2D(Texture_Refraction, ScreenTexCoord) * RefractColor;\n" +"}\n" +"\n" +"#else // MODE_REFRACTION\n" "void main(void)\n" "{\n" "#ifdef USEOFFSETMAPPING\n" @@ -703,17 +752,28 @@ static const char *builtinshaderstring = "\n" "#ifdef MODE_LIGHTDIRECTION\n" " // directional model lighting\n" -"\n" +"# ifdef USESPECULAR\n" " // get the surface normal and light normal\n" " myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" " myhvec3 diffusenormal = myhvec3(LightVector);\n" "\n" " // calculate directional shading\n" " color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" -"# ifdef USESPECULAR\n" " myhvec3 specularnormal = normalize(diffusenormal + myhvec3(normalize(EyeVector)));\n" " color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * SpecularColor * pow(myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower);\n" +"# else\n" +"# ifdef USEDIFFUSE\n" +" // get the surface normal and light normal\n" +" myhvec3 surfacenormal = normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5));\n" +" myhvec3 diffusenormal = myhvec3(LightVector);\n" +"\n" +" // calculate directional shading\n" +" color.rgb *= AmbientColor + DiffuseColor * myhalf(max(float(dot(surfacenormal, diffusenormal)), 0.0));\n" +"# else\n" +" color.rgb *= AmbientColor;\n" +"# endif\n" "# endif\n" +"\n" " color *= myhvec4(gl_Color);\n" "#endif // MODE_LIGHTDIRECTION\n" "\n" @@ -775,75 +835,159 @@ static const char *builtinshaderstring = "\n" "\n" "\n" -"#ifdef MODE_LIGHTSOURCE\n" -"# ifdef USEWATER\n" -" color.rgb *= color.a;\n" -"# endif\n" -"#else\n" -"# ifdef USEWATER\n" -" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" -" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" -" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" -" myhalf Fresnel = myhalf(pow(min(1.0, 1.0 - float(normalize(EyeVector).z)), 2.0));\n" -" color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor, Fresnel), color.rgb, color.a);\n" -"# else\n" -"# ifdef USEREFLECTION\n" +"#ifdef USEGLOW\n" +" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n" +"#endif\n" +"\n" +"#ifndef MODE_LIGHTSOURCE\n" +"# ifdef USEREFLECTION\n" " vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n" " //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n" " vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + vec3(normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5))).xyxy * DistortScaleRefractReflect;\n" -" color.rgb += myhvec3(texture2D(Texture_Gloss, TexCoord)) * myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw));\n" -"# endif\n" +" color.rgb = mix(color.rgb, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor.rgb, ReflectColor.a);\n" "# endif\n" "#endif\n" "\n" -"#ifdef USEGLOW\n" -" color.rgb += myhvec3(texture2D(Texture_Glow, TexCoord)) * GlowScale;\n" -"#endif\n" -"\n" "#ifdef USEFOG\n" " // apply fog\n" " color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n" "#endif\n" "\n" "#ifdef USECONTRASTBOOST\n" -" color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n" -"#else\n" -" color.rgb *= SceneBrightness;\n" +" color.rgb = color.rgb / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n" "#endif\n" "\n" +" color.rgb *= SceneBrightness;\n" +"\n" " gl_FragColor = vec4(color);\n" "}\n" +"#endif // MODE_REFRACTION\n" +"#endif // MODE_WATER\n" "\n" "#endif // FRAGMENT_SHADER\n" ; +#define SHADERPERMUTATION_COLORMAPPING (1<<0) // indicates this is a colormapped skin +#define SHADERPERMUTATION_CONTRASTBOOST (1<<1) // r_glsl_contrastboost boosts the contrast at low color levels (similar to gamma) +#define SHADERPERMUTATION_FOG (1<<2) // tint the color by fog color or black if using additive blend mode +#define SHADERPERMUTATION_CUBEFILTER (1<<3) // (lightsource) use cubemap light filter +#define SHADERPERMUTATION_GLOW (1<<4) // (lightmap) blend in an additive glow texture +#define SHADERPERMUTATION_DIFFUSE (1<<5) // (lightsource) whether to use directional shading +#define SHADERPERMUTATION_SPECULAR (1<<6) // (lightsource or deluxemapping) render specular effects +#define SHADERPERMUTATION_REFLECTION (1<<7) // normalmap-perturbed reflection of the scene infront of the surface, preformed as an overlay on the surface +#define SHADERPERMUTATION_OFFSETMAPPING (1<<8) // adjust texcoords to roughly simulate a displacement mapped surface +#define SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING (1<<9) // adjust texcoords to accurately simulate a displacement mapped surface (requires OFFSETMAPPING to also be set!) +#define SHADERPERMUTATION_MODEBASE (1<<10) // multiplier for the SHADERMODE_ values to get a valid index + // NOTE: MUST MATCH ORDER OF SHADERPERMUTATION_* DEFINES! -const char *permutationinfo[][2] = +const char *shaderpermutationinfo[][2] = { - {"#define MODE_LIGHTMAP\n", " lightmap"}, - {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, - {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, - {"#define MODE_LIGHTDIRECTION\n", " lightdirection"}, - {"#define MODE_LIGHTSOURCE\n", " lightsource"}, - {"#define USEWATER\n", " water"}, - {"#define USEREFLECTION\n", " reflection"}, - {"#define USEGLOW\n", " glow"}, - {"#define USEFOG\n", " fog"}, {"#define USECOLORMAPPING\n", " colormapping"}, - {"#define USEDIFFUSE\n", " diffuse"}, {"#define USECONTRASTBOOST\n", " contrastboost"}, - {"#define USESPECULAR\n", " specular"}, + {"#define USEFOG\n", " fog"}, {"#define USECUBEFILTER\n", " cubefilter"}, + {"#define USEGLOW\n", " glow"}, + {"#define USEDIFFUSE\n", " diffuse"}, + {"#define USESPECULAR\n", " specular"}, + {"#define USEREFLECTION\n", " reflection"}, {"#define USEOFFSETMAPPING\n", " offsetmapping"}, {"#define USEOFFSETMAPPING_RELIEFMAPPING\n", " reliefmapping"}, {NULL, NULL} }; -void R_GLSL_CompilePermutation(const char *filename, int permutation) +// this enum is multiplied by SHADERPERMUTATION_MODEBASE +typedef enum shadermode_e +{ + SHADERMODE_LIGHTMAP, // (lightmap) use directional pixel shading from fixed light direction (q3bsp) + SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE, // (lightmap) use directional pixel shading from texture containing modelspace light directions (deluxemap) + SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE, // (lightmap) use directional pixel shading from texture containing tangentspace light directions (deluxemap) + SHADERMODE_LIGHTDIRECTION, // (lightmap) use directional pixel shading from fixed light direction (q3bsp) + SHADERMODE_LIGHTSOURCE, // (lightsource) use directional pixel shading from light source (rtlight) + SHADERMODE_REFRACTION, // refract background (the material is rendered normally after this pass) + SHADERMODE_WATER, // refract background and reflection (the material is rendered normally after this pass) + SHADERMODE_COUNT +} +shadermode_t; + +// NOTE: MUST MATCH ORDER OF SHADERMODE_* ENUMS! +const char *shadermodeinfo[][2] = +{ + {"#define MODE_LIGHTMAP\n", " lightmap"}, + {"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"}, + {"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"}, + {"#define MODE_LIGHTDIRECTION\n", " lightdirection"}, + {"#define MODE_LIGHTSOURCE\n", " lightsource"}, + {"#define MODE_REFRACTION\n", " refraction"}, + {"#define MODE_WATER\n", " water"}, + {NULL, NULL} +}; + +#define SHADERPERMUTATION_INDICES (SHADERPERMUTATION_MODEBASE * SHADERMODE_COUNT) + +typedef struct r_glsl_permutation_s +{ + // indicates if we have tried compiling this permutation already + qboolean compiled; + // 0 if compilation failed + int program; + // locations of detected uniforms in program object, or -1 if not found + int loc_Texture_Normal; + int loc_Texture_Color; + int loc_Texture_Gloss; + int loc_Texture_Cube; + int loc_Texture_Attenuation; + int loc_Texture_FogMask; + int loc_Texture_Pants; + int