//
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_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"};
cvar_t r_framedatasize = {CVAR_SAVE, "r_framedatasize", "0.5", "size of renderer data cache used during one frame (for skeletal animation caching, light processing, etc)"};
extern cvar_t v_glslgamma;
+extern cvar_t v_glslgamma_2d;
extern qboolean v_flipped_state;
{
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_GENERIC\n", " generic"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_POSTPROCESS\n", " postprocess"},
- {"glsl/default.glsl", NULL, NULL , "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_DEPTH_OR_SHADOW\n", " depth/shadow"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FLATCOLOR\n", " flatcolor"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_VERTEXCOLOR\n", " vertexcolor"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTMAP\n", " lightmap"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_FAKELIGHT\n", " fakelight"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
{"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_REFRACTION\n", " refraction"},
{"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_FAKELIGHT\n", " fakelight"},
{"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
{"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
+ {"glsl/default.glsl", NULL, "glsl/default.glsl", "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
{"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
{"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_LIGHTSOURCE\n", " lightsource"},
{"hlsl/default.hlsl", NULL, "hlsl/default.hlsl", "#define MODE_REFRACTION\n", " refraction"},
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 && v_glslgamma.integer && v_glslgamma_2d.integer && !vid.sRGB2D && r_texture_gammaramps && !vid_gammatables_trivial)
+ permutation |= SHADERPERMUTATION_GAMMARAMPS;
else if (texturemode == GL_ADD)
permutation |= SHADERPERMUTATION_GLOW;
else if (texturemode == GL_DECAL)
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:
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)
permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
if (rsurface.texture->reflectmasktexture)
permutation |= SHADERPERMUTATION_REFLECTCUBE;
- if (r_shadow_bouncegridtexture)
+ if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
{
permutation |= SHADERPERMUTATION_BOUNCEGRID;
if (r_shadow_bouncegriddirectional)
permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
if (rsurface.texture->reflectmasktexture)
permutation |= SHADERPERMUTATION_REFLECTCUBE;
- if (r_shadow_bouncegridtexture)
+ if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
{
permutation |= SHADERPERMUTATION_BOUNCEGRID;
if (r_shadow_bouncegriddirectional)
if (specularscale > 0)
permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
}
- else if (r_glsl_deluxemapping.integer >= 2 && rsurface.uselightmaptexture)
+ else if (r_glsl_deluxemapping.integer >= 2)
{
// fake deluxemapping (uniform light direction in tangentspace)
- mode = SHADERMODE_LIGHTDIRECTIONMAP_TANGENTSPACE;
+ if (rsurface.uselightmaptexture)
+ mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP;
+ else
+ mode = SHADERMODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR;
permutation |= SHADERPERMUTATION_DIFFUSE;
if (specularscale > 0)
permutation |= SHADERPERMUTATION_SPECULAR | SHADERPERMUTATION_DIFFUSE;
// ordinary vertex coloring (q3bsp)
mode = SHADERMODE_VERTEXCOLOR;
}
- if (r_shadow_bouncegridtexture)
+ if (r_shadow_bouncegridtexture && cl.csqc_vidvars.drawworld)
{
permutation |= SHADERPERMUTATION_BOUNCEGRID;
if (r_shadow_bouncegriddirectional)
}
}
R_SKINFRAME_LOAD_AVERAGE_COLORS(basepixels_width * basepixels_height, basepixels[4 * pix + comp]);
+#ifndef USE_GLES2
//Con_Printf("Texture %s has average colors %f %f %f alpha %f\n", name, skinframe->avgcolor[0], skinframe->avgcolor[1], skinframe->avgcolor[2], skinframe->avgcolor[3]);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->base)
R_SaveTextureDDSFile(skinframe->base, va("dds/%s.dds", skinframe->basename), r_texture_dds_save.integer < 2, skinframe->hasalpha);
if (r_savedds && qglGetCompressedTexImageARB && skinframe->fog)
R_SaveTextureDDSFile(skinframe->fog, va("dds/%s_mask.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
}
if (r_loaddds)
skinframe->nmap = R_LoadTexture2D (r_main_texturepool, va("%s_nmap", skinframe->basename), basepixels_width, basepixels_height, pixels, TEXTYPE_BGRA, (TEXF_ALPHA | textureflags) & (r_mipnormalmaps.integer ? ~0 : ~TEXF_MIPMAP) & (gl_texturecompression_normal.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
Mem_Free(pixels);
}
+#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->nmap)
R_SaveTextureDDSFile(skinframe->nmap, va("dds/%s_norm.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
}
// _luma is supported only for tenebrae compatibility
if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va("%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va("%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
