reworked the shader system slightly.

$diffuse can now sample animmaps correctly (although this only makes sense when using glsl or replacement shaders (read: rtlights)).
$fullbright now defaults according to the animmap too.
added reflectcube and reflectmask (the latter defaults according to map/animmap, the former needs to be explicitly stated).
fix d3d9+d3d11 renderers a little. needs much more work.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4868 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Spoike 2015-05-03 19:57:46 +00:00
parent 5ecd9cc5dd
commit 2afefb77ca
82 changed files with 1877 additions and 923 deletions

View File

@ -2667,7 +2667,7 @@ void CLQ1_AddShadow(entity_t *ent)
"alphagen vertex\n"
"}\n"
"}\n");
TEXASSIGN(s->defaulttextures.base, balltexture);
TEXASSIGN(s->defaulttextures->base, balltexture);
tx = ent->model->maxs[0] - ent->model->mins[0];
ty = ent->model->maxs[1] - ent->model->mins[1];

View File

@ -288,20 +288,23 @@ void CL_UpdateWindowTitle(void)
{
if (VID_SetWindowCaption)
{
char title[2048];
switch (cls.state)
{
default:
#ifndef CLIENTONLY
if (sv.state)
VID_SetWindowCaption(va("%s: %s", fs_gamename.string, sv.name));
Q_snprintfz(title, sizeof(title), "%s: %s", fs_gamename.string, sv.name);
else
#endif
VID_SetWindowCaption(va("%s: %s", fs_gamename.string, cls.servername));
Q_snprintfz(title, sizeof(title), "%s: %s", fs_gamename.string, cls.servername);
break;
case ca_disconnected:
VID_SetWindowCaption(va("%s: disconnected", fs_gamename.string));
Q_snprintfz(title, sizeof(title), "%s: disconnected", fs_gamename.string);
break;
}
VID_SetWindowCaption(title);
}
}

View File

@ -111,16 +111,18 @@ typedef struct serverinfo_s
char name[64]; //hostname.
netadr_t adr;
short special; //flags
short protocol;
unsigned char players;
unsigned char maxplayers;
qbyte special; //flags
qbyte sends;
qbyte insortedlist;
qbyte numhumans;
qbyte numbots;
qbyte freeslots;
qbyte protocol;
qbyte pad;
char modname[8+1];
char qcstatus[8+1];

View File

@ -1094,6 +1094,7 @@ int CL_LoadModels(int stage, qboolean dontactuallyload)
#define endstage() if (!cls.timedemo && giveuptime<Sys_DoubleTime()) return -1;
pmove.numphysent = 0;
pmove.physents[0].model = NULL;
/*#ifdef PEXT_CSQC
if (atstage())

View File

@ -2416,7 +2416,19 @@ void CL_Laser (vec3_t start, vec3_t end, int colors)
ex->framerate = 100; // smoother fading
}
static qbyte splash_color[] = {0x00, 0xe0, 0xb0, 0x50, 0xd0, 0xe0, 0xe8};
static struct{
qbyte colour;
char *name;
} q2splash_info[] =
{
{0x00, "q2part.te_splashunknown"},
{0xe0, "q2part.te_splashsparks"},
{0xb0, "q2part.te_splashbluewater"},
{0x50, "q2part.te_splashbrownwater"},
{0xd0, "q2part.te_splashslime"},
{0xe0, "q2part.te_splashlava"},
{0xe8, "q2part.te_splashblood"}
};
#define ATTN_NONE 0
#define ATTN_NORM 1
@ -2632,16 +2644,10 @@ fixme:
MSG_ReadPos (pos);
MSG_ReadDir (dir);
r = MSG_ReadByte ();
if (r > 6)
color = 0x00;
else
color = splash_color[r];
P_RunParticleEffect (pos, dir, color, cnt);
if (r == Q2SPLASH_BLUE_WATER || r == Q2SPLASH_BROWN_WATER)
{
P_RunParticleEffectTypeString(pos, dir, 1, "te_watersplash");
}
if (r > sizeof(q2splash_info)/sizeof(q2splash_info[0]))
r = 0;
if (P_RunParticleEffectTypeString(pos, dir, cnt, q2splash_info[r].name))
P_RunParticleEffect (pos, dir, q2splash_info[r].colour, cnt);
if (r == Q2SPLASH_SPARKS)
{
r = rand() & 3;
@ -2651,13 +2657,6 @@ fixme:
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("world/spark6.wav"), 1, ATTN_NORM, 0);
else
Q2S_StartSound (pos, 0, 0, S_PrecacheSound ("world/spark7.wav"), 1, ATTN_NORM, 0);
// if (r == 0)
// Q2S_StartSound (pos, 0, 0, cl_sfx_spark5, 1, ATTN_STATIC, 0);
// else if (r == 1)
// Q2S_StartSound (pos, 0, 0, cl_sfx_spark6, 1, ATTN_STATIC, 0);
// else
// Q2S_StartSound (pos, 0, 0, cl_sfx_spark7, 1, ATTN_STATIC, 0);
}
break;

