cvar_t r_lerpsprites = {CVAR_CLIENT | CVAR_SAVE, "r_lerpsprites", "0", "enables animation smoothing on sprites"};
cvar_t r_lerpmodels = {CVAR_CLIENT | CVAR_SAVE, "r_lerpmodels", "1", "enables animation smoothing on models"};
+cvar_t r_nolerp_list = {CVAR_CLIENT | CVAR_SAVE, "r_nolerp_list", "progs/v_nail.mdl,progs/v_nail2.mdl,progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", "comma separated list of models that will not have their animations smoothed"};
cvar_t r_lerplightstyles = {CVAR_CLIENT | CVAR_SAVE, "r_lerplightstyles", "0", "enable animation smoothing on flickering lights"};
cvar_t r_waterscroll = {CVAR_CLIENT | CVAR_SAVE, "r_waterscroll", "1", "makes water scroll around, value controls how much"};
{"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
{"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_LIGHTMAP\n", " lightdirectionmap_forced_lightmap"},
{"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTIONMAP_FORCED_VERTEXCOLOR\n", " lightdirectionmap_forced_vertexcolor"},
+ {"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTGRID\n", " lightgrid"},
{"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTDIRECTION\n", " lightdirection"},
{"combined", "glsl", builtinshaderstrings, "#define MODE_LIGHTSOURCE\n", " lightsource"},
{"combined", "glsl", builtinshaderstrings, "#define MODE_REFRACTION\n", " refraction"},
/// hash lookup data
struct r_glsl_permutation_s *hashnext;
unsigned int mode;
- dpuint64 permutation;
+ uint64_t permutation;
/// indicates if we have tried compiling this permutation already
qboolean compiled;
int tex_Texture_Shirt;
int tex_Texture_FogHeightTexture;
int tex_Texture_FogMask;
+ int tex_Texture_LightGrid;
int tex_Texture_Lightmap;
int tex_Texture_Deluxemap;
int tex_Texture_Attenuation;
int loc_Texture_Shirt;
int loc_Texture_FogHeightTexture;
int loc_Texture_FogMask;
+ int loc_Texture_LightGrid;
int loc_Texture_Lightmap;
int loc_Texture_Deluxemap;
int loc_Texture_Attenuation;
int loc_FogRangeRecip;
int loc_LightColor;
int loc_LightDir;
+ int loc_LightGridMatrix;
+ int loc_LightGridNormalMatrix;
int loc_LightPosition;
int loc_OffsetMapping_ScaleSteps;
int loc_OffsetMapping_LodDistance;
shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
else \
shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
-static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 permutation)
+static void R_CompileShader_AddStaticParms(unsigned int mode, uint64_t permutation)
{
shaderstaticparms_count = 0;
/// storage for permutations linked in the hash table
memexpandablearray_t r_glsl_permutationarray;
-static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
+static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, uint64_t permutation)
{
//unsigned int hashdepth = 0;
unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
return Mem_strdup(r_main_mempool, modeinfo->builtinstring);
}
-static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
+static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, uint64_t permutation)
{
int i;
int ubibind;
p->loc_Texture_Shirt = qglGetUniformLocation(p->program, "Texture_Shirt");
p->loc_Texture_FogHeightTexture = qglGetUniformLocation(p->program, "Texture_FogHeightTexture");
p->loc_Texture_FogMask = qglGetUniformLocation(p->program, "Texture_FogMask");
+ p->loc_Texture_LightGrid = qglGetUniformLocation(p->program, "Texture_LightGrid");
p->loc_Texture_Lightmap = qglGetUniformLocation(p->program, "Texture_Lightmap");
p->loc_Texture_Deluxemap = qglGetUniformLocation(p->program, "Texture_Deluxemap");
p->loc_Texture_Attenuation = qglGetUniformLocation(p->program, "Texture_Attenuation");
p->loc_FogPlaneViewDist = qglGetUniformLocation(p->program, "FogPlaneViewDist");
p->loc_FogRangeRecip = qglGetUniformLocation(p->program, "FogRangeRecip");
p->loc_LightColor = qglGetUniformLocation(p->program, "LightColor");
+ p->loc_LightGridMatrix = qglGetUniformLocation(p->program, "LightGridMatrix");
+ p->loc_LightGridNormalMatrix = qglGetUniformLocation(p->program, "LightGridNormalMatrix");
p->loc_LightDir = qglGetUniformLocation(p->program, "LightDir");
p->loc_LightPosition = qglGetUniformLocation(p->program, "LightPosition");
p->loc_OffsetMapping_ScaleSteps = qglGetUniformLocation(p->program, "OffsetMapping_ScaleSteps");
p->tex_Texture_Shirt = -1;
p->tex_Texture_FogHeightTexture = -1;
