]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
keys: do not send the text event of the toggleconsole bind to the console.
[xonotic/darkplaces.git] / gl_rmain.c
index ec7917bfe9722d176698e2f8a69bd2a3afa0775a..58b5e7042535c9618066a98f9156aebb2f44d8db 100644 (file)
@@ -34,6 +34,17 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 extern LPDIRECT3DDEVICE9 vid_d3d9dev;
 #endif
 
+#ifdef WIN32
+// Enable NVIDIA High Performance Graphics while using Integrated Graphics.
+#ifdef __cplusplus
+extern "C" {
+#endif
+__declspec(dllexport) DWORD NvOptimusEnablement = 0x00000001;
+#ifdef __cplusplus
+}
+#endif
+#endif
+
 mempool_t *r_main_mempool;
 rtexturepool_t *r_main_texturepool;
 
@@ -184,6 +195,7 @@ cvar_t r_glsl_postprocess_uservec3_enable = {CVAR_SAVE, "r_glsl_postprocess_user
 cvar_t r_glsl_postprocess_uservec4_enable = {CVAR_SAVE, "r_glsl_postprocess_uservec4_enable", "1", "enables postprocessing uservec4 usage, creates USERVEC1 define (only useful if default.glsl has been customized)"};
 
 cvar_t r_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_cameraentitiesonly = {CVAR_SAVE, "r_water_cameraentitiesonly", "0", "whether to only show QC-defined reflections/refractions (typically used for camera- or portal-like effects)"};
 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"};
@@ -3088,7 +3100,7 @@ void R_SetupShader_DeferredLight(const rtlight_t *rtlight)
                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);
+       Matrix4x4_Invert_Full(&viewtolight, &lighttoview);
        Matrix4x4_ToArrayFloatGL(&viewtolight, viewtolight16f);
        switch(vid.renderpath)
        {
@@ -3682,6 +3694,9 @@ skinframe_t *R_SkinFrame_LoadInternalQuake(const char *name, int textureflags, i
                featuresmask |= palette_featureflags[skindata[i]];
 
        skinframe->hasalpha = false;
+       // fence textures
+       if (name[0] == '{')
+               skinframe->hasalpha = true;
        skinframe->qhascolormapping = loadpantsandshirt && (featuresmask & (PALETTEFEATURE_PANTS | PALETTEFEATURE_SHIRT));
        skinframe->qgeneratenmap = r_shadow_bumpscale_basetexture.value > 0;
        skinframe->qgeneratemerged = true;
@@ -3738,7 +3753,10 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo
        if (skinframe->qgenerateglow)
        {
                skinframe->qgenerateglow = false;
-               skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
+               if (skinframe->hasalpha) // fence textures
+                       skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, palette_bgra_onlyfullbrights_transparent); // glow
+               else
+                       skinframe->glow = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, palette_bgra_onlyfullbrights); // glow
        }
 
        if (colormapped)
@@ -3751,7 +3769,10 @@ static void R_SkinFrame_GenerateTexturesFromQPixels(skinframe_t *skinframe, qboo
        else
        {
                skinframe->qgeneratemerged = false;
-               skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
+               if (skinframe->hasalpha) // fence textures
+                       skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags | TEXF_ALPHA, -1, skinframe->glow ? palette_bgra_nofullbrights_transparent : palette_bgra_transparent);
+               else
+                       skinframe->merged = R_LoadTexture2D(r_main_texturepool, skinframe->basename, width, height, skindata, vid.sRGB3D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, skinframe->textureflags, -1, skinframe->glow ? palette_bgra_nofullbrights : palette_bgra_complete);
        }
 
        if (!skinframe->qgeneratemerged && !skinframe->qgeneratebase)
@@ -4375,6 +4396,7 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_celoutlines);
 
        Cvar_RegisterVariable(&r_water);
+       Cvar_RegisterVariable(&r_water_cameraentitiesonly);
        Cvar_RegisterVariable(&r_water_resolutionmultiplier);
        Cvar_RegisterVariable(&r_water_clippingplanebias);
        Cvar_RegisterVariable(&r_water_refractdistort);
@@ -5827,7 +5849,7 @@ void R_RenderView_UpdateViewVectors(void)
        Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin);
        VectorNegate(r_refdef.view.left, r_refdef.view.right);
        // make an inverted copy of the view matrix for tracking sprites
-       Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
+       Matrix4x4_Invert_Full(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix);
 }
 
 void R_RenderScene(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture);
@@ -6001,25 +6023,33 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno)
                }
        }
        planeindex = bestplaneindex;
-       p = r_fb.water.waterplanes + planeindex;
 
        // if this surface does not fit any known plane rendered this frame, add one
-       if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
+       if (planeindex < 0 || bestplanescore > 0.001f)
        {
-               // store the new plane
-               planeindex = r_fb.water.numwaterplanes++;
-               p = r_fb.water.waterplanes + planeindex;
-               p->plane = plane;
-               // clear materialflags and pvs
-               p->materialflags = 0;
-               p->pvsvalid = false;
-               p->camera_entity = t->camera_entity;
-               VectorCopy(mins, p->mins);
-               VectorCopy(maxs, p->maxs);
+               if (r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes)
+               {
+                       // store the new plane
+                       planeindex = r_fb.water.numwaterplanes++;
+                       p = r_fb.water.waterplanes + planeindex;
+                       p->plane = plane;
+                       // clear materialflags and pvs
+                       p->materialflags = 0;
+                       p->pvsvalid = false;
+                       p->camera_entity = t->camera_entity;
+                       VectorCopy(mins, p->mins);
+                       VectorCopy(maxs, p->maxs);
+               }
+               else
+               {
+                       // We're totally screwed.
+                       return;
+               }
        }
        else
        {
                // merge mins/maxs when we're adding this surface to the plane
+               p = r_fb.water.waterplanes + planeindex;
                p->mins[0] = min(p->mins[0], mins[0]);
                p->mins[1] = min(p->mins[1], mins[1]);
                p->mins[2] = min(p->mins[2], mins[2]);
@@ -6032,7 +6062,7 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno)
        if(!(p->materialflags & MATERIALFLAG_CAMERA))
        {
                // merge this surface's PVS into the waterplane
-               if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
+               if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION) && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS
                 && r_refdef.scene.worldmodel->brush.PointInLeaf && r_refdef.scene.worldmodel->brush.PointInLeaf(r_refdef.scene.worldmodel, center)->clusterindex >= 0)
                {
                        r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, center, 2, p->pvsbits, sizeof(p->pvsbits), p->pvsvalid);
@@ -6084,6 +6114,8 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
        // make sure enough textures are allocated
        for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
        {
+               if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
+                       continue;
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
                {
                        if (!p->texture_refraction)
@@ -6139,6 +6171,8 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t
        r_fb.water.renderingscene = true;
        for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++)
        {
+               if (r_water_cameraentitiesonly.value != 0 && !p->camera_entity)
+                       continue;
                if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))
                {
                        r_refdef.view = myview;
@@ -8423,7 +8457,7 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                }
        }
 
-       return t->currentframe;
+       return t;
 }
 
 rsurfacestate_t rsurface;