loc_Texture_Shirt; + int loc_Texture_Lightmap; + int loc_Texture_Deluxemap; + int loc_Texture_Glow; + int loc_Texture_Refraction; + int loc_Texture_Reflection; + int loc_FogColor; + int loc_LightPosition; + int loc_EyePosition; + int loc_LightColor; + int loc_Color_Pants; + int loc_Color_Shirt; + int loc_FogRangeRecip; + int loc_AmbientScale; + int loc_DiffuseScale; + int loc_SpecularScale; + int loc_SpecularPower; + int loc_GlowScale; + int loc_SceneBrightness; // or: Scenebrightness * ContrastBoost + int loc_OffsetMapping_Scale; + int loc_AmbientColor; + int loc_DiffuseColor; + int loc_SpecularColor; + int loc_LightDir; + int loc_ContrastBoostCoeff; // 1 - 1/ContrastBoost + int loc_DistortScaleRefractReflect; + int loc_ScreenScaleRefractReflect; + int loc_ScreenCenterRefractReflect; + int loc_RefractColor; + int loc_ReflectColor; + int loc_ReflectFactor; + int loc_ReflectOffset; +} +r_glsl_permutation_t; + +// information about each possible shader permutation +r_glsl_permutation_t r_glsl_permutations[SHADERPERMUTATION_INDICES]; +// currently selected permutation +r_glsl_permutation_t *r_glsl_permutation; + +// these are additional flags used only by R_GLSL_CompilePermutation +#define SHADERTYPE_USES_VERTEXSHADER (1<<0) +#define SHADERTYPE_USES_GEOMETRYSHADER (1<<1) +#define SHADERTYPE_USES_FRAGMENTSHADER (1<<2) + +static void R_GLSL_CompilePermutation(const char *filename, int permutation, int shadertype) { int i; qboolean shaderfound; - r_glsl_permutation_t *p = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK); + r_glsl_permutation_t *p = r_glsl_permutations + permutation; int vertstrings_count; int geomstrings_count; int fragstrings_count; @@ -863,14 +1007,19 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation) geomstrings_count = 1; fragstrings_count = 1; permutationname[0] = 0; - for (i = 0;permutationinfo[i][0];i++) + i = permutation / SHADERPERMUTATION_MODEBASE; + vertstrings_list[vertstrings_count++] = shadermodeinfo[i][0]; + geomstrings_list[geomstrings_count++] = shadermodeinfo[i][0]; + fragstrings_list[fragstrings_count++] = shadermodeinfo[i][0]; + strlcat(permutationname, shadermodeinfo[i][1], sizeof(permutationname)); + for (i = 0;shaderpermutationinfo[i][0];i++) { if (permutation & (1<loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect"); p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor"); p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor"); + p->loc_ReflectFactor = qglGetUniformLocationARB(p->program, "ReflectFactor"); + p->loc_ReflectOffset = qglGetUniformLocationARB(p->program, "ReflectOffset"); // initialize the samplers to refer to the texture units we use if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0); if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1); @@ -967,9 +1117,16 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation) if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12); CHECKGLERROR qglUseProgramObjectARB(0);CHECKGLERROR + if (developer.integer) + Con_Printf("GLSL shader %s :%s compiled.\n", filename, permutationname); } else - Con_Printf("permutation%s failed for shader %s, some features may not work properly!\n", permutationname, filename); + { + if (developer.integer) + Con_Printf("GLSL shader %s :%s failed! source code line offset for above errors is %i.\n", permutationname, filename, -(vertstrings_count - 1)); + else + Con_Printf("GLSL shader %s :%s failed! some features may not work properly.\n", permutationname, filename); + } if (shaderstring) Mem_Free(shaderstring); } @@ -977,7 +1134,7 @@ void R_GLSL_CompilePermutation(const char *filename, int permutation) void R_GLSL_Restart_f(void) { int i; - for (i = 0;i < SHADERPERMUTATION_MAX;i++) + for (i = 0;i < SHADERPERMUTATION_INDICES;i++) if (r_glsl_permutations[i].program) GL_Backend_FreeProgram(r_glsl_permutations[i].program); memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations)); @@ -996,8 +1153,10 @@ void R_GLSL_DumpShader_f(void) FS_Print(file, "// The engine may define the following macros:\n"); FS_Print(file, "// #define VERTEX_SHADER\n// #define GEOMETRY_SHADER\n// #define FRAGMENT_SHADER\n"); - for (i = 0;permutationinfo[i][0];i++) - FS_Printf(file, "// %s", permutationinfo[i][0]); + for (i = 0;shadermodeinfo[i][0];i++) + FS_Printf(file, "// %s", shadermodeinfo[i][0]); + for (i = 0;shaderpermutationinfo[i][0];i++) + FS_Printf(file, "// %s", shaderpermutationinfo[i][0]); FS_Print(file, "\n"); FS_Print(file, builtinshaderstring); FS_Close(file); @@ -1008,7 +1167,7 @@ void R_GLSL_DumpShader_f(void) extern rtexture_t *r_shadow_attenuationgradienttexture; extern rtexture_t *r_shadow_attenuation2dtexture; extern rtexture_t *r_shadow_attenuation3dtexture; -int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale) +int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, float ambientscale, float diffusescale, float specularscale, rsurfacepass_t rsurfacepass) { // select a permutation of the lighting shader appropriate to this // combination of texture, entity, light source, and fogging, only use the @@ -1016,14 +1175,30 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl // fragment shader on features that are not being used const char *shaderfilename = NULL; unsigned int permutation = 0; - rtexture_t *nmap; + unsigned int shadertype = 0; + shadermode_t mode = 0; r_glsl_permutation = NULL; + shaderfilename = "glsl/default.glsl"; + shadertype = SHADERTYPE_USES_VERTEXSHADER | SHADERTYPE_USES_FRAGMENTSHADER; // TODO: implement geometry-shader based shadow volumes someday - if (rsurface.rtlight) + if (r_glsl_offsetmapping.integer) + { + permutation |= SHADERPERMUTATION_OFFSETMAPPING; + if (r_glsl_offsetmapping_reliefmapping.integer) + permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; + } + if (rsurfacepass == RSURFPASS_BACKGROUND) + { + // distorted background + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) + mode = SHADERMODE_WATER; + else + mode = SHADERMODE_REFRACTION; + } + else if (rsurfacepass == RSURFPASS_RTLIGHT) { // light source - shaderfilename = "glsl/default.glsl"; - permutation = SHADERPERMUTATION_MODE_LIGHTSOURCE | SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; + mode = SHADERMODE_LIGHTSOURCE; if (rsurface.rtlight->currentcubemap != r_texture_whitecube) permutation |= SHADERPERMUTATION_CUBEFILTER; if (diffusescale > 0) @@ -1034,25 +1209,15 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; - if (r_glsl_offsetmapping.integer) - { - permutation |= SHADERPERMUTATION_OFFSETMAPPING; - if (r_glsl_offsetmapping_reliefmapping.integer) - permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; - } if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) - permutation |= SHADERPERMUTATION_WATER; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { - // bright unshaded geometry - shaderfilename = "glsl/default.glsl"; - permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; - permutation |= SHADERPERMUTATION_MODE_LIGHTMAP; + // unshaded geometry (fullbright or ambient model lighting) + mode = SHADERMODE_LIGHTMAP; if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; if (r_refdef.fogenabled) @@ -1067,64 +1232,66 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl } if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) - permutation |= SHADERPERMUTATION_WATER; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } - else if (modellighting) + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL) { // directional model lighting - shaderfilename = "glsl/default.glsl"; - permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTION; + mode = SHADERMODE_LIGHTDIRECTION; if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; + permutation |= SHADERPERMUTATION_DIFFUSE; if (specularscale > 0) permutation |= SHADERPERMUTATION_SPECULAR; if (r_refdef.fogenabled) permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; - if (r_glsl_offsetmapping.integer) - { - permutation |= SHADERPERMUTATION_OFFSETMAPPING; - if (r_glsl_offsetmapping_reliefmapping.integer) - permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; - } if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) - permutation |= SHADERPERMUTATION_WATER; + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) + permutation |= SHADERPERMUTATION_REFLECTION; + } + else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) + { + // ambient model lighting + mode = SHADERMODE_LIGHTDIRECTION; + if (rsurface.texture->currentskinframe->glow) + permutation |= SHADERPERMUTATION_GLOW; + if (r_refdef.fogenabled) + permutation |= SHADERPERMUTATION_FOG; + if (rsurface.texture->colormapping) + permutation |= SHADERPERMUTATION_COLORMAPPING; + if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) + permutation |= SHADERPERMUTATION_CONTRASTBOOST; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } else { // lightmapped wall - shaderfilename = "glsl/default.glsl"; - permutation = SHADERPERMUTATION_USES_VERTEXSHADER | SHADERPERMUTATION_USES_FRAGMENTSHADER; if (r_glsl_deluxemapping.integer >= 1 && rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping) { // deluxemapping (light direction texture) if (rsurface.uselightmaptexture && r_refdef.worldmodel && r_refdef.worldmodel->brushq3.deluxemapping && r_refdef.worldmodel->brushq3.deluxemapping_modelspace) - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_MODELSPACE; + mode = SHADERMODE_LIGHTDIRECTIONMAP_MODELSPACE; else - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; if (specularscale > 0) - permutation |= SHADERPERMUTATION_SPECULAR; + permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; } else if (r_glsl_deluxemapping.integer >= 2) { // fake deluxemapping (uniform light direction in tangentspace) - permutation |= SHADERPERMUTATION_MODE_LIGHTDIRECTIONMAP_TANGENTSPACE; + mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE; if (specularscale > 0) - permutation |= SHADERPERMUTATION_SPECULAR; + permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE; } else { // ordinary lightmapping - permutation |= SHADERPERMUTATION_MODE_LIGHTMAP; + mode = SHADERMODE_LIGHTMAP; } if (rsurface.texture->currentskinframe->glow) permutation |= SHADERPERMUTATION_GLOW; @@ -1132,28 +1299,21 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl permutation |= SHADERPERMUTATION_FOG; if (rsurface.texture->colormapping) permutation |= SHADERPERMUTATION_COLORMAPPING; - if (r_glsl_offsetmapping.integer) - { - permutation |= SHADERPERMUTATION_OFFSETMAPPING; - if (r_glsl_offsetmapping_reliefmapping.integer) - permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING; - } if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0) permutation |= SHADERPERMUTATION_CONTRASTBOOST; - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) - permutation |= SHADERPERMUTATION_WATER; if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) permutation |= SHADERPERMUTATION_REFLECTION; } - if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) + permutation |= mode * SHADERPERMUTATION_MODEBASE; + if (!r_glsl_permutations[permutation].program) { - if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled) - R_GLSL_CompilePermutation(shaderfilename, permutation); - if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) + if (!r_glsl_permutations[permutation].compiled) + R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype); + if (!r_glsl_permutations[permutation].program) { // remove features until we find a valid permutation unsigned int i; - for (i = (SHADERPERMUTATION_MAX >> 1);;i>>=1) + for (i = (SHADERPERMUTATION_MODEBASE >> 1);;i>>=1) { if (!i) { @@ -1165,20 +1325,18 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (!(permutation & i)) continue; permutation &= ~i; - if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].compiled) - R_GLSL_CompilePermutation(shaderfilename, permutation); - if (r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program) + if (!r_glsl_permutations[permutation].compiled) + R_GLSL_CompilePermutation(shaderfilename, permutation, shadertype); + if (r_glsl_permutations[permutation].program) break; } } } - r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK); + r_glsl_permutation = r_glsl_permutations + permutation; CHECKGLERROR qglUseProgramObjectARB(r_glsl_permutation->program);CHECKGLERROR - R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); - if (permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) + if (mode == SHADERMODE_LIGHTSOURCE) { - if (r_glsl_permutation->loc_Texture_Cube >= 0 && rsurface.rtlight) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap)); if (r_glsl_permutation->loc_LightPosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_LightPosition, rsurface.entitylightorigin[0], rsurface.entitylightorigin[1], rsurface.entitylightorigin[2]); if (permutation & SHADERPERMUTATION_DIFFUSE) { @@ -1196,7 +1354,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, 0); } } - else if (permutation & SHADERPERMUTATION_MODE_LIGHTDIRECTION) + else if (mode == SHADERMODE_LIGHTDIRECTION) { if (r_glsl_permutation->loc_AmbientColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_AmbientColor, rsurface.modellight_ambient[0] * ambientscale, rsurface.modellight_ambient[1] * ambientscale, rsurface.modellight_ambient[2] * ambientscale); @@ -1213,22 +1371,6 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (r_glsl_permutation->loc_DiffuseScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_DiffuseScale, r_refdef.lightmapintensity * 2.0f); if (r_glsl_permutation->loc_SpecularScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularScale, r_refdef.lightmapintensity * specularscale * 2.0f); } - nmap = rsurface.texture->currentskinframe->nmap; - if (gl_lightmaps.integer) - nmap = r_texture_blanknormalmap; - if (r_glsl_permutation->loc_Texture_Normal >= 0) R_Mesh_TexBind(0, R_GetTexture(nmap)); - if (r_glsl_permutation->loc_Texture_Color >= 0) R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture)); - if (r_glsl_permutation->loc_Texture_Gloss >= 0) R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture)); - //if (r_glsl_permutation->loc_Texture_Cube >= 0 && permutation & SHADERPERMUTATION_MODE_LIGHTSOURCE) R_Mesh_TexBindCubeMap(3, R_GetTexture(rsurface.rtlight->currentcubemap)); - if (r_glsl_permutation->loc_Texture_Attenuation >= 0) R_Mesh_TexBind(10, R_GetTexture(r_shadow_attenuationgradienttexture)); - if (r_glsl_permutation->loc_Texture_FogMask >= 0) R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); - if (r_glsl_permutation->loc_Texture_Pants >= 0) R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants)); - if (r_glsl_permutation->loc_Texture_Shirt >= 0) R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt)); - //if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); - //if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); - if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow)); - if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface - if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value); if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0) { @@ -1239,7 +1381,7 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl // color.rgb *= [[SceneBrightness * ContrastBoost]]; // color.rgb /= [[(ContrastBoost - 1) / ContrastBoost]] * color.rgb + 1; // and Black: - // color.rgb = [[SceneBrightness * ContrastBoost]] / ([[(ContrastBoost - 1) * SceneBrightness]] + 1 / color.rgb); + // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[(ContrastBoost - 1) * SceneBrightness]] * color.rgb + 1); // and do [[calculations]] here in the engine qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, (r_glsl_contrastboost.value - 1) * r_view.colorscale); if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value); @@ -1252,6 +1394,21 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (rsurface.rtlight || (rsurface.texture->currentmaterialflags & MATERIALFLAG_ADD)) qglUniform3fARB(r_glsl_permutation->loc_FogColor, 0, 0, 0); else + /* + { + vec3_t fogvec; + // color.rgb *= SceneBrightness; + VectorScale(r_refdef.fogcolor, r_view.colorscale, fogvec); + if(r_glsl_permutation->loc_ContrastBoostCoeff >= 0) // need to support contrast boost + { + // color.rgb *= ContrastBoost / ((ContrastBoost - 1) * color.rgb + 1); + fogvec[0] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[0] + 1); + fogvec[1] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[1] + 1); + fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1); + } + qglUniform3fARB(r_glsl_permutation->loc_FogColor, fogvec[0], fogvec[1], fogvec[2]); + } + */ qglUniform3fARB(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); } if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3fARB(r_glsl_permutation->loc_EyePosition, rsurface.modelorg[0], rsurface.modelorg[1], rsurface.modelorg[2]); @@ -1272,26 +1429,17 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip); if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower); if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value); - if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_glsl_water_refractdistort.value, r_glsl_water_refractdistort.value, r_glsl_water_reflectdistort.value, r_glsl_water_reflectdistort.value); + if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); - if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_RefractColor, r_glsl_water_refractcolor_r.value, r_glsl_water_refractcolor_g.value, r_glsl_water_refractcolor_b.value); - if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_ReflectColor, r_glsl_water_reflectcolor_r.value, r_glsl_water_reflectcolor_g.value, r_glsl_water_reflectcolor_b.value); + if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_RefractColor, 1, rsurface.texture->refractcolor4f); + if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4fvARB(r_glsl_permutation->loc_ReflectColor, 1, rsurface.texture->reflectcolor4f); + if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); + if (r_glsl_permutation->loc_ReflectOffset >= 0) qglUniform1fARB(r_glsl_permutation->loc_ReflectOffset, rsurface.texture->reflectmin); CHECKGLERROR return permutation; } -void R_SwitchSurfaceShader(int permutation) -{ - if (r_glsl_permutation != r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK)) - { - r_glsl_permutation = r_glsl_permutations + (permutation & SHADERPERMUTATION_MASK); - CHECKGLERROR - qglUseProgramObjectARB(r_glsl_permutation->program); - CHECKGLERROR - } -} - #define SKINFRAME_HASH 1024 struct @@ -1403,7 +1551,7 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole if (skinframe && skinframe->base) return skinframe; - basepixels = loadimagepixels(name, complain, 0, 0); + basepixels = loadimagepixels(name, complain, 0, 0, true); if (basepixels == NULL) return NULL; @@ -1448,13 +1596,13 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole // _norm is the name used by tenebrae and has been adopted as standard if (loadnormalmap) { - if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0)) != NULL) + if ((pixels = loadimagepixels(va("%s_norm", skinframe->basename), false, 0, 0, false)) != NULL) { skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_normal.integer ? ~0 : ~TEXF_COMPRESS), NULL); Mem_Free(pixels); pixels = NULL; } - else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0)) != NULL) + else if (r_shadow_bumpscale_bumpmap.value > 0 && (bumppixels = loadimagepixels(va("%s_bump", skinframe->basename), false, 0, 0, false)) != NULL) { pixels = (unsigned char *)Mem_Alloc(tempmempool, image_width * image_height * 4); Image_HeightmapToNormalmap(bumppixels, pixels, image_width, image_height, false, r_shadow_bumpscale_bumpmap.value); @@ -1473,10 +1621,10 @@ skinframe_t *R_SkinFrame_LoadExternal(const char *name, int textureflags, qboole // _luma is supported for tenebrae compatibility // (I think it's a very stupid name, but oh well) // _glow is the preferred name - if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} - if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} - if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} - if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadglow && ((pixels = loadimagepixels(va("%s_glow", skinframe->basename), false, 0, 0, false)) != NULL || (pixels = loadimagepixels(va("%s_luma", skinframe->basename), false, 0, 0, false)) != NULL)) {skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_glow.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadgloss && (pixels = loadimagepixels(va("%s_gloss", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_gloss.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_pants", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} + if (loadpantsandshirt && (pixels = loadimagepixels(va("%s_shirt", skinframe->basename), false, 0, 0, false)) != NULL) {skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, TEXTYPE_RGBA, skinframe->textureflags & (gl_texturecompression_color.integer ? ~0 : ~TEXF_COMPRESS), NULL);Mem_Free(pixels);pixels = NULL;} if (basepixels) Mem_Free(basepixels); @@ -1755,18 +1903,12 @@ void GL_Main_Init(void) Cvar_RegisterVariable(&r_glsl_offsetmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping); Cvar_RegisterVariable(&r_glsl_offsetmapping_scale); - Cvar_RegisterVariable(&r_glsl_water); - Cvar_RegisterVariable(&r_glsl_water_resolutionmultiplier); - Cvar_RegisterVariable(&r_glsl_water_clippingplanebias); - Cvar_RegisterVariable(&r_glsl_water_refractcolor_r); - Cvar_RegisterVariable(&r_glsl_water_refractcolor_g); - Cvar_RegisterVariable(&r_glsl_water_refractcolor_b); - Cvar_RegisterVariable(&r_glsl_water_reflectcolor_r); - Cvar_RegisterVariable(&r_glsl_water_reflectcolor_g); - Cvar_RegisterVariable(&r_glsl_water_reflectcolor_b); - Cvar_RegisterVariable(&r_glsl_water_refractdistort); - Cvar_RegisterVariable(&r_glsl_water_reflectdistort); Cvar_RegisterVariable(&r_glsl_deluxemapping); + Cvar_RegisterVariable(&r_water); + Cvar_RegisterVariable(&r_water_resolutionmultiplier); + Cvar_RegisterVariable(&r_water_clippingplanebias); + Cvar_RegisterVariable(&r_water_refractdistort); + Cvar_RegisterVariable(&r_water_reflectdistort); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); Cvar_RegisterVariable(&r_waterscroll); @@ -1790,6 +1932,11 @@ void GL_Main_Init(void) if (gamemode == GAME_NEHAHRA || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); + + Cvar_RegisterVariable(&r_track_sprites); + Cvar_RegisterVariable(&r_track_sprites_flags); + Cvar_RegisterVariable(&r_track_sprites_scalew); + Cvar_RegisterVariable(&r_track_sprites_scaleh); } extern void R_Textures_Init(void); @@ -1993,7 +2140,8 @@ static void R_View_UpdateEntityVisible (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs)); + r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs)); + } if(r_cullentities_trace.integer) { @@ -2016,7 +2164,7 @@ static void R_View_UpdateEntityVisible (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && !R_CullBox(ent->mins, ent->maxs); + r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)); } } @@ -2089,6 +2237,25 @@ static void R_DrawModelsDepth(void) } } +static void R_DrawModelsDebug(void) +{ + int i; + entity_render_t *ent; + + if (!r_drawentities.integer) + return; + + for (i = 0;i < r_refdef.numentities;i++) + { + if (!r_viewcache.entityvisible[i]) + continue; + ent = r_refdef.entities[i]; + r_refdef.stats.entities++; + if (ent->model && ent->model->DrawDebug != NULL) + ent->model->DrawDebug(ent); + } +} + static void R_DrawModelsAddWaterPlanes(void) { int i; @@ -2179,8 +2346,6 @@ static void R_View_SetFrustum(void) r_view.frustum[5].dist = m[15] + m[14]; #endif - - if (r_view.useperspective) { slopex = 1.0 / r_view.frustum_x; @@ -2190,6 +2355,14 @@ static void R_View_SetFrustum(void) VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal); VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal); VectorCopy(r_view.forward, r_view.frustum[4].normal); + + // Leaving those out was a mistake, those were in the old code, and they + // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix + // I couldn't reproduce it after adding those normalizations. --blub + VectorNormalize(r_view.frustum[0].normal); + VectorNormalize(r_view.frustum[1].normal); + VectorNormalize(r_view.frustum[2].normal); + VectorNormalize(r_view.frustum[3].normal); // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]); @@ -2278,9 +2451,9 @@ void R_SetupView(void) if (r_view.useclipplane) { // LordHavoc: couldn't figure out how to make this approach the - vec_t dist = r_view.clipplane.dist - r_glsl_water_clippingplanebias.value; + vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value; vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal); - if (viewdist < r_view.clipplane.dist + r_glsl_water_clippingplanebias.value) + if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value) dist = r_view.clipplane.dist; GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist); } @@ -2418,34 +2591,33 @@ void R_RenderScene(qboolean addwaterplanes); static void R_Water_StartFrame(void) { int i; - int texturewidth, textureheight; + int waterwidth, waterheight, texturewidth, textureheight; r_waterstate_waterplane_t *p; - r_waterstate.maxwaterplanes = 0; - // set waterwidth and waterheight to the water resolution that will be // used (often less than the screen resolution for faster rendering) - r_waterstate.waterwidth = (int)bound(1, r_view.width * r_glsl_water_resolutionmultiplier.value, r_view.width); - r_waterstate.waterheight = (int)bound(1, r_view.height * r_glsl_water_resolutionmultiplier.value, r_view.height); + waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width); + waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height); // calculate desired texture sizes - if (gl_support_arb_texture_non_power_of_two) + // can't use water if the card does not support the texture size + if (!r_water.integer || !r_glsl.integer || !gl_support_fragment_shader || waterwidth > gl_max_texture_size || waterheight > gl_max_texture_size) + texturewidth = textureheight = waterwidth = waterheight = 0; + else if (gl_support_arb_texture_non_power_of_two) { - texturewidth = r_waterstate.waterwidth; - textureheight = r_waterstate.waterheight; + texturewidth = waterwidth; + textureheight = waterheight; } else { - for (texturewidth = 1;texturewidth < r_waterstate.waterwidth ;texturewidth *= 2); - for (textureheight = 1;textureheight < r_waterstate.waterheight;textureheight *= 2); + for (texturewidth = 1;texturewidth < waterwidth ;texturewidth *= 2); + for (textureheight = 1;textureheight < waterheight;textureheight *= 2); } - if (!r_glsl_water.integer) - texturewidth = textureheight = 0; - // allocate textures as needed - if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight) + if (r_waterstate.waterwidth != waterwidth || r_waterstate.waterheight != waterheight || r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight) { + r_waterstate.maxwaterplanes = MAX_WATERPLANES; for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++) { if (p->texture_refraction) @@ -2455,27 +2627,26 @@ static void R_Water_StartFrame(void) R_FreeTexture(p->texture_reflection); p->texture_reflection = NULL; } + memset(&r_waterstate, 0, sizeof(r_waterstate)); + r_waterstate.waterwidth = waterwidth; + r_waterstate.waterheight = waterheight; r_waterstate.texturewidth = texturewidth; r_waterstate.textureheight = textureheight; } - if ((!texturewidth && !textureheight) || texturewidth > gl_max_texture_size || textureheight > gl_max_texture_size) + if (r_waterstate.waterwidth) { - // can't use water if the parameters are too weird - // can't use water if the card does not support the texture size - memset(&r_waterstate, 0, sizeof(r_waterstate)); - return; - } + r_waterstate.enabled = true; - r_waterstate.enabled = true; + // set up variables that will be used in shader setup + r_waterstate.screenscale[0] = 0.5f * (float)waterwidth / (float)texturewidth; + r_waterstate.screenscale[1] = 0.5f * (float)waterheight / (float)textureheight; + r_waterstate.screencenter[0] = 0.5f * (float)waterwidth / (float)texturewidth; + r_waterstate.screencenter[1] = 0.5f * (float)waterheight / (float)textureheight; + } r_waterstate.maxwaterplanes = MAX_WATERPLANES; - - // set up variables that will be used in shader setup - r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth; - r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight; - r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth; - r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight; + r_waterstate.numwaterplanes = 0; } static void R_Water_AddWaterPlane(msurface_t *surface) @@ -2489,6 +2660,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface) r_waterstate_waterplane_t *p; // just use the first triangle with a valid normal for any decisions VectorClear(normal); + VectorClear(center); for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3) { Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]); @@ -2537,7 +2709,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface) // merge this surface's materialflags into the waterplane p->materialflags |= surface->texture->currentframe->currentmaterialflags; // merge this surface's PVS into the waterplane - if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS) + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.worldmodel && r_refdef.worldmodel->brush.FatPVS) { r_refdef.worldmodel->brush.FatPVS(r_refdef.worldmodel, r_view.origin, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid); p->pvsvalid = true; @@ -2550,10 +2722,12 @@ static void R_Water_ProcessPlanes(void) int planeindex; r_waterstate_waterplane_t *p; + originalview = r_view; + // make sure enough textures are allocated for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { - if (p->materialflags & MATERIALFLAG_WATERSHADER) + 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_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL); @@ -2573,7 +2747,6 @@ static void R_Water_ProcessPlanes(void) // render views for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { - originalview = r_view; r_view.showdebug = false; r_view.width = r_waterstate.waterwidth; r_view.height = r_waterstate.waterheight; @@ -2582,7 +2755,7 @@ static void R_Water_ProcessPlanes(void) // render the normal view scene and copy into texture // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted) - if (p->materialflags & MATERIALFLAG_WATERSHADER) + if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { r_view.clipplane = p->plane; VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal); @@ -2617,6 +2790,8 @@ static void R_Water_ProcessPlanes(void) R_ResetViewRendering3D(); R_ClearScreen(); + if (r_timereport_active) + R_TimeReport("viewclear"); R_RenderScene(false); @@ -2627,17 +2802,20 @@ static void R_Water_ProcessPlanes(void) R_ResetViewRendering3D(); R_ClearScreen(); + if (r_timereport_active) + R_TimeReport("viewclear"); } r_view = originalview; + r_view.clear = true; r_waterstate.renderingscene = false; } return; error: r_view = originalview; r_waterstate.renderingscene = false; - Cvar_SetValueQuick(&r_glsl_water, 0); - Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_glsl_water.