p->tex_Texture_FogMask = -1;
+ p->tex_Texture_LightGrid = -1;
p->tex_Texture_Lightmap = -1;
p->tex_Texture_Deluxemap = -1;
p->tex_Texture_Attenuation = -1;
if (p->loc_Texture_Shirt >= 0) {p->tex_Texture_Shirt = sampler;qglUniform1i(p->loc_Texture_Shirt , sampler);sampler++;}
if (p->loc_Texture_FogHeightTexture>= 0) {p->tex_Texture_FogHeightTexture = sampler;qglUniform1i(p->loc_Texture_FogHeightTexture, sampler);sampler++;}
if (p->loc_Texture_FogMask >= 0) {p->tex_Texture_FogMask = sampler;qglUniform1i(p->loc_Texture_FogMask , sampler);sampler++;}
+ if (p->loc_Texture_LightGrid >= 0) {p->tex_Texture_LightGrid = sampler;qglUniform1i(p->loc_Texture_LightGrid , sampler);sampler++;}
if (p->loc_Texture_Lightmap >= 0) {p->tex_Texture_Lightmap = sampler;qglUniform1i(p->loc_Texture_Lightmap , sampler);sampler++;}
if (p->loc_Texture_Deluxemap >= 0) {p->tex_Texture_Deluxemap = sampler;qglUniform1i(p->loc_Texture_Deluxemap , sampler);sampler++;}
if (p->loc_Texture_Attenuation >= 0) {p->tex_Texture_Attenuation = sampler;qglUniform1i(p->loc_Texture_Attenuation , sampler);sampler++;}
Mem_Free(sourcestring);
}
-static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
+static void R_SetupShader_SetPermutationGLSL(unsigned int mode, uint64_t permutation)
{
r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
if (r_glsl_permutation != perm)
{
if (!r_glsl_permutation->compiled)
{
- Con_DPrintf("Compiling shader mode %u permutation %llx\n", mode, permutation);
+ Con_DPrintf("Compiling shader mode %u permutation %"PRIx64"\n", mode, permutation);
R_GLSL_CompilePermutation(perm, mode, permutation);
}
if (!r_glsl_permutation->program)
for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
{
// reduce i more quickly whenever it would not remove any bits
- dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
+ uint64_t j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
if (!(permutation & j))
continue;
permutation -= j;
Con_Printf("%s written\n", modeinfo[mode].filename);
}
else
- Con_Printf("failed to write to %s\n", modeinfo[mode].filename);
+ Con_Errorf("failed to write to %s\n", modeinfo[mode].filename);
}
}
}
void R_SetupShader_Generic(rtexture_t *t, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
{
- dpuint64 permutation = 0;
+ uint64_t permutation = 0;
if (r_trippy.integer && !notrippy)
permutation |= SHADERPERMUTATION_TRIPPY;
permutation |= SHADERPERMUTATION_VIEWTINT;
void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
{
- dpuint64 permutation = 0;
+ uint64_t permutation = 0;
if (r_trippy.integer && !notrippy)
permutation |= SHADERPERMUTATION_TRIPPY;
if (depthrgb)
// combination of texture, entity, light source, and fogging, only use the
// minimum features necessary to avoid wasting rendering time in the
// fragment shader on features that are not being used
- dpuint64 permutation = 0;
+ uint64_t permutation = 0;
unsigned int mode = 0;
int blendfuncflags;
texture_t *t = rsurface.texture;
if (vid.allowalphatocoverage)
GL_AlphaToCoverage(false);
}
+ else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
+ {
+ if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
+ {
+ switch(t->offsetmapping)
+ {
+ case OFFSETMAPPING_LINEAR: permutation |= SHADERPERMUTATION_OFFSETMAPPING;break;
+ case OFFSETMAPPING_RELIEF: permutation |= SHADERPERMUTATION_OFFSETMAPPING | SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+ case OFFSETMAPPING_DEFAULT: permutation |= SHADERPERMUTATION_OFFSETMAPPING;if (r_glsl_offsetmapping_reliefmapping.integer) permutation |= SHADERPERMUTATION_OFFSETMAPPING_RELIEFMAPPING;break;
+ case OFFSETMAPPING_OFF: break;
+ }
+ }
+ if (t->currentmaterialflags & MATERIALFLAG_VERTEXTEXTUREBLEND)
+ permutation |= SHADERPERMUTATION_VERTEXTEXTUREBLEND;
+ if (t->currentmaterialflags & MATERIALFLAG_ALPHAGEN_VERTEX)
+ permutation |= SHADERPERMUTATION_ALPHAGEN_VERTEX;
+ // directional model lighting
+ mode = SHADERMODE_LIGHTGRID;
+ if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
+ permutation |= SHADERPERMUTATION_GLOW;
+ permutation |= SHADERPERMUTATION_DIFFUSE;
+ if (t->glosstexture || t->backgroundglosstexture)
+ permutation |= SHADERPERMUTATION_SPECULAR;
+ if (r_refdef.fogenabled)
+ permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
+ if (t->colormapping)
+ permutation |= SHADERPERMUTATION_COLORMAPPING;
