//
r_refdef_t r_refdef;
-cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "motionblur value scale - 0.5 recommended"};
-cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "motionblur based on damage"};
-cvar_t r_motionblur_vmin = {CVAR_SAVE, "r_motionblur_vmin", "300", "minimum influence from velocity"};
-cvar_t r_motionblur_vmax = {CVAR_SAVE, "r_motionblur_vmax", "600", "maximum influence from velocity"};
-cvar_t r_motionblur_bmin = {CVAR_SAVE, "r_motionblur_bmin", "0.5", "velocity at which there is no blur yet (may be negative to always have some blur)"};
-cvar_t r_motionblur_vcoeff = {CVAR_SAVE, "r_motionblur_vcoeff", "0.05", "sliding average reaction time for velocity"};
-cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.88", "cap for motionblur alpha value"};
+cvar_t r_motionblur = {CVAR_SAVE, "r_motionblur", "0", "screen motionblur - value represents intensity, somewhere around 0.5 recommended"};
+cvar_t r_damageblur = {CVAR_SAVE, "r_damageblur", "0", "screen motionblur based on damage - value represents intensity, somewhere around 0.5 recommended"};
+cvar_t r_motionblur_averaging = {CVAR_SAVE, "r_motionblur_averaging", "0.1", "sliding average reaction time for velocity (higher = slower adaption to change)"};
cvar_t r_motionblur_randomize = {CVAR_SAVE, "r_motionblur_randomize", "0.1", "randomizing coefficient to workaround ghosting"};
+cvar_t r_motionblur_minblur = {CVAR_SAVE, "r_motionblur_minblur", "0.5", "factor of blur to apply at all times (always have this amount of blur no matter what the other factors are)"};
+cvar_t r_motionblur_maxblur = {CVAR_SAVE, "r_motionblur_maxblur", "0.9", "maxmimum amount of blur"};
+cvar_t r_motionblur_velocityfactor = {CVAR_SAVE, "r_motionblur_velocityfactor", "1", "factoring in of player velocity to the blur equation - the faster the player moves around the map, the more blur they get"};
+cvar_t r_motionblur_velocityfactor_minspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_minspeed", "400", "lower value of velocity when it starts to factor into blur equation"};
+cvar_t r_motionblur_velocityfactor_maxspeed = {CVAR_SAVE, "r_motionblur_velocityfactor_maxspeed", "800", "upper value of velocity when it reaches the peak factor into blur equation"};
+cvar_t r_motionblur_mousefactor = {CVAR_SAVE, "r_motionblur_mousefactor", "2", "factoring in of mouse acceleration to the blur equation - the faster the player turns their mouse, the more blur they get"};
+cvar_t r_motionblur_mousefactor_minspeed = {CVAR_SAVE, "r_motionblur_mousefactor_minspeed", "0", "lower value of mouse acceleration when it starts to factor into blur equation"};
+cvar_t r_motionblur_mousefactor_maxspeed = {CVAR_SAVE, "r_motionblur_mousefactor_maxspeed", "50", "upper value of mouse acceleration when it reaches the peak factor into blur equation"};
// TODO do we want a r_equalize_entities cvar that works on all ents, or would that be a cheat?