{
skinframe->glow = R_LoadTexture2D (r_main_texturepool, va("%s_glow", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_glow.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->glow)
R_SaveTextureDDSFile(skinframe->glow, va("dds/%s_glow.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
Mem_Free(pixels);pixels = NULL;
}
if (skinframe->gloss == NULL && r_loadgloss && (pixels = loadimagepixelsbgra(va("%s_gloss", skinframe->basename), false, false, false, &mymiplevel)))
{
skinframe->gloss = R_LoadTexture2D (r_main_texturepool, va("%s_gloss", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_gloss.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->gloss)
R_SaveTextureDDSFile(skinframe->gloss, va("dds/%s_gloss.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
Mem_Free(pixels);
pixels = NULL;
}
if (skinframe->pants == NULL && (pixels = loadimagepixelsbgra(va("%s_pants", skinframe->basename), false, false, false, &mymiplevel)))
{
skinframe->pants = R_LoadTexture2D (r_main_texturepool, va("%s_pants", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->pants)
R_SaveTextureDDSFile(skinframe->pants, va("dds/%s_pants.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+#endif
Mem_Free(pixels);
pixels = NULL;
}
if (skinframe->shirt == NULL && (pixels = loadimagepixelsbgra(va("%s_shirt", skinframe->basename), false, false, false, &mymiplevel)))
{
skinframe->shirt = R_LoadTexture2D (r_main_texturepool, va("%s_shirt", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_color.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->shirt)
R_SaveTextureDDSFile(skinframe->shirt, va("dds/%s_shirt.dds", skinframe->basename), r_texture_dds_save.integer < 2, false);
+#endif
Mem_Free(pixels);
pixels = NULL;
}
if (skinframe->reflect == NULL && (pixels = loadimagepixelsbgra(va("%s_reflect", skinframe->basename), false, false, false, &mymiplevel)))
{
skinframe->reflect = R_LoadTexture2D (r_main_texturepool, va("%s_reflect", skinframe->basename), image_width, image_height, pixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, textureflags & (gl_texturecompression_reflectmask.integer && gl_texturecompression.integer ? ~0 : ~TEXF_COMPRESS), mymiplevel, NULL);
+#ifndef USE_GLES2
if (r_savedds && qglGetCompressedTexImageARB && skinframe->reflect)
R_SaveTextureDDSFile(skinframe->reflect, va("dds/%s_reflect.dds", skinframe->basename), r_texture_dds_save.integer < 2, true);
+#endif
Mem_Free(pixels);
pixels = NULL;
}
case RENDERPATH_GL20:
case RENDERPATH_GLES1:
case RENDERPATH_GLES2:
+#ifdef GL_SAMPLES_PASSED_ARB
if (r_maxqueries)
qglDeleteQueriesARB(r_maxqueries, r_queries);
+#endif
break;
case RENDERPATH_D3D9:
//Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
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);
GL_Init
===============
*/
+#ifndef USE_GLES2
extern char *ENGINE_EXTENSIONS;
void GL_Init (void)
{
// clear to black (loading plaque will be seen over this)
GL_Clear(GL_COLOR_BUFFER_BIT, NULL, 1.0f, 128);
}
+#endif
int R_CullBox(const vec3_t mins, const vec3_t maxs)
{
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);
}
r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL);
+#ifndef USE_GLES2
// render depth into one texture and normalmap into the other
if (qglDrawBuffer)
{
int status;
- qglDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
- qglReadBuffer(GL_COLOR_ATTACHMENT0_EXT);CHECKGLERROR
- status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);CHECKGLERROR
- if (status != GL_FRAMEBUFFER_COMPLETE_EXT)
+ qglDrawBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ qglReadBuffer(GL_COLOR_ATTACHMENT0);CHECKGLERROR
+ status = qglCheckFramebufferStatusEXT(GL_FRAMEBUFFER);CHECKGLERROR
+ if (status != GL_FRAMEBUFFER_COMPLETE)
Con_Printf("R_Bloom_StartFrame: glCheckFramebufferStatusEXT returned %i\n", status);
}
+#endif
}
r_bloomstate.bloomtexturewidth = bloomtexturewidth;
r_bloomstate.bloomtextureheight = bloomtextureheight;
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);
}
}
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();
}
}
// 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);
}
if(parms[0] == 0 && parms[1] == 0)
return false;
if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
- if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)] == 0)
+ if(rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)] == 0)
return false;
return true;
}
}
f = parms[0] + parms[1] * f;
if(func >> Q3WAVEFUNC_USER_SHIFT) // assumes rsurface to be set!
- f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT)];
+ f *= rsurface.userwavefunc_param[bound(0, (func >> Q3WAVEFUNC_USER_SHIFT) - 1, Q3WAVEFUNC_USER_COUNT - 1)];
return (float) f;
}
// 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);
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);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
+#ifndef USE_GLES2
if (r_showtris.integer && qglPolygonMode)
{
if (r_showdisabledepthtest.integer)
}
rsurface.texture = NULL;
}
+#endif
}
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);