+ if (r_shadow_usingshadowmaportho && !(rsurface.ent_flags & RENDER_NOSELFSHADOW))
+ {
+ permutation |= SHADERPERMUTATION_SHADOWMAPORTHO;
+ permutation |= SHADERPERMUTATION_SHADOWMAP2D;
+
+ if (r_shadow_shadowmap2ddepthbuffer)
+ permutation |= SHADERPERMUTATION_DEPTHRGB;
+ }
+ if (t->currentmaterialflags & MATERIALFLAG_REFLECTION)
+ permutation |= SHADERPERMUTATION_REFLECTION;
+ if (r_shadow_usingdeferredprepass && !(t->currentmaterialflags & MATERIALFLAG_BLENDED))
+ permutation |= SHADERPERMUTATION_DEFERREDLIGHTMAP;
+ if (t->reflectmasktexture)
+ permutation |= SHADERPERMUTATION_REFLECTCUBE;
+ if (r_shadow_bouncegrid_state.texture && cl.csqc_vidvars.drawworld && !notrippy)
+ {
+ permutation |= SHADERPERMUTATION_BOUNCEGRID;
+ if (r_shadow_bouncegrid_state.directional)
+ permutation |= SHADERPERMUTATION_BOUNCEGRIDDIRECTIONAL;
+ }
+ GL_BlendFunc(t->currentblendfunc[0], t->currentblendfunc[1]);
+ blendfuncflags = R_BlendFuncFlags(t->currentblendfunc[0], t->currentblendfunc[1]);
+ // when using alphatocoverage, we don't need alphakill
+ if (vid.allowalphatocoverage)
+ {
+ if (r_transparent_alphatocoverage.integer)
+ {
+ GL_AlphaToCoverage((t->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
+ permutation &= ~SHADERPERMUTATION_ALPHAKILL;
+ }
+ else
+ GL_AlphaToCoverage(false);
+ }
+ }
else if (t->currentmaterialflags & MATERIALFLAG_MODELLIGHT)
{
if (r_glsl_offsetmapping.integer && ((R_TextureFlags(t->nmaptexture) & TEXF_ALPHA) || t->offsetbias != 0.0f))
// lightmapped wall
if ((t->glowtexture || t->backgroundglowtexture) && r_hdr_glowintensity.value > 0 && !gl_lightmaps.integer)
permutation |= SHADERPERMUTATION_GLOW;
- if (r_refdef.fogenabled)
+ if (r_refdef.fogenabled && !notrippy)
permutation |= r_texture_fogheighttexture ? SHADERPERMUTATION_FOGHEIGHTTEXTURE : (r_refdef.fogplaneviewabove ? SHADERPERMUTATION_FOGOUTSIDE : SHADERPERMUTATION_FOGINSIDE);
if (t->colormapping)
permutation |= SHADERPERMUTATION_COLORMAPPING;
}
if(!(blendfuncflags & BLENDFUNC_ALLOWS_ANYFOG))
permutation &= ~(SHADERPERMUTATION_FOGHEIGHTTEXTURE | SHADERPERMUTATION_FOGOUTSIDE | SHADERPERMUTATION_FOGINSIDE);
- if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA)
+ if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACKALPHA && !notrippy)
permutation |= SHADERPERMUTATION_FOGALPHAHACK;
switch(vid.renderpath)
{
{
if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
}
+ else if (mode == SHADERMODE_LIGHTGRID)
+ {
+ if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_lightmap_ambient[0], t->render_lightmap_ambient[1], t->render_lightmap_ambient[2]);
+ if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, t->render_lightmap_diffuse[0], t->render_lightmap_diffuse[1], t->render_lightmap_diffuse[2]);
+ if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, t->render_lightmap_specular[0], t->render_lightmap_specular[1], t->render_lightmap_specular[2]);
+ // other LightGrid uniforms handled below
+ }
else if (mode == SHADERMODE_LIGHTDIRECTION)
{
if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, t->render_modellight_ambient[0], t->render_modellight_ambient[1], t->render_modellight_ambient[2]);
if (r_glsl_permutation->loc_DeferredMod_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_DeferredMod_Specular, t->render_rtlight_specular[0], t->render_rtlight_specular[1], t->render_rtlight_specular[2]);
}
// additive passes are only darkened by fog, not tinted
- if (r_glsl_permutation->loc_FogColor >= 0)
+ if (r_glsl_permutation->loc_FogColor >= 0 && !notrippy)
{
if(blendfuncflags & BLENDFUNC_ALLOWS_FOG_HACK0)
qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0);
if (r_glsl_permutation->loc_OffsetMapping_LodDistance >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_LodDistance, r_glsl_offsetmapping_lod_distance.integer * r_refdef.view.quality);
if (r_glsl_permutation->loc_OffsetMapping_Bias >= 0) qglUniform1f(r_glsl_permutation->loc_OffsetMapping_Bias, t->offsetbias);
if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f(r_glsl_permutation->loc_ScreenToDepth, r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+ if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
if (r_glsl_permutation->loc_BounceGridMatrix >= 0) {Matrix4x4_Concat(&tempmatrix, &r_shadow_bouncegrid_state.matrix, &rsurface.matrix);Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);qglUniformMatrix4fv(r_glsl_permutation->loc_BounceGridMatrix, 1, false, m16f);}