cvar_t r_equalize_entities_fullbright = {CVAR_SAVE, "r_equalize_entities_fullbright", "0", "render fullbright entities by equalizing their lightness, not by not rendering light"};
cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" };
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", "0", "enables alpha-to-coverage antialiasing technique on alphatest surfaces, this is not yet finished as multisampling is not used"};
+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_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)"};
cvar_t r_hdr_irisadaptation_minvalue = {CVAR_SAVE, "r_hdr_irisadaptation_minvalue", "0.5", "minimum value that can result from multiplier / brightness"};
cvar_t r_hdr_irisadaptation_maxvalue = {CVAR_SAVE, "r_hdr_irisadaptation_maxvalue", "4", "maximum value that can result from multiplier / brightness"};
cvar_t r_hdr_irisadaptation_value = {0, "r_hdr_irisadaptation_value", "1", "current value as scenebrightness multiplier, changes continuously when irisadaptation is active"};
-cvar_t r_hdr_irisadaptation_fade = {CVAR_SAVE, "r_hdr_irisadaptation_fade", "1", "fade rate at which value adjusts"};
+cvar_t r_hdr_irisadaptation_fade_up = {CVAR_SAVE, "r_hdr_irisadaptation_fade_up", "0.1", "fade rate at which value adjusts to darkness"};
+cvar_t r_hdr_irisadaptation_fade_down = {CVAR_SAVE, "r_hdr_irisadaptation_fade_down", "0.5", "fade rate at which value adjusts to brightness"};
cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1", "uses significantly faster (and supposedly higher quality) area-weighted vertex normals and tangent vectors rather than summing normalized triangle normals and tangents"};
Con_Printf("failed to write to hlsl/default.hlsl\n");
}
-void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean notrippy)
+void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy)
{
unsigned int permutation = 0;
if (r_trippy.integer && !notrippy)
permutation |= SHADERPERMUTATION_SPECULAR;
if (texturemode == GL_MODULATE)
permutation |= SHADERPERMUTATION_COLORMAPPING;
+ if (usegamma && r_texture_gammaramps && v_glslgamma.integer && !vid_gammatables_trivial)
+ permutation |= SHADERPERMUTATION_GAMMARAMPS;
else if (texturemode == GL_ADD)
permutation |= SHADERPERMUTATION_GLOW;
else if (texturemode == GL_DECAL)
permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
if (!second)
texturemode = GL_MODULATE;
+ if (vid.allowalphatocoverage)
+ GL_AlphaToCoverage(false);
switch (vid.renderpath)
{
case RENDERPATH_D3D9:
R_SetupShader_SetPermutationHLSL(SHADERMODE_GENERIC, permutation);
R_Mesh_TexBind(GL20TU_FIRST , first );
R_Mesh_TexBind(GL20TU_SECOND, second);
+ if (permutation & SHADERPERMUTATION_GAMMARAMPS)
+ R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
#endif
break;
case RENDERPATH_D3D10:
R_SetupShader_SetPermutationGLSL(SHADERMODE_GENERIC, permutation);
R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , first );
R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second, second);
+ if (r_glsl_permutation->tex_Texture_GammaRamps >= 0)
+ R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps);
break;
case RENDERPATH_GL13:
case RENDERPATH_GLES1:
unsigned int permutation = 0;
if (r_trippy.integer && !notrippy)
permutation |= SHADERPERMUTATION_TRIPPY;
+ if (vid.allowalphatocoverage)
+ GL_AlphaToCoverage(false);
switch (vid.renderpath)
{
case RENDERPATH_D3D9:
int permutation = 0;
if (r_trippy.integer && !notrippy)
permutation |= SHADERPERMUTATION_TRIPPY;
- if (r_trippy.integer)
- permutation |= SHADERPERMUTATION_TRIPPY;
+ if (vid.allowalphatocoverage)
+ GL_AlphaToCoverage(false);
switch (vid.renderpath)
{
case RENDERPATH_D3D9:
GL_BlendFunc(GL_ONE, GL_ZERO);
blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
}
+ if (vid.allowalphatocoverage)
+ GL_AlphaToCoverage(false);
}
else if (rsurfacepass == RSURFPASS_DEFERREDGEOMETRY)
{
mode = SHADERMODE_DEFERREDGEOMETRY;
GL_BlendFunc(GL_ONE, GL_ZERO);
blendfuncflags = R_BlendFuncFlags(GL_ONE, GL_ZERO);
+ if (vid.allowalphatocoverage)
+ GL_AlphaToCoverage(false);
}
else if (rsurfacepass == RSURFPASS_RTLIGHT)
{
permutation |= SHADERPERMUTATION_REFLECTCUBE;
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
blendfuncflags = R_BlendFuncFlags(GL_SRC_ALPHA, GL_ONE);
+ if (vid.allowalphatocoverage)
+ GL_AlphaToCoverage(false);
}
else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
permutation |= SHADERPERMUTATION_REFLECTCUBE;
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+ // when using alphatocoverage, we don't need alphakill