View File

@ -1941,7 +1941,11 @@ void CLQ2_AddEntities (void)
if (cls.state != ca_active)
return;
if (cl.time*1000 > cl.q2frame.servertime)
cl.lerpfrac = 1.0 - (cl.q2frame.servertime - cl.time*1000) * 0.01;
// Con_Printf("%g: %g\n", cl.q2frame.servertime - (cl.time*1000), cl.lerpfrac);
cl.lerpfrac = bound(0, cl.lerpfrac, 1);
/* if (cl.time*1000 > cl.q2frame.servertime)
{
// if (cl_showclamp.value)
// Con_Printf ("high clamp %f\n", cl.time - cl.q2frame.servertime);
@ -1957,7 +1961,7 @@ void CLQ2_AddEntities (void)
}
else
cl.lerpfrac = 1.0 - (cl.q2frame.servertime - cl.time*1000) * 0.01;
*/
CLQ2_CalcViewValues ();
CLQ2_AddPacketEntities (&cl.q2frame);
#if 0

View File

@ -3688,18 +3688,22 @@ static qboolean Image_GenMip0(struct pendingtextureinfo *mips, unsigned int flag
case PTI_S3RGBA1: //mostly compatible, but I don't want to push it.
case PTI_S3RGBA3:
case PTI_S3RGBA5:
case PTI_WHOLEFILE:
//erk. meh.
break;
case PTI_R8:
case PTI_RG8:
case PTI_RGB565:
case PTI_RGBX8:
case PTI_BGRX8:
case PTI_S3RGB1:
break;
break; //already no alpha in these formats
case PTI_DEPTH16:
case PTI_DEPTH24:
case PTI_DEPTH32:
case PTI_DEPTH24_8:
break;
case PTI_MAX: break; //stfu
}
//FIXME: fill alpha channel with 255?
}
@ -4305,7 +4309,7 @@ image_t *Image_GetTexture(const char *identifier, const char *subpath, unsigned
qboolean dontposttoworker = (flags & (IF_NOWORKER | IF_LOADNOW));
qboolean lowpri = (flags & IF_LOWPRIORITY);
qboolean highpri = (flags & IF_HIGHPRIORITY);
// qboolean highpri = (flags & IF_HIGHPRIORITY);
flags &= ~(IF_LOADNOW | IF_LOWPRIORITY | IF_HIGHPRIORITY);
#ifdef LOADERTHREAD

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@ -91,7 +91,7 @@ static qboolean restore_spi;
static int originalmouseparms[3], newmouseparms[3] = {0, 0, 0};
qboolean mouseinitialized;
static qboolean mouseparmsvalid, mouseactivatetoggle;
static qboolean mouseshowtoggle = 1;
qboolean mouseshowtoggle = 1;
static qboolean dinput_acquired;
unsigned int uiWheelMessage;
@ -2192,7 +2192,7 @@ void INS_TranslateKeyEvent(WPARAM wParam, LPARAM lParam, qboolean down, int qdev
if (!in_nonstandarddeadkeys.ival)
{
for (unicode = 0; unicode < chars-1; unicode++)
Key_Event (qdeviceid, 0, wchars[unicode], down);
IN_KeyEvent(qdeviceid, down, 0, wchars[unicode]);
}
unicode = wchars[chars-1];
}
@ -2204,6 +2204,6 @@ void INS_TranslateKeyEvent(WPARAM wParam, LPARAM lParam, qboolean down, int qdev
if (shift_down && unicode < K_MAX && keyshift[unicode])
unicode = keyshift[unicode];
}
Key_Event (qdeviceid, qcode, unicode, down);
IN_KeyEvent(qdeviceid, down, qcode, unicode);
}
#endif