if (r_glsl_permutation->loc_BounceGridIntensity >= 0) qglUniform1f(r_glsl_permutation->loc_BounceGridIntensity, r_shadow_bouncegrid_state.intensity*r_refdef.view.colorscale);
+ if (r_glsl_permutation->loc_LightGridMatrix >= 0 && r_refdef.scene.worldmodel)
+ {
+ float m9f[9];
+ Matrix4x4_Concat(&tempmatrix, &r_refdef.scene.worldmodel->brushq3.lightgridworldtotexturematrix, &rsurface.matrix);
+ Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
+ qglUniformMatrix4fv(r_glsl_permutation->loc_LightGridMatrix, 1, false, m16f);
+ Matrix4x4_Normalize3(&tempmatrix, &rsurface.matrix);
+ Matrix4x4_ToArrayFloatGL(&tempmatrix, m16f);
+ m9f[0] = m16f[0];m9f[1] = m16f[1];m9f[2] = m16f[2];
+ m9f[3] = m16f[4];m9f[4] = m16f[5];m9f[5] = m16f[6];
+ m9f[6] = m16f[8];m9f[7] = m16f[9];m9f[8] = m16f[10];
+ qglUniformMatrix3fv(r_glsl_permutation->loc_LightGridNormalMatrix, 1, false, m9f);
+ }
if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_texture_white );
if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_texture_white );
}
}
if (r_glsl_permutation->tex_Texture_BounceGrid >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_BounceGrid, r_shadow_bouncegrid_state.texture);
+ if (r_glsl_permutation->tex_Texture_LightGrid >= 0 && r_refdef.scene.worldmodel) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_LightGrid, r_refdef.scene.worldmodel->brushq3.lightgridtexture);
CHECKGLERROR
break;
}
// combination of texture, entity, light source, and fogging, only use the
// minimum features necessary to avoid wasting rendering time in the
// fragment shader on features that are not being used
- dpuint64 permutation = 0;
+ uint64_t permutation = 0;
unsigned int mode = 0;
const float *lightcolorbase = rtlight->currentcolor;
float ambientscale = rtlight->ambientscale;
if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f( r_glsl_permutation->loc_ShadowMap_Parameters , r_shadow_lightshadowmap_parameters[0], r_shadow_lightshadowmap_parameters[1], r_shadow_lightshadowmap_parameters[2], r_shadow_lightshadowmap_parameters[3]);
if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1f( r_glsl_permutation->loc_SpecularPower , (r_shadow_gloss.integer == 2 ? r_shadow_gloss2exponent.value : r_shadow_glossexponent.value) * (r_shadow_glossexact.integer ? 0.25f : 1.0f) - 1.0f);
if (r_glsl_permutation->loc_ScreenToDepth >= 0) qglUniform2f( r_glsl_permutation->loc_ScreenToDepth , r_refdef.view.viewport.screentodepth[0], r_refdef.view.viewport.screentodepth[1]);
- if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/vid.width, 1.0f/vid.height);
+ if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f( r_glsl_permutation->loc_PixelToScreenTexCoord , 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
if (r_glsl_permutation->tex_Texture_Attenuation >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Attenuation , r_shadow_attenuationgradienttexture );
if (r_glsl_permutation->tex_Texture_ScreenNormalMap >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_ScreenNormalMap , r_shadow_prepassgeometrynormalmaptexture );
}
// _luma is supported only for tenebrae compatibility
+ // _blend and .blend are supported only for Q3 & QL compatibility, this hack can be removed if better Q3 shader support is implemented
// _glow is the preferred name
mymiplevel = savemiplevel;
- if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
+ if (skinframe->glow == NULL && ((pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_glow", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s.blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_blend", skinframe->basename), false, false, false, &mymiplevel)) || (pixels = loadimagepixelsbgra(va(vabuf, sizeof(vabuf), "%s_luma", skinframe->basename), false, false, false, &mymiplevel))))
{
skinframe->glow = R_LoadTexture2D (r_main_texturepool, va(vabuf, sizeof(vabuf), "%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
static rtexture_t *R_LoadCubemap(const char *basename)
{
- int i, j, cubemapsize;
+ int i, j, cubemapsize, forcefilter;
unsigned char *cubemappixels, *image_buffer;
rtexture_t *cubemaptexture;
char name[256];
+
+ // HACK: if the cubemap name starts with a !, the cubemap is nearest-filtered
+ forcefilter = TEXF_FORCELINEAR;
+ if (basename && basename[0] == '!')
