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_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio"};
-cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression)"};
-cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level"};
+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 (DEPRECATED)"};
+cvar_t r_equalize_entities_minambient = {CVAR_SAVE, "r_equalize_entities_minambient", "0.5", "light equalizing: ensure at least this ambient/diffuse ratio (DEPRECATED)"};
+cvar_t r_equalize_entities_by = {CVAR_SAVE, "r_equalize_entities_by", "0.7", "light equalizing: exponent of dynamics compression (0 = no compression, 1 = full compression) (DEPRECATED)"};
+cvar_t r_equalize_entities_to = {CVAR_SAVE, "r_equalize_entities_to", "0.8", "light equalizing: target light level (DEPRECATED)"};
cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "0", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"};
cvar_t r_useinfinitefarclip = {CVAR_SAVE, "r_useinfinitefarclip", "1", "enables use of a special kind of projection matrix that has an extremely large farclip"};
cvar_t r_speeds = {0, "r_speeds","0", "displays rendering statistics and per-subsystem timings"};
cvar_t r_fullbright = {0, "r_fullbright","0", "makes map very bright and renders faster"};
-cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps"};
-cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier"};
+cvar_t r_fakelight = {0, "r_fakelight","0", "render 'fake' lighting instead of real lightmaps (DEPRECATED)"};
+cvar_t r_fakelight_intensity = {0, "r_fakelight_intensity","0.75", "fakelight intensity modifier (DEPRECATED)"};
#define FAKELIGHT_ENABLED (r_fakelight.integer >= 2 || (r_fakelight.integer && r_refdef.scene.worldmodel && !r_refdef.scene.worldmodel->lit))
+cvar_t r_fullbright_directed = {0, "r_fullbright_directed", "0", "render fullbright things (unlit worldmodel and EF_FULLBRIGHT entities, but not fullbright shaders) using a constant light direction instead to add more depth while keeping uniform brightness"};
+cvar_t r_fullbright_directed_ambient = {0, "r_fullbright_directed_ambient", "0.5", "ambient light multiplier for directed fullbright"};
+cvar_t r_fullbright_directed_diffuse = {0, "r_fullbright_directed_diffuse", "0.75", "diffuse light multiplier for directed fullbright"};
+cvar_t r_fullbright_directed_pitch = {0, "r_fullbright_directed_pitch", "20", "constant pitch direction ('height') of the fake light source to use for fullbright"};
+cvar_t r_fullbright_directed_pitch_relative = {0, "r_fullbright_directed_pitch_relative", "0", "whether r_fullbright_directed_pitch is interpreted as absolute (0) or relative (1) pitch"};
+
cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1", "opacity of water polygons"};
cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1", "enables dynamic lights (rocket glow and such)"};
cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1", "enables glowing pixels in quake textures (changes need r_restart to take effect)"};
/// hash lookup data
struct r_glsl_permutation_s *hashnext;
unsigned int mode;
- unsigned int permutation;
+ dpuint64 permutation;
/// indicates if we have tried compiling this permutation already
qboolean compiled;
shaderstaticparmstrings_list[shaderstaticparms_count++] = "#define " n "\n"; \
else \
shaderstaticparmstrings_list[shaderstaticparms_count++] = "\n"
-static void R_CompileShader_AddStaticParms(unsigned int mode, unsigned int permutation)
+static void R_CompileShader_AddStaticParms(unsigned int mode, dpuint64 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, unsigned int permutation)
+static r_glsl_permutation_t *R_GLSL_FindPermutation(unsigned int mode, dpuint64 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, unsigned int permutation)
+static void R_GLSL_CompilePermutation(r_glsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
{
int i;
int ubibind;
// now add all the permutation pretexts
for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
{
- if (permutation & (1<<i))
+ if (permutation & (1ll<<i))
{
vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
Mem_Free(sourcestring);
}
-static void R_SetupShader_SetPermutationGLSL(unsigned int mode, unsigned int permutation)
+static void R_SetupShader_SetPermutationGLSL(unsigned int mode, dpuint64 permutation)
{
r_glsl_permutation_t *perm = R_GLSL_FindPermutation(mode, permutation);
if (r_glsl_permutation != perm)
for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
{
// reduce i more quickly whenever it would not remove any bits
- int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
+ dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
if (!(permutation & j))
continue;
permutation -= j;
/// hash lookup data
struct r_hlsl_permutation_s *hashnext;
unsigned int mode;
- unsigned int permutation;
+ dpuint64 permutation;
/// indicates if we have tried compiling this permutation already
qboolean compiled;
/// storage for permutations linked in the hash table
memexpandablearray_t r_hlsl_permutationarray;
-static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, unsigned int permutation)
+static r_hlsl_permutation_t *R_HLSL_FindPermutation(unsigned int mode, dpuint64 permutation)
{
//unsigned int hashdepth = 0;
unsigned int hashindex = (permutation * 0x1021) & (SHADERPERMUTATION_HASHSIZE - 1);
psbin = (DWORD *)Mem_Realloc(tempmempool, psbin, 0);
}
-static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, unsigned int permutation)
+static void R_HLSL_CompilePermutation(r_hlsl_permutation_t *p, unsigned int mode, dpuint64 permutation)
{
int i;
shadermodeinfo_t *modeinfo = &shadermodeinfo[SHADERLANGUAGE_HLSL][mode];
// now add all the permutation pretexts
for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
{
- if (permutation & (1<<i))
+ if (permutation & (1ll<<i))
{
vertstrings_list[vertstrings_count++] = shaderpermutationinfo[i].pretext;
geomstrings_list[geomstrings_count++] = shaderpermutationinfo[i].pretext;
static inline void hlslPSSetParameter2f(D3DPSREGISTER_t r, float x, float y) {float temp[4];Vector4Set(temp, x, y, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
static inline void hlslPSSetParameter1f(D3DPSREGISTER_t r, float x) {float temp[4];Vector4Set(temp, x, 0, 0, 0);IDirect3DDevice9_SetPixelShaderConstantF(vid_d3d9dev, r, temp, 1);}
-void R_SetupShader_SetPermutationHLSL(unsigned int mode, unsigned int permutation)
+void R_SetupShader_SetPermutationHLSL(unsigned int mode, dpuint64 permutation)
{
r_hlsl_permutation_t *perm = R_HLSL_FindPermutation(mode, permutation);
if (r_hlsl_permutation != perm)
for (i = 0;i < SHADERPERMUTATION_COUNT;i++)
{
// reduce i more quickly whenever it would not remove any bits
- int j = 1<<(SHADERPERMUTATION_COUNT-1-i);
+ dpuint64 j = 1ll<<(SHADERPERMUTATION_COUNT-1-i);
if (!(permutation & j))
continue;
permutation -= j;
}
#endif
-static void R_SetupShader_SetPermutationSoft(unsigned int mode, unsigned int permutation)
+static void R_SetupShader_SetPermutationSoft(unsigned int mode, dpuint64 permutation)
{
DPSOFTRAST_SetShader(mode, permutation, r_shadow_glossexact.integer);
DPSOFTRAST_UniformMatrix4fv(DPSOFTRAST_UNIFORM_ModelViewProjectionMatrixM1, 1, false, gl_modelviewprojection16f);
void R_SetupShader_Generic(rtexture_t *first, rtexture_t *second, int texturemode, int rgbscale, qboolean usegamma, qboolean notrippy, qboolean suppresstexalpha)
{
- unsigned int permutation = 0;
+ dpuint64 permutation = 0;
if (r_trippy.integer && !notrippy)
permutation |= SHADERPERMUTATION_TRIPPY;
permutation |= SHADERPERMUTATION_VIEWTINT;
void R_SetupShader_DepthOrShadow(qboolean notrippy, qboolean depthrgb, qboolean skeletal)
{
- unsigned int permutation = 0;
+ dpuint64 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
- unsigned int permutation = 0;
+ dpuint64 permutation = 0;
unsigned int mode = 0;
int blendfuncflags;
static float dummy_colormod[3] = {1, 1, 1};
// 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
- unsigned int permutation = 0;
+ dpuint64 permutation = 0;
unsigned int mode = 0;
const float *lightcolorbase = rtlight->currentcolor;
float ambientscale = rtlight->ambientscale;
Cvar_RegisterVariable(&r_dynamic);
Cvar_RegisterVariable(&r_fakelight);
Cvar_RegisterVariable(&r_fakelight_intensity);
+ Cvar_RegisterVariable(&r_fullbright_directed);
+ Cvar_RegisterVariable(&r_fullbright_directed_ambient);
+ Cvar_RegisterVariable(&r_fullbright_directed_diffuse);
+ Cvar_RegisterVariable(&r_fullbright_directed_pitch);
+ Cvar_RegisterVariable(&r_fullbright_directed_pitch_relative);
Cvar_RegisterVariable(&r_fullbright);
Cvar_RegisterVariable(&r_shadows);
Cvar_RegisterVariable(&r_shadows_darken);
extern cvar_t r_overheadsprites_pushback;
+static void R_GetDirectedFullbright(vec3_t ambient, vec3_t diffuse, vec3_t worldspacenormal)
+{
+ vec3_t angles;
+
+ VectorSet(ambient, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value, r_fullbright_directed_ambient.value);
+ VectorSet(diffuse, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value, r_fullbright_directed_diffuse.value);
+
+ // Use cl.viewangles and not r_refdef.view.forward here so it is the
+ // same for all stereo views, and to better handle pitches outside
+ // [-90, 90] (in_pitch_* cvars allow that).