View File

@ -2126,13 +2126,13 @@ void Key_Event (int devid, int key, unsigned int unicode, qboolean down)
{
Key_Dest_Remove(kdm_console);
Key_Dest_Remove(kdm_cwindows);
if (!cls.state && !Key_Dest_Has(~kdm_game))
if (!cls.state && !Key_Dest_Has(~kdm_game) && !Media_PlayingFullScreen())
M_ToggleMenu_f ();
}
else if (Key_Dest_Has(kdm_cwindows))
{
Key_Dest_Remove(kdm_cwindows);
if (!cls.state && !Key_Dest_Has(~kdm_game))
if (!cls.state && !Key_Dest_Has(~kdm_game) && !Media_PlayingFullScreen())
M_ToggleMenu_f ();
}
#ifdef TEXTEDITOR

View File

@ -116,7 +116,7 @@ void Draw_Hexen2BigFontString(int x, int y, const char *text)
"}\n"
"sort additive\n"
"}\n");
if (!p->defaulttextures.base)
if (!p->defaulttextures->base)
{
void *file;
qofs_t fsize = FS_LoadFile("gfx/menu/bigfont.lmp", &file);
@ -125,11 +125,11 @@ void Draw_Hexen2BigFontString(int x, int y, const char *text)
unsigned int w = ((unsigned int*)file)[0];
unsigned int h = ((unsigned int*)file)[1];
if (8+w*h==fsize)
p->defaulttextures.base = R_LoadReplacementTexture("gfx/menu/bigfont.lmp", NULL, IF_NOPCX|IF_PREMULTIPLYALPHA|IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP, (qbyte*)file+8, w, h, TF_H2_TRANS8_0);
p->defaulttextures->base = R_LoadReplacementTexture("gfx/menu/bigfont.lmp", NULL, IF_NOPCX|IF_PREMULTIPLYALPHA|IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP, (qbyte*)file+8, w, h, TF_H2_TRANS8_0);
FS_FreeFile(file); //got image data
}
if (!p->defaulttextures.base)
p->defaulttextures.base = R_LoadHiResTexture("gfx/menu/bigfont.lmp", NULL, IF_PREMULTIPLYALPHA|IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP);
if (!p->defaulttextures->base)
p->defaulttextures->base = R_LoadHiResTexture("gfx/menu/bigfont.lmp", NULL, IF_PREMULTIPLYALPHA|IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP);
}
while(*text)

View File

@ -680,6 +680,7 @@ const char *presetexec[] =
"seta gl_polyblend 0;"
"seta gl_flashblend 0;"
"seta gl_specular 0;"
"seta r_deluxemapping 0;"
"seta r_loadlit 0;"
"seta r_fastsky 1;"
"seta r_drawflame 0;"
@ -779,10 +780,12 @@ const char *presetexec[] =
"r_shadow_realtime_dlight 1;"
// "gl_detail 1;"
"r_lightstylesmooth 1;"
"r_deluxemapping 1;"
"gl_texture_anisotropic_filtering 4;"
, // realtime options
"r_bloom 1;"
"r_deluxemapping 0;" //won't be seen anyway
"r_particledesc \"high tsshaft\";"
"r_waterstyle 3;"
"r_glsl_offsetmapping 1;"

View File

@ -87,7 +87,7 @@ static void M_Menu_LoadSave_Remove(menu_t *menu)
loadsavemenuinfo_t *info = menu->data;
if (info->picshader)
{
Image_UnloadTexture(info->picshader->defaulttextures.base);
Image_UnloadTexture(info->picshader->defaulttextures->base);
R_UnloadShader(info->picshader);
}
}
@ -107,7 +107,7 @@ static void M_Menu_LoadSave_Preview_Draw(int x, int y, menucustom_t *item, menu_
info->picslot = slot;
if (info->picshader)
{
Image_UnloadTexture(info->picshader->defaulttextures.base);
Image_UnloadTexture(info->picshader->defaulttextures->base);
R_UnloadShader(info->picshader);
}
info->picshader = R_RegisterPic(va("saves/s%i/screeny.tga", slot));

