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@ -216,7 +216,16 @@ static void SubdividePolygon_r( model_t *loadmodel, msurface_t *warpface, int nu
@@ -216,7 +216,16 @@ static void SubdividePolygon_r( model_t *loadmodel, msurface_t *warpface, int nu
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} |
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} |
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void GL_SetupFogColorForSurfaces( void ) |
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/*
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=============================== |
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GL_SetupFogColorForSurfaces |
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every render pass applies new fog layer, resulting in wrong fog color |
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recalculate fog color for current pass count |
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=============================== |
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*/ |
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void GL_SetupFogColorForSurfacesEx( int passes, float density ) |
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{ |
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vec3_t fogColor; |
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float factor, div; |
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@ -224,18 +233,25 @@ void GL_SetupFogColorForSurfaces( void )
@@ -224,18 +233,25 @@ void GL_SetupFogColorForSurfaces( void )
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if( !glState.isFogEnabled ) |
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return; |
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if( RI.currententity && RI.currententity->curstate.rendermode == kRenderTransTexture ) |
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if(( passes < 2 ) || (RI.currententity && RI.currententity->curstate.rendermode == kRenderTransTexture )) |
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{ |
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pglFogfv( GL_FOG_COLOR, RI.fogColor ); |
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return; |
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} |
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div = (r_detailtextures.value) ? 2.0f : 1.0f; |
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factor = (r_detailtextures.value) ? 3.0f : 2.0f; |
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div = passes - 1; |
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factor = passes; |
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fogColor[0] = pow( RI.fogColor[0] / div, ( 1.0f / factor )); |
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fogColor[1] = pow( RI.fogColor[1] / div, ( 1.0f / factor )); |
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fogColor[2] = pow( RI.fogColor[2] / div, ( 1.0f / factor )); |
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pglFogfv( GL_FOG_COLOR, fogColor ); |
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pglFogf( GL_FOG_DENSITY, RI.fogDensity * density ); |
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} |
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void GL_SetupFogColorForSurfaces( void ) |
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{ |
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GL_SetupFogColorForSurfacesEx( r_detailtextures.value ? 3 : 2, 1.0f ); |
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} |
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void GL_ResetFogColor( void ) |
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@ -1039,7 +1055,7 @@ void R_RenderFullbrights( void )
@@ -1039,7 +1055,7 @@ void R_RenderFullbrights( void )
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R_RenderDetails |
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================ |
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*/ |
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void R_RenderDetails( void ) |
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void R_RenderDetails( int passes ) |
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{ |
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gl_texture_t *glt; |
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mextrasurf_t *es, *p; |
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@ -1049,12 +1065,19 @@ void R_RenderDetails( void )
@@ -1049,12 +1065,19 @@ void R_RenderDetails( void )
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if( !draw_details ) |
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return; |
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GL_SetupFogColorForSurfaces(); |
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GL_SetupFogColorForSurfacesEx( passes, passes == 2 ? 0.5f : 1.0f ); |
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pglEnable( GL_BLEND ); |
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pglBlendFunc( GL_DST_COLOR, GL_SRC_COLOR ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL ); |
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pglDepthFunc( GL_EQUAL ); |
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if(passes == 3) |
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pglDepthFunc( GL_EQUAL ); |
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else |
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{ |
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pglDepthFunc( GL_LEQUAL ); |
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//pglDepthMask( GL_FALSE );
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pglEnable( GL_POLYGON_OFFSET_FILL ); |
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} |
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for( i = 1; i < MAX_TEXTURES; i++ ) |
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{ |
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@ -1077,6 +1100,7 @@ void R_RenderDetails( void )
@@ -1077,6 +1100,7 @@ void R_RenderDetails( void )
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pglDisable( GL_BLEND ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); |
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pglDepthFunc( GL_LEQUAL ); |