+ VectorCopy(cl.viewangles, angles);
+ if (r_fullbright_directed_pitch_relative.integer) {
+ angles[PITCH] += r_fullbright_directed_pitch.value;
+ } else {
+ angles[PITCH] = r_fullbright_directed_pitch.value;
+ }
+ AngleVectors(angles, worldspacenormal, NULL, NULL);
+ VectorNegate(worldspacenormal, worldspacenormal);
+}
+
static void R_View_UpdateEntityLighting (void)
{
int i;
if (ent->model && ent->model == cl.worldmodel)
{
// TODO: use modellight for r_ambient settings on world?
- VectorSet(ent->modellight_ambient, 0, 0, 0);
- VectorSet(ent->modellight_diffuse, 0, 0, 0);
- VectorSet(ent->modellight_lightdir, 0, 0, 1);
+ // The logic here currently matches RSurf_ActiveWorldEntity.
+ if (r_fullbright_directed.integer && (r_fullbright.integer || !ent->model || !ent->model->lit))
+ {
+ R_GetDirectedFullbright(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+ Matrix4x4_Transform3x3(&ent->inversematrix, tempdiffusenormal, ent->modellight_lightdir);
+ if(VectorLength2(ent->modellight_lightdir) == 0)
+ VectorSet(ent->modellight_lightdir, 0, 0, 1); // have to set SOME valid vector here
+ VectorNormalize(ent->modellight_lightdir);
+ }
+ else
+ {
+ VectorSet(ent->modellight_ambient, 0, 0, 0);
+ VectorSet(ent->modellight_diffuse, 0, 0, 0);
+ VectorSet(ent->modellight_lightdir, 0, 0, 1);
+ }
continue;
}
org[2] = org[2] + r_overheadsprites_pushback.value;
R_LightPoint(ent->modellight_ambient, org, LP_LIGHTMAP | LP_RTWORLD | LP_DYNLIGHT);
}
- else
+ else if (!r_fullbright.integer && r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->lit && r_refdef.scene.worldmodel->brush.LightPoint)
+ {
R_CompleteLightPoint(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal, org, LP_LIGHTMAP);
+ }
+ else if (r_fullbright_directed.integer)
+ {
+ R_GetDirectedFullbright(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+ }
+ else
+ {
+ VectorSet(ent->modellight_ambient, 1, 1, 1);
+ }
if(ent->flags & RENDER_EQUALIZE)
{
}
}
}
- else // highly rare
- VectorSet(ent->modellight_ambient, 1, 1, 1);
+ else
+ {
+ // EF_FULLBRIGHT entity.
+ if (r_fullbright_directed.integer)
+ {
+ R_GetDirectedFullbright(ent->modellight_ambient, ent->modellight_diffuse, tempdiffusenormal);
+ }
+ else
+ {
+ VectorSet(ent->modellight_ambient, 1, 1, 1);
+ }
+ }
}
// move the light direction into modelspace coordinates for lighting code
static void R_BlendView(int fbo, rtexture_t *depthtexture, rtexture_t *colortexture)
{
- unsigned int permutation;
+ dpuint64 permutation;
float uservecs[4][4];
R_EntityMatrix(&identitymatrix);
rsurface.fogheightfade = r_refdef.fogheightfade;
rsurface.fogplaneviewdist = r_refdef.fogplaneviewdist;
rsurface.fogmasktabledistmultiplier = FOGMASKTABLEWIDTH * rsurface.fograngerecip;
- VectorSet(rsurface.modellight_ambient, 0, 0, 0);
- VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
- VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
+ if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
+ {
+ R_GetDirectedFullbright(rsurface.modellight_ambient, rsurface.modellight_diffuse, rsurface.modellight_lightdir);
+ rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
+ }
+ else
+ {
+ VectorSet(rsurface.modellight_ambient, 0, 0, 0);
+ VectorSet(rsurface.modellight_diffuse, 0, 0, 0);
+ VectorSet(rsurface.modellight_lightdir, 0, 0, 1);
+ }
VectorSet(rsurface.colormap_pantscolor, 0, 0, 0);
VectorSet(rsurface.colormap_shirtcolor, 0, 0, 0);
VectorSet(rsurface.colormod, r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale);
rsurface.ent_skinnum = ent->skinnum;
rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1;
rsurface.ent_flags = ent->flags;
+ if (r_fullbright_directed.integer && (r_fullbright.integer || !model->lit))
+ {
+ rsurface.ent_flags |= RENDER_LIGHT | RENDER_DYNAMICMODELLIGHT;
+ }
rsurface.shadertime = r_refdef.scene.time - ent->shadertime;
rsurface.matrix = ent->matrix;
rsurface.inversematrix = ent->inversematrix;