+ {
+ basename++;
+ forcefilter = TEXF_FORCENEAREST;
+ }
// must start 0 so the first loadimagepixels has no requested width/height
cubemapsize = 0;
cubemappixels = NULL;
if (developer_loading.integer)
Con_Printf("loading cubemap \"%s\"\n", basename);
- cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ cubemaptexture = R_LoadTextureCubeMap(r_main_texturepool, basename, cubemapsize, cubemappixels, vid.sRGB3D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, (gl_texturecompression_lightcubemaps.integer && gl_texturecompression.integer ? TEXF_COMPRESS : 0) | forcefilter | TEXF_CLAMP, -1, NULL);
Mem_Free(cubemappixels);
}
else
r_main_mempool = Mem_AllocPool("Renderer", 0, NULL);
R_InitShaderModeInfo();
- Cmd_AddCommand(&cmd_client, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
- Cmd_AddCommand(&cmd_client, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
+ Cmd_AddCommand(CMD_CLIENT, "r_glsl_restart", R_GLSL_Restart_f, "unloads GLSL shaders, they will then be reloaded as needed");
+ Cmd_AddCommand(CMD_CLIENT, "r_glsl_dumpshader", R_GLSL_DumpShader_f, "dumps the engine internal default.glsl shader into glsl/default.glsl");
// FIXME: the client should set up r_refdef.fog stuff including the fogmasktable
if (gamemode == GAME_NEHAHRA)
{
Cvar_RegisterVariable(&r_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
+ Cvar_RegisterVariable(&r_nolerp_list);
Cvar_RegisterVariable(&r_lerplightstyles);
Cvar_RegisterVariable(&r_waterscroll);
Cvar_RegisterVariable(&r_bloom);
qboolean R_CanSeeBox(int numsamples, vec_t eyejitter, vec_t entboxenlarge, vec_t entboxexpand, vec_t pad, vec3_t eye, vec3_t entboxmins, vec3_t entboxmaxs)
{
- int i;
+ long unsigned int i;
+ int j;
vec3_t eyemins, eyemaxs;
vec3_t boxmins, boxmaxs;
vec3_t padmins, padmaxs;
{
for (i = 0; i < sizeof(positions) / sizeof(positions[0]); i++)
{
+ trace_t trace;
VectorCopy(eye, start);
end[0] = boxmins[0] + (boxmaxs[0] - boxmins[0]) * positions[i][0];
end[1] = boxmins[1] + (boxmaxs[1] - boxmins[1]) * positions[i][1];
end[2] = boxmins[2] + (boxmaxs[2] - boxmins[2]) * positions[i][2];
//trace_t trace = CL_TraceLine(start, end, MOVE_NORMAL, NULL, SUPERCONTENTS_SOLID, SUPERCONTENTS_SKY, MATERIALFLAGMASK_TRANSLUCENT, 0.0f, true, false, NULL, true, true);
- trace_t trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
+ trace = CL_Cache_TraceLineSurfaces(start, end, MOVE_NORMAL, SUPERCONTENTS_SOLID, 0, MATERIALFLAGMASK_TRANSLUCENT);
// not picky - if the trace ended anywhere in the box we're good
if (BoxesOverlap(trace.endpos, trace.endpos, padmins, padmaxs))
return true;
return true;
// try various random positions
- for (i = 0; i < numsamples; i++)
+ for (j = 0; j < numsamples; j++)
{
VectorSet(start, lhrandom(eyemins[0], eyemaxs[0]), lhrandom(eyemins[1], eyemaxs[1]), lhrandom(eyemins[2], eyemaxs[2]));
VectorSet(end, lhrandom(boxmins[0], boxmaxs[0]), lhrandom(boxmins[1], boxmaxs[1]), lhrandom(boxmins[2], boxmaxs[2]));
{
samples = ent->last_trace_visibility == 0 ? r_cullentities_trace_tempentitysamples.integer : r_cullentities_trace_samples.integer;
if (R_CanSeeBox(samples, r_cullentities_trace_eyejitter.value, r_cullentities_trace_enlarge.value, r_cullentities_trace_expand.value, r_cullentities_trace_pad.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)
+ ent->last_trace_visibility = host.realtime;
+ if (ent->last_trace_visibility < host.realtime - r_cullentities_trace_delay.value)
r_refdef.viewcache.entityvisible[i] = 0;
}
}
float viewscalefpsadjusted = 1.0f;
-static void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight)
-{
- float scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
- scale = bound(0.03125f, scale, 1.0f);
- *outwidth = (int)ceil(width * scale);
- *outheight = (int)ceil(height * scale);
-}
-
void R_SetupView(qboolean allowwaterclippingplane, int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
{
const float *customclipplane = NULL;
// free resources for rendertargets that have not been used for a while
// (note: this check is run after the frame render, so any targets used
// this frame will not be affected even at low framerates)
- if (r && (realtime - r->lastusetime > 0.2 || force))
+ if (r && (host.realtime - r->lastusetime > 0.2 || force))
{
if (r->fbo)
R_Mesh_DestroyFramebufferObject(r->fbo);
for (i = 0; i < end; i++)
{
r = (r_rendertarget_t *)Mem_ExpandableArray_RecordAtIndex(&r_fb.rendertargets, i);
- if (r && r->lastusetime != realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
+ if (r && r->lastusetime != host.realtime && r->texturewidth == texturewidth && r->textureheight == textureheight && r->depthtextype == depthtextype && r->colortextype[0] == colortextype0 && r->colortextype[1] == colortextype1 && r->colortextype[2] == colortextype2 && r->colortextype[3] == colortextype3)