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pglDisable( GL_POLYGON_OFFSET_FILL ); |
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draw_details = false; |
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@ -1549,8 +1573,6 @@ void R_DrawBrushModel( cl_entity_t *e )
@@ -1549,8 +1573,6 @@ void R_DrawBrushModel( cl_entity_t *e )
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// setup the rendermode
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R_SetRenderMode( e ); |
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GL_SetupFogColorForSurfaces (); |
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if( e->curstate.rendermode == kRenderTransAdd ) |
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{ |
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R_AllowFog( false ); |
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@ -1560,6 +1582,9 @@ void R_DrawBrushModel( cl_entity_t *e )
@@ -1560,6 +1582,9 @@ void R_DrawBrushModel( cl_entity_t *e )
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if( e->curstate.rendermode == kRenderTransColor || e->curstate.rendermode == kRenderTransTexture ) |
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allow_vbo = false; |
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if( !allow_vbo ) |
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GL_SetupFogColorForSurfaces (); |
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psurf = &clmodel->surfaces[clmodel->firstmodelsurface]; |
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num_sorted = 0; |
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@ -1609,7 +1634,7 @@ void R_DrawBrushModel( cl_entity_t *e )
@@ -1609,7 +1634,7 @@ void R_DrawBrushModel( cl_entity_t *e )
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GL_ResetFogColor(); |
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R_BlendLightmaps(); |
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R_RenderFullbrights(); |
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R_RenderDetails(); |
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R_RenderDetails( allow_vbo? 2: 3 ); |
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// restore fog here
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if( e->curstate.rendermode == kRenderTransAdd ) |
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@ -2037,6 +2062,7 @@ static void R_DisableDetail( void )
@@ -2037,6 +2062,7 @@ static void R_DisableDetail( void )
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GL_SelectTexture( mtst.tmu_dt ); |
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pglDisableClientState( GL_TEXTURE_COORD_ARRAY ); |
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pglDisable( GL_TEXTURE_2D ); |
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pglMatrixMode( GL_TEXTURE ); |
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pglLoadIdentity(); |
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} |
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} |
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@ -2147,6 +2173,7 @@ static texture_t *R_SetupVBOTexture( texture_t *tex, int number )
@@ -2147,6 +2173,7 @@ static texture_t *R_SetupVBOTexture( texture_t *tex, int number )
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} |
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else R_DisableDetail(); |
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GL_Bind( mtst.tmu_gl, r_lightmap->value ?tr.whiteTexture:tex->gl_texturenum ); |
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return tex; |
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@ -2162,7 +2189,7 @@ draw details when not enough tmus
@@ -2162,7 +2189,7 @@ draw details when not enough tmus
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static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray, texture_t *tex, qboolean resetvbo ) |
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{ |
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// draw details in additional pass
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if( r_detailtextures.value && mtst.tmu_dt == -1 && tex->dt_texturenum ) |
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if( r_detailtextures.value && r_vbo_detail.value == 1 && mtst.tmu_dt == -1 && tex->dt_texturenum ) |
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{ |
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gl_texture_t *glt = R_GetTexture( tex->gl_texturenum ); |
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@ -2199,8 +2226,8 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
@@ -2199,8 +2226,8 @@ static void R_AdditionalPasses( vboarray_t *vbo, int indexlen, void *indexarray,
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pglLoadIdentity(); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); |
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pglDisable( GL_BLEND ); |
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GL_Bind( XASH_TEXTURE1, mtst.lm ); |
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, lm_tc ) ); |
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//GL_Bind( XASH_TEXTURE1, mtst.lm );
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//pglTexCoordPointer( 2, GL_FLOAT, sizeof( vbovertex_t ), (void*)offsetof( vbovertex_t, lm_tc ) );
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GL_SelectTexture( XASH_TEXTURE1 ); |
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pglEnable( GL_TEXTURE_2D ); |
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@ -2225,8 +2252,6 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
@@ -2225,8 +2252,6 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
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#endif |
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pglDrawElements( GL_TRIANGLES, vbotex->curindex, GL_UNSIGNED_SHORT, vbotex->indexarray ); |
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R_AdditionalPasses( vbo, vbotex->curindex, vbotex->indexarray, texture, false ); |
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// draw debug lines
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if( gl_wireframe.value && !skiplighting ) |