\n"); + Cvar_SetValueQuick(&r_water, 0); + Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n"); return; } @@ -2921,8 +3099,7 @@ void R_HDR_RenderBloomTexture(void) R_ClearScreen(); if (r_timereport_active) - R_TimeReport("clear"); - + R_TimeReport("viewclear"); // restore the view settings r_view.width = oldwidth; @@ -3084,13 +3261,17 @@ void R_RenderView(void) CHECKGLERROR if (r_timereport_active) - R_TimeReport("setup"); + R_TimeReport("viewsetup"); R_ResetViewRendering3D(); - R_ClearScreen(); - if (r_timereport_active) - R_TimeReport("clear"); + if (r_view.clear) + { + R_ClearScreen(); + if (r_timereport_active) + R_TimeReport("viewclear"); + } + r_view.clear = true; r_view.showdebug = true; @@ -3125,7 +3306,7 @@ void R_RenderScene(qboolean addwaterplanes) R_View_Update(); if (r_timereport_active) - R_TimeReport("watervisibility"); + R_TimeReport("watervis"); if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->DrawAddWaterPlanes) { @@ -3289,6 +3470,21 @@ void R_RenderScene(qboolean addwaterplanes) qglUseProgramObjectARB(0);CHECKGLERROR } + if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0)) + { + r_refdef.worldmodel->DrawDebug(r_refdef.worldentity); + if (r_timereport_active) + R_TimeReport("worlddebug"); + R_DrawModelsDebug(); + if (r_timereport_active) + R_TimeReport("modeldebug"); + } + + if (gl_support_fragment_shader) + { + qglUseProgramObjectARB(0);CHECKGLERROR + } + if (cl.csqc_vidvars.drawworld) { R_DrawCoronas(); @@ -3687,30 +3883,6 @@ void R_Mesh_AddBrushMeshFromPlanes(rmesh_t *mesh, int numplanes, mplane_t *plane } } -static void R_DrawCollisionBrush(const colbrushf_t *brush) -{ - int i; - R_Mesh_VertexPointer(brush->points->v, 0, 0); - i = (int)(((size_t)brush) / sizeof(colbrushf_t)); - GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f); - GL_LockArrays(0, brush->numpoints); - R_Mesh_Draw(0, brush->numpoints, brush->numtriangles, brush->elements, 0, 0); - GL_LockArrays(0, 0); -} - -static void R_DrawCollisionSurface(const entity_render_t *ent, const msurface_t *surface) -{ - int i; - if (!surface->num_collisiontriangles) - return; - R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0); - i = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, 0.2f); - GL_LockArrays(0, surface->num_collisionvertices); - R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0); - GL_LockArrays(0, 0); -} - static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, int blendfunc2, texturelayertype_t type, rtexture_t *texture, const matrix4x4_t *matrix, float r, float g, float b, float a) { texturelayer_t *layer; @@ -3818,12 +3990,25 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer)) { t->currentalpha *= r_wateralpha.value; + /* + * FIXME what is this supposed to do? // if rendering refraction/reflection, disable transparency if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA))) t->currentmaterialflags |= MATERIALFLAG_WATERSHADER; + */ } + if(!r_waterstate.enabled) + t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION); if (!(ent->flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; + else if (rsurface.modeltexcoordlightmap2f == NULL) + { + // pick a model lighting mode + if (VectorLength2(ent->modellight_diffuse) >= (1.0f / 256.0f)) + t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT | MATERIALFLAG_MODELLIGHT_DIRECTIONAL; + else + t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT; + } if (ent->effects & EF_ADDITIVE) t->currentmaterialflags |= MATERIALFLAG_ADD | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; else if (t->currentalpha < 1) @@ -3836,8 +4021,6 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE; if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)) t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND; - if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER) - t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND); for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++) { @@ -5223,64 +5406,121 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, msurface_t **texturesurfacelist) { + if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION))) + return; + if (rsurface.mode != RSURFMODE_GLSL) { rsurface.mode = RSURFMODE_GLSL; R_Mesh_ResetTextureState(); } - R_SetupSurfaceShader(vec3_origin, rsurface.lightmode == 2, 1, 1, rsurface.texture->specularscale); - if (!r_glsl_permutation) - return; - - if (rsurface.lightmode == 2) - RSurf_PrepareVerticesForBatch(true, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); - else - RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); - R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); - R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); - R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); - R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); - R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); - - GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]); + R_Mesh_TexMatrix(0, &rsurface.texture->currenttexmatrix); + R_Mesh_TexBind(0, R_GetTexture(rsurface.texture->currentskinframe->nmap)); + R_Mesh_TexBind(1, R_GetTexture(rsurface.texture->basetexture)); + R_Mesh_TexBind(2, R_GetTexture(rsurface.texture->glosstexture)); + R_Mesh_TexBind(4, R_GetTexture(r_texture_fogattenuation)); + R_Mesh_TexBind(5, R_GetTexture(rsurface.texture->currentskinframe->pants)); + R_Mesh_TexBind(6, R_GetTexture(rsurface.texture->currentskinframe->shirt)); if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) { R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128)); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(NULL, 0, 0); } else if (rsurface.uselightmaptexture) { R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) - R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); + R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); R_Mesh_ColorPointer(NULL, 0, 0); } else { R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); - if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) - R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); } + R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow)); + R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface + R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface + + if (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) + { + // render background + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_AlphaTest(false); + + GL_Color(1, 1, 1, 1); + R_Mesh_ColorPointer(NULL, 0, 0); + + R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND); + if (r_glsl_permutation) + { + RSurf_PrepareVerticesForBatch(true, true, texturenumsurfaces, texturesurfacelist); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection ? 