break;
}
if (i == end)
if (r->depthisrenderbuffer)
r->depthtexture = R_LoadTextureRenderBuffer(r_main_texturepool, va(vabuf, sizeof(vabuf), "renderbuffer%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, r->depthtextype);
else
- r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, j, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
+ r->depthtexture = R_LoadTexture2D(r_main_texturepool, va(vabuf, sizeof(vabuf), "rendertarget%i_depth_type%i", i, (int)r->depthtextype), r->texturewidth, r->textureheight, NULL, r->depthtextype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL);
}
r->fbo = R_Mesh_CreateFramebufferObject(r->depthtexture, r->colortexture[0], r->colortexture[1], r->colortexture[2], r->colortexture[3]);
}
r_refdef.stats[r_stat_rendertargets_used]++;
r_refdef.stats[r_stat_rendertargets_pixels] += r->texturewidth * r->textureheight;
- r->lastusetime = realtime;
+ r->lastusetime = host.realtime;
R_CalcTexCoordsForView(0, 0, r->texturewidth, r->textureheight, r->texturewidth, r->textureheight, r->texcoord2f);
return r;
}
-static void R_Water_StartFrame(void)
+static void R_Water_StartFrame(int viewwidth, int viewheight)
{
int waterwidth, waterheight;
- if (vid.width > (int)vid.maxtexturesize_2d || vid.height > (int)vid.maxtexturesize_2d)
+ if (viewwidth > (int)vid.maxtexturesize_2d || viewheight > (int)vid.maxtexturesize_2d)
return;
// set waterwidth and waterheight to the water resolution that will be
// used (often less than the screen resolution for faster rendering)
- waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width);
- waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height);
- R_GetScaledViewSize(waterwidth, waterheight, &waterwidth, &waterheight);
+ waterwidth = (int)bound(16, viewwidth * r_water_resolutionmultiplier.value, viewwidth);
+ waterheight = (int)bound(16, viewheight * r_water_resolutionmultiplier.value, viewheight);
if (!r_water.integer || r_showsurfaces.integer)
waterwidth = waterheight = 0;
static void R_Bloom_StartFrame(void)
{
int screentexturewidth, screentextureheight;
- int viewwidth, viewheight;
textype_t textype = TEXTYPE_COLORBUFFER;
+ double scale;
// clear the pointers to rendertargets from last frame as they're stale
r_fb.rt_screen = NULL;
adjust = (targetframetime - actualframetime) * r_viewscale_fpsscaling_multiply.value;
adjust = bound(-r_viewscale_fpsscaling_stepmax.value, adjust, r_viewscale_fpsscaling_stepmax.value);
if (r_viewscale_fpsscaling_stepsize.value > 0)
- adjust = (int)(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
+ {
+ if (adjust > 0)
+ adjust = floor(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
+ else
+ adjust = ceil(adjust / r_viewscale_fpsscaling_stepsize.value) * r_viewscale_fpsscaling_stepsize.value;
+ }
viewscalefpsadjusted += adjust;
viewscalefpsadjusted = bound(r_viewscale_fpsscaling_min.value, viewscalefpsadjusted, 1.0f);
}
else
viewscalefpsadjusted = 1.0f;
- R_GetScaledViewSize(r_refdef.view.width, r_refdef.view.height, &viewwidth, &viewheight);
+ scale = r_viewscale.value * sqrt(viewscalefpsadjusted);
+ if (vid.samples)
+ scale *= sqrt(vid.samples); // supersampling
+ scale = bound(0.03125f, scale, 4.0f);
+ screentexturewidth = (int)ceil(r_refdef.view.width * scale);
+ screentextureheight = (int)ceil(r_refdef.view.height * scale);
+ screentexturewidth = bound(1, screentexturewidth, (int)vid.maxtexturesize_2d);
+ screentextureheight = bound(1, screentextureheight, (int)vid.maxtexturesize_2d);
// set bloomwidth and bloomheight to the bloom resolution that will be
// used (often less than the screen resolution for faster rendering)
- r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.width);
- r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width;
- r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height);
+ r_fb.bloomheight = bound(1, r_bloom_resolution.value * 0.75f, screentextureheight);
+ r_fb.bloomwidth = r_fb.bloomheight * screentexturewidth / screentextureheight;
+ r_fb.bloomwidth = bound(1, r_fb.bloomwidth, screentexturewidth);
r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d);
r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d);
- // calculate desired texture sizes
- screentexturewidth = viewwidth;
- screentextureheight = viewheight;
-
if ((r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d))
{
Cvar_SetValueQuick(&r_bloom, 0);
Cvar_SetValueQuick(&r_motionblur, 0);
Cvar_SetValueQuick(&r_damageblur, 0);
}
+ if (!r_bloom.integer)
+ r_fb.bloomwidth = r_fb.bloomheight = 0;
// allocate motionblur ghost texture if needed - this is the only persistent texture and is only useful on the main view
if (r_refdef.view.ismain && (r_fb.screentexturewidth != screentexturewidth || r_fb.screentextureheight != screentextureheight || r_fb.textype != textype))
