]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
added r_shadow_dot3 cvar to control whether GL1.3 hardware uses dot3
[xonotic/darkplaces.git] / gl_rmain.c
index d811bfd4148ed1ccc6c34cedf498e6ffe5b6cded..b0e5d782a9a91045fbf34353b98713f7d69f1383 100644 (file)
@@ -3269,6 +3269,45 @@ static void R_View_UpdateEntityLighting (void)
        }
 }
 
+#define MAX_LINEOFSIGHTTRACES 64
+
+static qboolean R_CanSeeBox(int numsamples, vec_t enlarge, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
+{
+       int i;
+       vec3_t boxmins, boxmaxs;
+       vec3_t start;
+       vec3_t end;
+       dp_model_t *model = r_refdef.scene.worldmodel;
+       
+       if (!model || !model->brush.TraceLineOfSight)
+               return true;
+
+       // expand the box a little
+       boxmins[0] = (enlarge+1) * entboxmins[0] - enlarge * entboxmaxs[0];
+       boxmaxs[0] = (enlarge+1) * entboxmaxs[0] - enlarge * entboxmins[0];
+       boxmins[1] = (enlarge+1) * entboxmins[1] - enlarge * entboxmaxs[1];
+       boxmaxs[1] = (enlarge+1) * entboxmaxs[1] - enlarge * entboxmins[1];
+       boxmins[2] = (enlarge+1) * entboxmins[2] - enlarge * entboxmaxs[2];
+       boxmaxs[2] = (enlarge+1) * entboxmaxs[2] - enlarge * entboxmins[2];
+
+       // try center
+       VectorCopy(eye, start);
+       VectorMAM(0.5f, boxmins, 0.5f, boxmaxs, end);
+       if (model->brush.TraceLineOfSight(model, start, end))
+               return true;
+
+       // try various random positions
+       for (i = 0;i < numsamples;i++)
+       {
+               VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
+               if (model->brush.TraceLineOfSight(model, start, end))
+                       return true;
+       }
+
+       return false;
+}
+
+
 static void R_View_UpdateEntityVisible (void)
 {
        int i, renderimask;
@@ -3295,9 +3334,9 @@ static void R_View_UpdateEntityVisible (void)
                        for (i = 0;i < r_refdef.scene.numentities;i++)
                        {
                                ent = r_refdef.scene.entities[i];
-                               if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*')))
+                               if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & (RENDER_VIEWMODEL + RENDER_NOCULL)) && !(ent->model && (ent->model->name[0] == '*')))
                                {
-                                       if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.scene.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs))
+                                       if(R_CanSeeBox(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.view.origin, ent->mins, ent->maxs))
                                                ent->last_trace_visibility = realtime;
                                        if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value)
                                                r_refdef.viewcache.entityvisible[i] = 0;
@@ -4073,6 +4112,9 @@ void R_Bloom_MakeTexture(void)
        brighten = r_bloom_brighten.value;
        if (r_hdr.integer)
                brighten *= r_hdr_range.value;
+       brighten = sqrt(brighten);
+       if(range >= 1)
+               brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle"
        R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom));
        R_Mesh_TexCoordPointer(0, 2, r_bloomstate.offsettexcoord2f, 0, 0);
 
@@ -4080,6 +4122,7 @@ void R_Bloom_MakeTexture(void)
        {
                // blend on at multiple vertical offsets to achieve a vertical blur
                // TODO: do offset blends using GLSL
+               // TODO instead of changing the texcoords, change the target positions to prevent artifacts at edges
                GL_BlendFunc(GL_ONE, GL_ZERO);
                for (x = -range;x <= range;x++)
                {
@@ -4100,8 +4143,10 @@ void R_Bloom_MakeTexture(void)
                        // black at the edges
                        // (probably not realistic but looks good enough)
                        //r = ((range*range+1)/((float)(x*x+1)))/(range*2+1);
-                       //r = (dir ? 1.0f : brighten)/(range*2+1);
-                       r = (dir ? 1.0f : brighten)/(range*2+1)*(1 - x*x/(float)(range*range));
+                       //r = brighten/(range*2+1);
+                       r = brighten / (range * 2 + 1);
+                       if(range >= 1)
+                               r *= (1 - x*x/(float)(range*range));
                        GL_Color(r, r, r, 1);
                        R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
                        r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight;
@@ -5505,8 +5550,11 @@ texture_t *R_GetCurrentTexture(texture_t *t)
                        t->glosstexture = r_texture_white;
                        t->backgroundglosstexture = r_texture_white;
                        t->specularscale = r_shadow_gloss2intensity.value;
+                       t->specularpower = r_shadow_gloss2exponent.value;
                }
        }
+       t->specularscale *= t->specularscalemod;
+       t->specularpower *= t->specularpowermod;
 
        // lightmaps mode looks bad with dlights using actual texturing, so turn
        // off the colormap and glossmap, but leave the normalmap on as it still
@@ -7575,6 +7623,12 @@ static void R_ProcessModelTextureSurfaceList(int texturenumsurfaces, msurface_t
                        tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f;
                        tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f;
                        Matrix4x4_Transform(&rsurface.matrix, tempcenter, center);
+                       if (queueentity->transparent_offset) // transparent offset
+                       {
+                               center[0] += r_refdef.view.forward[0]*queueentity->transparent_offset;
+                               center[1] += r_refdef.view.forward[1]*queueentity->transparent_offset;
+                               center[2] += r_refdef.view.forward[2]*queueentity->transparent_offset;
+                       }
                        R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, queueentity, surface - rsurface.modelsurfaces, rsurface.rtlight);
                }
        }