12 : -1); + } + + GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); + GL_DepthMask(false); + GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) + { + R_Mesh_TexBind(7, R_GetTexture(r_texture_grey128)); + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + R_Mesh_ColorPointer(NULL, 0, 0); + } + else if (rsurface.uselightmaptexture) + { + R_Mesh_TexBind(7, R_GetTexture(texturesurfacelist[0]->lightmaptexture)); + R_Mesh_TexBind(8, R_GetTexture(texturesurfacelist[0]->deluxemaptexture)); + R_Mesh_ColorPointer(NULL, 0, 0); + } + else + { + R_Mesh_TexBind(7, R_GetTexture(r_texture_white)); + R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap)); + R_Mesh_ColorPointer(rsurface.modellightmapcolor4f, rsurface.modellightmapcolor4f_bufferobject, rsurface.modellightmapcolor4f_bufferoffset); + } + R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface + R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface + } + + R_SetupSurfaceShader(vec3_origin, rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE); + if (!r_glsl_permutation) + return; + + RSurf_PrepareVerticesForBatch(r_glsl_permutation->loc_Texture_Normal >= 0 || r_glsl_permutation->loc_LightDir >= 0, r_glsl_permutation->loc_Texture_Normal >= 0, texturenumsurfaces, texturesurfacelist); + R_Mesh_TexCoordPointer(0, 2, rsurface.texcoordtexture2f, rsurface.texcoordtexture2f_bufferobject, rsurface.texcoordtexture2f_bufferoffset); + R_Mesh_TexCoordPointer(1, 3, rsurface.svector3f, rsurface.svector3f_bufferobject, rsurface.svector3f_bufferoffset); + R_Mesh_TexCoordPointer(2, 3, rsurface.tvector3f, rsurface.tvector3f_bufferobject, rsurface.tvector3f_bufferoffset); + R_Mesh_TexCoordPointer(3, 3, rsurface.normal3f, rsurface.normal3f_bufferobject, rsurface.normal3f_bufferoffset); + R_Mesh_TexCoordPointer(4, 2, rsurface.modeltexcoordlightmap2f, rsurface.modeltexcoordlightmap2f_bufferobject, rsurface.modeltexcoordlightmap2f_bufferoffset); + GL_Color(rsurface.texture->currentlayers[0].color[0], rsurface.texture->currentlayers[0].color[1], rsurface.texture->currentlayers[0].color[2], rsurface.texture->currentlayers[0].color[3]); + + if (r_glsl_permutation->loc_Texture_Refraction >= 0) + { + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + GL_AlphaTest(false); + } if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)) { - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, 11, 12); - else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, -1, 12); + if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1); else RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1); } else { - if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER) - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, 11, 12); - else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_REFLECTION) - RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, -1, 12); + if (r_glsl_permutation->loc_Texture_Refraction >= 0 || r_glsl_permutation->loc_Texture_Reflection >= 0) + RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1); else RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); } @@ -5301,6 +5541,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t if (rsurface.mode != RSURFMODE_MULTIPASS) rsurface.mode = RSURFMODE_MULTIPASS; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); + for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) { vec4_t layercolor; @@ -5351,7 +5592,7 @@ static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, msurface_t **t m.pointer_texcoord_bufferobject[1] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[1] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); - if (rsurface.lightmode == 2) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, layercolor[0], layercolor[1], layercolor[2], layercolor[3], applycolor, applyfog); @@ -5423,6 +5664,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t if (rsurface.mode != RSURFMODE_MULTIPASS) rsurface.mode = RSURFMODE_MULTIPASS; RSurf_PrepareVerticesForBatch(true, false, texturenumsurfaces, texturesurfacelist); + for (layerindex = 0, layer = rsurface.texture->currentlayers;layerindex < rsurface.texture->currentnumlayers;layerindex++, layer++) { if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) @@ -5452,7 +5694,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; R_Mesh_TextureState(&m); - if (rsurface.lightmode == 2) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); @@ -5480,7 +5722,7 @@ static void R_DrawTextureSurfaceList_GL11(int texturenumsurfaces, msurface_t **t m.pointer_texcoord_bufferobject[0] = rsurface.texcoordtexture2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.texcoordtexture2f_bufferoffset; R_Mesh_TextureState(&m); - if (rsurface.lightmode == 2) + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); else RSurf_DrawBatch_GL11_VertexColor(texturenumsurfaces, texturesurfacelist, layer->color[0], layer->color[1], layer->color[2], layer->color[3], layer->color[0] != 1 || layer->color[1] != 1 || layer->color[2] != 1 || layer->color[3] != 1, applyfog); @@ -5620,8 +5862,6 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur GL_DepthMask(writedepth); GL_Color(1,1,1,1); GL_AlphaTest(false); - // use lightmode 0 (fullbright or lightmap) or 2 (model lighting) - rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2; R_Mesh_ColorPointer(NULL, 0, 0); memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(r_texture_white); @@ -5629,8 +5869,8 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur m.pointer_texcoord_bufferobject[0] = rsurface.modeltexcoordlightmap2f_bufferobject; m.pointer_texcoord_bufferoffset[0] = rsurface.modeltexcoordlightmap2f_bufferoffset; R_Mesh_TextureState(&m); - RSurf_PrepareVerticesForBatch(rsurface.lightmode == 2, false, texturenumsurfaces, texturesurfacelist); - if (rsurface.lightmode == 2) + RSurf_PrepareVerticesForBatch(rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT, false, texturenumsurfaces, texturesurfacelist); + if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) RSurf_DrawBatch_GL11_VertexShade(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); else if (rsurface.uselightmaptexture) RSurf_DrawBatch_GL11_Lightmap(texturenumsurfaces, texturesurfacelist, 1, 1, 1, 1, false, false); @@ -5655,8 +5895,6 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2); GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0); - // use lightmode 0 (fullbright or lightmap) or 2 (model lighting) - rsurface.lightmode = ((rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || rsurface.modeltexcoordlightmap2f != NULL) ? 0 : 2; if (r_glsl.integer && gl_support_fragment_shader) R_DrawTextureSurfaceList_GL20(texturenumsurfaces, texturesurfacelist); else if (gl_combine.integer && r_textureunits.integer >= 2) @@ -5722,7 +5960,7 @@ void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surf if (addwaterplanes) { for (i = 0;i < numsurfaces;i++) - if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) + if (surfacelist[i]->texture->currentframe->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION)) R_Water_AddWaterPlane(surfacelist[i]); return; } @@ -5843,118 +6081,134 @@ void R_DrawLocs(void) } } -void R_DrawCollisionBrushes(entity_render_t *ent) +void R_DrawDebugModel(entity_render_t *ent) { - int i; + int i, j, k, l, flagsmask; + const int *elements; q3mbrush_t *brush; msurface_t *surface; model_t *model = ent->model; - if (!model->brush.num_brushes) - return; - CHECKGLERROR + vec3_t v; + + flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WATER | MATERIALFLAG_WALL; + R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); - GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_DepthMask(false); GL_DepthRange(0, 1); GL_DepthTest(!r_showdisabledepthtest.integer); - GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value); - for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) - if (brush->colbrushf && brush->colbrushf->numtriangles) - R_DrawCollisionBrush(brush->colbrushf); - for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) - if (surface->num_collisiontriangles) - R_DrawCollisionSurface(ent, surface); - GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); -} + GL_DepthMask(false); + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); -void R_DrawTrianglesAndNormals(entity_render_t *ent, qboolean drawtris, qboolean drawnormals, int flagsmask) -{ - int i, j, k, l; - const int *elements; - msurface_t *surface; - model_t *model = ent->model; - vec3_t v; - CHECKGLERROR - GL_DepthRange(0, 