}
}
- if (r_bloom.integer)
- {
- // bloom texture is a different resolution
- r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width);
- r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width;
- r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height);
- }
- else
- r_fb.bloomwidth = r_fb.bloomheight = 0;
-
r_fb.rt_screen = R_RenderTarget_Get(screentexturewidth, screentextureheight, TEXTYPE_DEPTHBUFFER24STENCIL8, true, textype, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
r_refdef.view.clear = true;
static void R_BlendView(int viewfbo, rtexture_t *viewdepthtexture, rtexture_t *viewcolortexture, int viewx, int viewy, int viewwidth, int viewheight)
{
- dpuint64 permutation;
+ uint64_t permutation;
float uservecs[4][4];
rtexture_t *viewtexture;
rtexture_t *bloomtexture;
if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]);
if (r_glsl_permutation->loc_UserVec4 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec4 , uservecs[3][0], uservecs[3][1], uservecs[3][2], uservecs[3][3]);
if (r_glsl_permutation->loc_Saturation >= 0) qglUniform1f(r_glsl_permutation->loc_Saturation , r_glsl_saturation.value);
- if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/vid.width, 1.0f/vid.height);
+ if (r_glsl_permutation->loc_PixelToScreenTexCoord >= 0) qglUniform2f(r_glsl_permutation->loc_PixelToScreenTexCoord, 1.0f/r_fb.screentexturewidth, 1.0f/r_fb.screentextureheight);
if (r_glsl_permutation->loc_BloomColorSubtract >= 0) qglUniform4f(r_glsl_permutation->loc_BloomColorSubtract , r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, r_bloom_colorsubtract.value, 0.0f);
if (r_glsl_permutation->loc_ColorFringe >= 0) qglUniform1f(r_glsl_permutation->loc_ColorFringe, r_colorfringe.value );
break;
viewcolortexture = r_fb.rt_screen->colortexture[0];
viewx = 0;
viewy = 0;
- viewwidth = width;
- viewheight = height;
+ viewwidth = r_fb.rt_screen->texturewidth;
+ viewheight = r_fb.rt_screen->textureheight;
}
- R_Water_StartFrame();
+ R_Water_StartFrame(viewwidth, viewheight);
CHECKGLERROR
if (r_timereport_active)
t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
if (rsurface.entity->render_rtlight_disabled)
t->currentmaterialflags |= MATERIALFLAG_NORTLIGHT;
+ if (rsurface.entity->render_lightgrid)
+ t->currentmaterialflags |= MATERIALFLAG_LIGHTGRID;
if (t->currentmaterialflags & MATERIALFLAG_CUSTOMBLEND && !(R_BlendFuncFlags(t->customblendfunc[0], t->customblendfunc[1]) & BLENDFUNC_ALLOWS_COLORMOD))
{
// some CUSTOMBLEND blendfuncs are too weird, we have to ignore colormod and view colorscale
- t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT;
+ t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT | MATERIALFLAG_NORTLIGHT) & ~MATERIALFLAG_LIGHTGRID;
for (q = 0; q < 3; q++)
{
t->render_glowmod[q] = rsurface.entity->glowmod[q];
else if ((t->currentmaterialflags & MATERIALFLAG_FULLBRIGHT) || !(rsurface.ent_flags & RENDER_LIGHT))
{
// fullbright is basically MATERIALFLAG_MODELLIGHT but with ambient locked to 1,1,1 and no shading
- t->currentmaterialflags = t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT;
+ t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_NORTLIGHT | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
for (q = 0; q < 3; q++)
{
t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
t->render_rtlight_specular[q] = 0;
}
}
+ else if (t->currentmaterialflags & MATERIALFLAG_LIGHTGRID)
+ {
+ t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
+ for (q = 0; q < 3; q++)
+ {
+ t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
+ t->render_modellight_lightdir[q] = q == 2;
+ t->render_modellight_ambient[q] = 0;
+ t->render_modellight_diffuse[q] = 0;
+ t->render_modellight_specular[q] = 0;
+ t->render_lightmap_ambient[q] = rsurface.entity->render_lightmap_ambient[q] * r_refdef.view.colorscale;
+ t->render_lightmap_diffuse[q] = rsurface.entity->render_lightmap_diffuse[q] * 2 * r_refdef.view.colorscale;
+ t->render_lightmap_specular[q] = rsurface.entity->render_lightmap_specular[q] * 2 * r_refdef.view.colorscale;
+ t->render_rtlight_diffuse[q] = rsurface.entity->render_rtlight_diffuse[q] * r_refdef.view.colorscale;
+ t->render_rtlight_specular[q] = rsurface.entity->render_rtlight_specular[q] * r_refdef.view.colorscale;
+ }
+ }
else if ((rsurface.ent_flags & (RENDER_DYNAMICMODELLIGHT | RENDER_CUSTOMIZEDMODELLIGHT)) || rsurface.modeltexcoordlightmap2f == NULL)
{
// ambient + single direction light (modellight)
- t->currentmaterialflags |= MATERIALFLAG_MODELLIGHT;
+ t->currentmaterialflags = (t->currentmaterialflags | MATERIALFLAG_MODELLIGHT) & ~MATERIALFLAG_LIGHTGRID;
for (q = 0; q < 3; q++)
{
t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
//
// FIXME: this is fine for effects but CSQC polygons should be subject
// to lighting.