+ if (vid.allowalphatocoverage)
+ {
+ if (r_transparent_alphatocoverage.integer)
+ {
+ GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+ }
+ else
+ GL_AlphaToCoverage(false);
+ }
}
else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT_DIRECTIONAL)
{
}
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+ // when using alphatocoverage, we don't need alphakill
+ if (vid.allowalphatocoverage)
+ {
+ if (r_transparent_alphatocoverage.integer)
+ {
+ GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+ }
+ else
+ GL_AlphaToCoverage(false);
+ }
}
else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
{
}
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+ // when using alphatocoverage, we don't need alphakill
+ if (vid.allowalphatocoverage)
+ {
+ if (r_transparent_alphatocoverage.integer)
+ {
+ GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+ }
+ else
+ GL_AlphaToCoverage(false);
+ }
}
else
{
}
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
blendfuncflags = R_BlendFuncFlags(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
+ // when using alphatocoverage, we don't need alphakill
+ if (vid.allowalphatocoverage)
+ {
+ if (r_transparent_alphatocoverage.integer)
+ {
+ GL_AlphaToCoverage((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+ }
+ else
+ GL_AlphaToCoverage(false);
+ }
}
if(!(blendfuncflags & BLENDFUNC_ALLOWS_COLORMOD))
colormod = dummy_colormod;
else if (r_shadow_shadowmappcf)
permutation |= SHADERPERMUTATION_SHADOWMAPPCF;
}
+ if (vid.allowalphatocoverage)
+ GL_AlphaToCoverage(false);
Matrix4x4_Transform(&r_refdef.view.viewport.viewmatrix, rtlight->shadoworigin, viewlightorigin);
Matrix4x4_Concat(&lighttoview, &r_refdef.view.viewport.viewmatrix, &rtlight->matrix_lighttoworld);
Matrix4x4_Invert_Simple(&viewtolight, &lighttoview);
Cvar_RegisterVariable (&gl_skyclip);
}
Cvar_RegisterVariable(&r_motionblur);
- Cvar_RegisterVariable(&r_motionblur_maxblur);
- Cvar_RegisterVariable(&r_motionblur_bmin);
- Cvar_RegisterVariable(&r_motionblur_vmin);
- Cvar_RegisterVariable(&r_motionblur_vmax);
- Cvar_RegisterVariable(&r_motionblur_vcoeff);
- Cvar_RegisterVariable(&r_motionblur_randomize);
Cvar_RegisterVariable(&r_damageblur);
+ Cvar_RegisterVariable(&r_motionblur_averaging);
+ Cvar_RegisterVariable(&r_motionblur_randomize);
+ Cvar_RegisterVariable(&r_motionblur_minblur);
+ Cvar_RegisterVariable(&r_motionblur_maxblur);
+ Cvar_RegisterVariable(&r_motionblur_velocityfactor);
+ Cvar_RegisterVariable(&r_motionblur_velocityfactor_minspeed);
+ Cvar_RegisterVariable(&r_motionblur_velocityfactor_maxspeed);
+ Cvar_RegisterVariable(&r_motionblur_mousefactor);
+ Cvar_RegisterVariable(&r_motionblur_mousefactor_minspeed);
+ Cvar_RegisterVariable(&r_motionblur_mousefactor_maxspeed);
Cvar_RegisterVariable(&r_equalize_entities_fullbright);
Cvar_RegisterVariable(&r_equalize_entities_minambient);
Cvar_RegisterVariable(&r_equalize_entities_by);
Cvar_RegisterVariable(&r_hdr_irisadaptation_minvalue);
Cvar_RegisterVariable(&r_hdr_irisadaptation_maxvalue);
Cvar_RegisterVariable(&r_hdr_irisadaptation_value);
- Cvar_RegisterVariable(&r_hdr_irisadaptation_fade);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_up);
+ Cvar_RegisterVariable(&r_hdr_irisadaptation_fade_down);
Cvar_RegisterVariable(&r_smoothnormals_areaweighting);
Cvar_RegisterVariable(&developer_texturelogging);
Cvar_RegisterVariable(&gl_lightmaps);
vec3_t diffusenormal;
vec_t brightness;
vec_t goal;
- vec_t adjust;
vec_t current;
R_CompleteLightPoint(ambient, diffuse, diffusenormal, point, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
brightness = (ambient[0] + ambient[1] + ambient[2] + diffuse[0] + diffuse[1] + diffuse[2]) * (1.0f / 3.0f);
brightness = max(0.0000001f, brightness);
goal = r_hdr_irisadaptation_multiplier.value / brightness;
goal = bound(r_hdr_irisadaptation_minvalue.value, goal, r_hdr_irisadaptation_maxvalue.value);
- adjust = r_hdr_irisadaptation_fade.value * cl.realframetime;
current = r_hdr_irisadaptation_value.value;
if (current < goal)
- current = min(current + adjust, goal);
+ current = min(current + r_hdr_irisadaptation_fade_up.value * cl.realframetime, goal);
else if (current > goal)
- current = max(current - adjust, goal);
+ current = max(current - r_hdr_irisadaptation_fade_down.value * cl.realframetime, goal);
if (fabs(r_hdr_irisadaptation_value.value - current) > 0.0001f)
Cvar_SetValueQuick(&r_hdr_irisadaptation_value, current);
}
break;
}
// TODO: do boxfilter scale-down in shader?