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{ |
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@ -2584,6 +2609,7 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
@@ -2584,6 +2609,7 @@ static void R_DrawLightmappedVBO( vboarray_t *vbo, vbotexture_t *vbotex, texture
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vbotex->dlightchain = NULL; |
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} |
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R_AdditionalPasses( vbo, vbotex->curindex, vbotex->indexarray, texture, false ); |
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// prepare to next frame
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vbotex->curindex = 0; |
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} |
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@ -2605,6 +2631,8 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
@@ -2605,6 +2631,8 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
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if( !r_vbo.value ) |
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return; |
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GL_SetupFogColorForSurfacesEx( 1, 0.5f ); |
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// bind array
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pglBindBufferARB( GL_ARRAY_BUFFER_ARB, vbo->glindex ); |
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pglEnableClientState( GL_VERTEX_ARRAY ); |
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@ -2630,7 +2658,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
@@ -2630,7 +2658,7 @@ void R_DrawVBO( qboolean drawlightmap, qboolean drawtextures )
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} |
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mtst.skiptexture = !drawtextures; |
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mtst.tmu_dt = glConfig.max_texture_units > 2? XASH_TEXTURE2:-1; |
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mtst.tmu_dt = glConfig.max_texture_units > 2 && r_vbo_detail.value == 2? XASH_TEXTURE2:-1; |
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// setup limits
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if( vbos.minlightmap > vbos.minarraysplit_lm ) |
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@ -2952,6 +2980,41 @@ qboolean R_AddSurfToVBO( msurface_t *surf, qboolean buildlightmap )
@@ -2952,6 +2980,41 @@ qboolean R_AddSurfToVBO( msurface_t *surf, qboolean buildlightmap )
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buildlightmap &= !r_fullbright->value && !!WORLDMODEL->lightdata; |
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/* draw details in regular way */ |
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if( r_vbo_detail.value == 0 ) |
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{ |
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if( r_detailtextures.value && surf->texinfo && surf->texinfo ) |
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{ |
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texture_t *t = surf->texinfo->texture; |
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if( glState.isFogEnabled ) |
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{ |
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// don't apply detail textures for windows in the fog
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if( RI.currententity->curstate.rendermode != kRenderTransTexture ) |
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{ |
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if( t->dt_texturenum ) |
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{ |
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surf->info->detailchain = detail_surfaces[t->dt_texturenum]; |
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detail_surfaces[t->dt_texturenum] = surf->info; |
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} |
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else |
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{ |
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// draw stub detail texture for underwater surfaces
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surf->info->detailchain = detail_surfaces[tr.grayTexture]; |
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detail_surfaces[tr.grayTexture] = surf->info; |
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} |
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draw_details = true; |
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} |
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} |
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else if( t->dt_texturenum ) |
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{ |
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surf->info->detailchain = detail_surfaces[t->dt_texturenum]; |
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detail_surfaces[t->dt_texturenum] = surf->info; |
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draw_details = true; |
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} |
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} |
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} |
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if( buildlightmap && R_CheckLightMap( surf ) ) |
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{ |
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// every vbotex has own lightmap chain (as we sorted if by textures to use multitexture)
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@ -3319,7 +3382,7 @@ void R_DrawWorld( void )
@@ -3319,7 +3382,7 @@ void R_DrawWorld( void )
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GL_ResetFogColor(); |
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R_BlendLightmaps(); |
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R_RenderFullbrights(); |
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R_RenderDetails(); |
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R_RenderDetails( r_vbo.value? 2 : 3 ); |
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if( skychain ) |
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R_DrawSkyBox(); |
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