- t->currentmaterialflags &= ~MATERIALFLAG_MODELLIGHT;
+ t->currentmaterialflags &= ~(MATERIALFLAG_MODELLIGHT | MATERIALFLAG_LIGHTGRID);
for (q = 0; q < 3; q++)
{
t->render_glowmod[q] = rsurface.entity->render_glowmod[q] * r_refdef.view.colorscale;
// lightmaps mode looks bad with dlights using actual texturing, so turn
// off the colormap and glossmap, but leave the normalmap on as it still
// accurately represents the shading involved
- if (gl_lightmaps.integer)
+ if (gl_lightmaps.integer && ent != &cl_meshentities[MESH_UI].render)
{
t->basetexture = r_texture_grey128;
t->pantstexture = r_texture_black;
static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, const msurface_t **texturesurfacelist)
{
- int i, j;
+ int j;
+ const float *v;
+ float p[3], mins[3], maxs[3];
+ int scissor[4];
// transparent sky would be ridiculous
if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED)
return;
// add the vertices of the surfaces to a world bounding box so we can scissor the sky render later
if (r_sky_scissor.integer)
{
- RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ALLOWMULTIDRAW, texturenumsurfaces, texturesurfacelist);
- for (i = 0; i < texturenumsurfaces; i++)
+ RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_NOGAPS, texturenumsurfaces, texturesurfacelist);
+ for (j = 0, v = rsurface.batchvertex3f + 3 * rsurface.batchfirstvertex; j < rsurface.batchnumvertices; j++, v += 3)
{
- const msurface_t *surf = texturesurfacelist[i];
- const float *v;
- float p[3];
- float mins[3], maxs[3];
- int scissor[4];
- for (j = 0, v = rsurface.batchvertex3f + 3 * surf->num_firstvertex; j < surf->num_vertices; j++, v += 3)
+ Matrix4x4_Transform(&rsurface.matrix, v, p);
+ if (j > 0)
{
- Matrix4x4_Transform(&rsurface.matrix, v, p);
- if (j > 0)
- {
- if (mins[0] > p[0]) mins[0] = p[0];
- if (mins[1] > p[1]) mins[1] = p[1];
- if (mins[2] > p[2]) mins[2] = p[2];
- if (maxs[0] < p[0]) maxs[0] = p[0];
- if (maxs[1] < p[1]) maxs[1] = p[1];
- if (maxs[2] < p[2]) maxs[2] = p[2];
- }
- else
- {
- VectorCopy(p, mins);
- VectorCopy(p, maxs);
- }
+ if (mins[0] > p[0]) mins[0] = p[0];
+ if (mins[1] > p[1]) mins[1] = p[1];
+ if (mins[2] > p[2]) mins[2] = p[2];
+ if (maxs[0] < p[0]) maxs[0] = p[0];
+ if (maxs[1] < p[1]) maxs[1] = p[1];
+ if (maxs[2] < p[2]) maxs[2] = p[2];
}
- if (!R_ScissorForBBox(mins, maxs, scissor))
+ else
+ {
+ VectorCopy(p, mins);
+ VectorCopy(p, maxs);
+ }
+ }
+ if (!R_ScissorForBBox(mins, maxs, scissor))
+ {
+ if (skyscissor[2])
{
- if (skyscissor[2])
+ if (skyscissor[0] > scissor[0])
{
- if (skyscissor[0] > scissor[0])
- {
- skyscissor[2] += skyscissor[0] - scissor[0];
- skyscissor[0] = scissor[0];
- }
- if (skyscissor[1] > scissor[1])
- {
- skyscissor[3] += skyscissor[1] - scissor[1];
- skyscissor[1] = scissor[1];
- }
- if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
- skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
- if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
- skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
+ skyscissor[2] += skyscissor[0] - scissor[0];
+ skyscissor[0] = scissor[0];
}
- else
- Vector4Copy(scissor, skyscissor);
+ if (skyscissor[1] > scissor[1])
+ {
+ skyscissor[3] += skyscissor[1] - scissor[1];
+ skyscissor[1] = scissor[1];
+ }
+ if (skyscissor[0] + skyscissor[2] < scissor[0] + scissor[2])
+ skyscissor[2] = scissor[0] + scissor[2] - skyscissor[0];
+ if (skyscissor[1] + skyscissor[3] < scissor[1] + scissor[3])
+ skyscissor[3] = scissor[1] + scissor[3] - skyscissor[1];
}
+ else
+ Vector4Copy(scissor, skyscissor);
}
}
surfaceindex = bih_surfaces[triangleindex];
surface = surfaces + surfaceindex;
texture = surface->texture;
+ if (!texture)
+ continue;
if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
continue;
if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
continue;
// skip transparent surfaces
texture = surface->texture;
+ if (!texture)
+ continue;
if (texture->currentmaterialflags & (MATERIALFLAG_BLENDED | MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_SKY | MATERIALFLAG_SHORTDEPTHRANGE | MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION))
continue;
if (texture->surfaceflags & Q3SURFACEFLAG_NOMARKS)
}
}
-extern cvar_t mod_collision_bih;
static void R_DrawDebugModel(void)
{
entity_render_t *ent = rsurface.entity;
offsetx = 0.5f * width * vid_conwidth.value / vid.width;
offsety = 0;
}
- surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX), true);
+ surf = Mod_Mesh_AddSurface(mod, Mod_Mesh_GetTexture(mod, "white", 0, 0, MATERIALFLAG_WALL | MATERIALFLAG_VERTEXCOLOR | MATERIALFLAG_ALPHAGEN_VERTEX | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW), true);
e0 = Mod_Mesh_IndexForVertex(mod, surf, x1 - offsetx, y1 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r1, g1, b1, alpha1);
e1 = Mod_Mesh_IndexForVertex(mod, surf, x2 - offsetx, y2 - offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);
e2 = Mod_Mesh_IndexForVertex(mod, surf, x2 + offsetx, y2 + offsety, 10, 0, 0, -1, 0, 0, 0, 0, r2, g2, b2, alpha2);