- R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, true);
+ R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR);
GL_Color(r,r,r,1);
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f);
- R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, true);
+ R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
brighten = sqrt(brighten);
if(range >= 1)
brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
- R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, true);
+ R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true);
for (dir = 0;dir < 2;dir++)
{
if(!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))
{
// declare variables
- float speed;
- static float avgspeed;
-
- speed = VectorLength(cl.movement_velocity);
-
- cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_vcoeff.value), 1);
- avgspeed = avgspeed * (1 - cl.motionbluralpha) + speed * cl.motionbluralpha;
-
- speed = (avgspeed - r_motionblur_vmin.value) / max(1, r_motionblur_vmax.value - r_motionblur_vmin.value);
- speed = bound(0, speed, 1);
- speed = speed * (1 - r_motionblur_bmin.value) + r_motionblur_bmin.value;
+ float blur_factor, blur_mouseaccel, blur_velocity;
+ static float blur_average;
+ static vec3_t blur_oldangles; // used to see how quickly the mouse is moving
+
+ // set a goal for the factoring
+ blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value)
+ / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1);
+ blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value)
+ / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1);
+ blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value)
+ + (blur_mouseaccel * r_motionblur_mousefactor.value));
+
+ // from the goal, pick an averaged value between goal and last value
+ cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1);
+ blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha;
+
+ // enforce minimum amount of blur
+ blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value;
+
+ //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel);
// calculate values into a standard alpha
cl.motionbluralpha = 1 - exp(-
(
- (r_motionblur.value * speed / 80)
+ (r_motionblur.value * blur_factor / 80)
+
(r_damageblur.value * (cl.cshifts[CSHIFT_DAMAGE].percent / 1600))
)
/
max(0.0001, cl.time - cl.oldtime) // fps independent
- );
-
+ );
+
+ // randomization for the blur value to combat persistent ghosting
cl.motionbluralpha *= lhrandom(1 - r_motionblur_randomize.value, 1 + r_motionblur_randomize.value);
cl.motionbluralpha = bound(0, cl.motionbluralpha, r_motionblur_maxblur.value);
+
// apply the blur
if (cl.motionbluralpha > 0 && !r_refdef.envmap)
{
R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f);
break;
}
- R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, true);
+ R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height;
}
+
+ // updates old view angles for next pass
+ VectorCopy(cl.viewangles, blur_oldangles);
}
// copy view into the screen texture
R_ResetViewRendering2D();
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}
R_ResetViewRendering2D();
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, NULL);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, true);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}
================
*/
int dpsoftrast_test;
+extern void R_Shadow_UpdateBounceGridTexture(void);
+extern cvar_t r_shadow_bouncegrid;
void R_RenderView(void)
{
matrix4x4_t originalmatrix = r_refdef.view.matrix, offsetmatrix;
if (r_timereport_active)
R_TimeReport("visibility");
+ R_Shadow_UpdateBounceGridTexture();
+ if (r_timereport_active && r_shadow_bouncegrid.integer)
+ R_TimeReport("bouncegrid");
+
r_waterstate.numwaterplanes = 0;
if (r_waterstate.enabled)
R_RenderWaterPlanes();
}
R_Mesh_PrepareVertices_Generic_Arrays(8, vertex3f, color4f, NULL);
R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