1); - GL_DepthTest(!r_showdisabledepthtest.integer); - GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); - GL_DepthMask(true); - GL_BlendFunc(GL_ONE, GL_ZERO); - R_Mesh_ColorPointer(NULL, 0, 0); - R_Mesh_ResetTextureState(); - for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + if (r_showcollisionbrushes.value > 0 && model->brush.num_brushes) { - if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j]) - continue; - rsurface.texture = surface->texture->currentframe; - if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles) + GL_PolygonOffset(r_refdef.polygonfactor + r_showcollisionbrushes_polygonfactor.value, r_refdef.polygonoffset + r_showcollisionbrushes_polygonoffset.value); + for (i = 0, brush = model->brush.data_brushes + model->firstmodelbrush;i < model->nummodelbrushes;i++, brush++) { - RSurf_PrepareVerticesForBatch(true, true, 1, &surface); - if (drawtris) + if (brush->colbrushf && brush->colbrushf->numtriangles) { - if (!rsurface.texture->currentlayers->depthmask) - GL_Color(r_showtris.value * r_view.colorscale, 0, 0, 1); - else if (ent == r_refdef.worldentity) - GL_Color(r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, r_showtris.value * r_view.colorscale, 1); - else - GL_Color(0, r_showtris.value * r_view.colorscale, 0, 1); - elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); - CHECKGLERROR - qglBegin(GL_LINES); - for (k = 0;k < surface->num_triangles;k++, elements += 3) - { -#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2]) - GLVERTEXELEMENT(0);GLVERTEXELEMENT(1); - GLVERTEXELEMENT(1);GLVERTEXELEMENT(2); - GLVERTEXELEMENT(2);GLVERTEXELEMENT(0); - } - qglEnd(); - CHECKGLERROR + R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0); + GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value); + R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0); } - if (drawnormals) + } + for (i = 0, surface = model->data_surfaces + model->firstmodelsurface;i < model->nummodelsurfaces;i++, surface++) + { + if (surface->num_collisiontriangles) { - GL_Color(r_shownormals.value * r_view.colorscale, 0, 0, 1); - qglBegin(GL_LINES); - for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) - { - VectorCopy(rsurface.vertex3f + l * 3, v); - qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface.svector3f + l * 3, v); - qglVertex3f(v[0], v[1], v[2]); - } - qglEnd(); - CHECKGLERROR - GL_Color(0, 0, r_shownormals.value * r_view.colorscale, 1); - qglBegin(GL_LINES); - for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0); + GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value); + R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0); + } + } + } + + GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); + + if (r_showtris.integer || r_shownormals.integer) + { + if (r_showdisabledepthtest.integer) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + } + else + { + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + } + for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) + { + if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j]) + continue; + rsurface.texture = surface->texture->currentframe; + if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles) + { + RSurf_PrepareVerticesForBatch(true, true, 1, &surface); + if (r_showtris.value > 0) { - VectorCopy(rsurface.vertex3f + l * 3, v); - qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface.tvector3f + l * 3, v); - qglVertex3f(v[0], v[1], v[2]); + if (!rsurface.texture->currentlayers->depthmask) + GL_Color(r_view.colorscale, 0, 0, r_showtris.value); + else if (ent == r_refdef.worldentity) + GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value); + else + GL_Color(0, r_view.colorscale, 0, r_showtris.value); + elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); + CHECKGLERROR + qglBegin(GL_LINES); + for (k = 0;k < surface->num_triangles;k++, elements += 3) + { +#define GLVERTEXELEMENT(n) qglVertex3f(rsurface.vertex3f[elements[n]*3+0], rsurface.vertex3f[elements[n]*3+1], rsurface.vertex3f[elements[n]*3+2]) + GLVERTEXELEMENT(0);GLVERTEXELEMENT(1); + GLVERTEXELEMENT(1);GLVERTEXELEMENT(2); + GLVERTEXELEMENT(2);GLVERTEXELEMENT(0); + } + qglEnd(); + CHECKGLERROR } - qglEnd(); - CHECKGLERROR - GL_Color(0, r_shownormals.value * r_view.colorscale, 0, 1); - qglBegin(GL_LINES); - for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + if (r_shownormals.value > 0) { - VectorCopy(rsurface.vertex3f + l * 3, v); - qglVertex3f(v[0], v[1], v[2]); - VectorMA(v, 8, rsurface.normal3f + l * 3, v); - qglVertex3f(v[0], v[1], v[2]); + GL_Color(r_view.colorscale, 0, 0, r_shownormals.value); + qglBegin(GL_LINES); + for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + { + VectorCopy(rsurface.vertex3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, 8, rsurface.svector3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + } + qglEnd(); + CHECKGLERROR + GL_Color(0, 0, r_view.colorscale, r_shownormals.value); + qglBegin(GL_LINES); + for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + { + VectorCopy(rsurface.vertex3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, 8, rsurface.tvector3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + } + qglEnd(); + CHECKGLERROR + GL_Color(0, r_view.colorscale, 0, r_shownormals.value); + qglBegin(GL_LINES); + for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) + { + VectorCopy(rsurface.vertex3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + VectorMA(v, 8, rsurface.normal3f + l * 3, v); + qglVertex3f(v[0], v[1], v[2]); + } + qglEnd(); + CHECKGLERROR } - qglEnd(); - CHECKGLERROR } } + rsurface.texture = NULL; } - rsurface.texture = NULL; } extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface); -void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes) +void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug) { int i, j, endj, f, flagsmask; int counttriangles = 0; @@ -5985,7 +6239,14 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep } R_UpdateAllTextureInfo(r_refdef.worldentity); - flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); + flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); + + if (debug) + { + R_DrawDebugModel(r_refdef.worldentity); + return; + } + f = 0; t = NULL; rsurface.uselightmaptexture = false; @@ -6024,18 +6285,9 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); r_refdef.stats.entities_triangles += counttriangles; RSurf_CleanUp(); - - if (r_view.showdebug) - { - if (r_showcollisionbrushes.integer && !skysurfaces && !addwaterplanes && !depthonly) - R_DrawCollisionBrushes(r_refdef.worldentity); - - if ((r_showtris.integer || r_shownormals.integer) && !addwaterplanes && !depthonly) - R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask); - } } -void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes) +void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes, qboolean debug) { int i, f, flagsmask; int counttriangles = 0; @@ -6074,7 +6326,14 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr } R_UpdateAllTextureInfo(ent); - flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); + flagsmask = addwaterplanes ? (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL)); + + if (debug) + { + R_DrawDebugModel(ent); + return; + } + f = 0; t = NULL; rsurface.uselightmaptexture = false; @@ -6104,13 +6363,4 @@ void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean wr R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes); r_refdef.stats.entities_triangles += counttriangles; RSurf_CleanUp(); - - if (r_view.showdebug) - { - if (r_showcollisionbrushes.integer && !skysurfaces && !addwaterplanes && !depthonly) - R_DrawCollisionBrushes(ent); - - if ((r_showtris.integer || r_shownormals.integer) && !addwaterplanes && !depthonly) - R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask); - } }