R_Mesh_Draw(0, 8, 0, 12, NULL, NULL, 0, bboxelements, NULL, 0);
}
return;
GL_CullFace(GL_NONE);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
prog = 0;
SV_VM_Begin();
for (i = 0;i < numsurfaces;i++)
{
edict = PRVM_EDICT_NUM(surfacelist[i]);
- switch ((int)edict->fields.server->solid)
+ switch ((int)PRVM_serveredictfloat(edict, solid))
{
case SOLID_NOT: Vector4Set(color, 1, 1, 1, 0.05);break;
case SOLID_TRIGGER: Vector4Set(color, 1, 0, 1, 0.10);break;
}
}
// R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
R_Mesh_PrepareVertices_Generic_Arrays(6, nomodelvertex3f, color4f, NULL);
R_Mesh_Draw(0, 6, 0, 8, nomodelelement3i, NULL, 0, nomodelelement3s, NULL, 0);
}
index *= 4;
f = index - floor(index);
if (index < 1)
- f = f;
+ {
+ // f = f;
+ }
else if (index < 2)
f = 1 - f;
else if (index < 3)
}
else
t->currentmaterialflags &= ~(MATERIALFLAG_REFRACTION | MATERIALFLAG_WATERSHADER | MATERIALFLAG_CAMERA);
+ if (vid.allowalphatocoverage && r_transparent_alphatocoverage.integer >= 2 && ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA | MATERIALFLAG_ADD | MATERIALFLAG_CUSTOMBLEND)) == (MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)))
+ {
+ // promote alphablend to alphatocoverage (a type of alphatest) if antialiasing is on
+ t->currentmaterialflags = (t->currentmaterialflags & ~(MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHA)) | MATERIALFLAG_ALPHATEST;
+ }
if ((t->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST)) == MATERIALFLAG_BLENDED && r_transparentdepthmasking.integer && !(t->basematerialflags & MATERIALFLAG_BLENDED))
t->currentmaterialflags |= MATERIALFLAG_TRANSDEPTH;
// transparent sky would be ridiculous
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
return;
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
skyrenderlater = true;
RSurf_SetupDepthAndCulling();
GL_DepthMask(true);
}
else
{
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
// fog sky
GL_BlendFunc(GL_ONE, GL_ZERO);
RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
// render surface batch normally
GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, texturenumsurfaces, texturesurfacelist, NULL, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SKY) != 0);
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- GL_AlphaTest(true);
RSurf_DrawBatch();
- if (rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST)
- GL_AlphaTest(false);
}
static void R_DrawTextureSurfaceList_GL13(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth)
float c[4];
// R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
if(rsurface.texture && rsurface.texture->currentskinframe)
{
RSurf_DrawBatch_GL11_ClampColor();
R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.passcolor4f, NULL);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
RSurf_DrawBatch();
}
else if (!r_refdef.view.showdebug)
vertex3f[i] = mins[j] + size[j] * locboxvertex3f[i];
R_Mesh_PrepareVertices_Generic_Arrays(6*4, vertex3f, NULL, NULL);
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
R_Mesh_Draw(0, 6*4, 0, 6*2, NULL, NULL, 0, locboxelements, NULL, 0);
}
GL_DepthTest(true);
GL_CullFace(GL_NONE);
GL_BlendFunc(GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
- R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false);
+ R_SetupShader_Generic(decalskinframe->base, NULL, GL_MODULATE, 1, false, false);
R_Mesh_Draw(0, numtris * 3, 0, numtris, decalsystem->element3i, NULL, 0, decalsystem->element3s, NULL, 0);
}
}
{
float c = r_refdef.view.colorscale * r_showoverdraw.value * 0.125f;
flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
GL_DepthTest(false);
GL_DepthMask(false);
GL_DepthRange(0, 1);
flagsmask = MATERIALFLAG_SKY | MATERIALFLAG_WALL;
// R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, false, false);
GL_DepthRange(0, 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
GL_DepthMask(false);