View File

@ -355,6 +355,7 @@ typedef struct
} srect_t;
typedef struct texnums_s {
char mapname[MAX_QPATH]; //the 'official' name of the diffusemap. used to generate filenames for other textures.
texid_t base; //regular diffuse texture. may have alpha if surface is transparent
texid_t bump; //normalmap. height values packed in alpha.
texid_t specular; //specular lighting values.
@ -362,6 +363,8 @@ typedef struct texnums_s {
texid_t loweroverlay; //diffuse texture for the lower body(trouser colour). no alpha channel. added to base.rgb
texid_t paletted; //8bit paletted data, just because.
texid_t fullbright;
texid_t reflectcube;
texid_t reflectmask;
} texnums_t;
//not all modes accept meshes - STENCIL(intentional) and DEPTHONLY(not implemented)
@ -414,7 +417,7 @@ typedef struct rendererinfo_s {
/*Draws an entire mesh list from a VBO. vbo can be null, in which case the chain may be drawn without batching.
Rules for using a list: Every mesh must be part of the same VBO, shader, lightmap, and must have the same pointers set*/
void (*BE_DrawMesh_List)(shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags);
void (*BE_DrawMesh_Single)(shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags);
void (*BE_DrawMesh_Single)(shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, unsigned int be_flags);
void (*BE_SubmitBatch)(struct batch_s *batch);
struct batch_s *(*BE_GetTempBatch)(void);
//Asks the backend to invoke DrawMeshChain for each surface, and to upload lightmaps as required

View File

@ -762,13 +762,21 @@ qboolean Master_ServerIsGreater(serverinfo_t *a, serverinfo_t *b)
case SLKEY_TOOMANY:
break;
// warning: enumeration value SLKEY_* not handled in switch
case SLKEY_ISPROXY:
return Master_CompareInteger(a->special & SS_PROXY, b->special & SS_PROXY, SLIST_TEST_LESS);
case SLKEY_ISLOCAL:
return Master_CompareInteger(a->special & SS_LOCAL, b->special & SS_LOCAL, SLIST_TEST_LESS);
case SLKEY_ISFAVORITE:
return Master_CompareInteger(a->special & SS_FAVORITE, b->special & SS_FAVORITE, SLIST_TEST_LESS);
case SLKEY_MOD:
case SLKEY_PROTOCOL:
case SLKEY_NUMBOTS:
case SLKEY_NUMHUMANS:
case SLKEY_QCSTATUS:
case SLKEY_ISFAVORITE:
case SLKEY_SERVERINFO:
case SLKEY_PLAYER0:
default:
break;
}

View File

@ -3620,7 +3620,7 @@ static void PScript_EffectSpawned(part_type_t *ptype, vec3_t org, vec3_t axis[3]
{
vec3_t morg, mdir;
PScript_ApplyOrgVel(morg, mdir, org, axis[0], i, count, ptype);
CL_SpawnSpriteEffect(morg, mdir, (mod->rflags&RF_USEORIENTATION)?axis[0]:NULL, mod->model, mod->framestart, (mod->frameend?mod->frameend:(mod->model->numframes - mod->framestart)), mod->framerate?mod->framerate:10, mod->alpha?mod->alpha:1, ptype->rotationmin*180/M_PI, ptype->gravity, mod->traileffect, mod->rflags & ~RF_USEORIENTATION);
CL_SpawnSpriteEffect(morg, mdir, (mod->rflags&RF_USEORIENTATION)?axis[2]:NULL, mod->model, mod->framestart, (mod->frameend?mod->frameend:(mod->model->numframes - mod->framestart)), mod->framerate?mod->framerate:10, mod->alpha?mod->alpha:1, ptype->rotationmin*180/M_PI, ptype->gravity, mod->traileffect, mod->rflags & ~RF_USEORIENTATION);
}
}
}
@ -5110,7 +5110,7 @@ static void GL_DrawTexturedParticle(int count, particle_t **plist, plooks_t *typ
if (pscriptmesh.numvertexes >= BUFFERVERTS-4)
{
pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, 0);
pscriptmesh.numvertexes = 0;
}
@ -5168,7 +5168,7 @@ static void GL_DrawTexturedParticle(int count, particle_t **plist, plooks_t *typ
if (pscriptmesh.numvertexes)
{
pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, 0);
pscriptmesh.numvertexes = 0;
}
}
@ -5186,7 +5186,7 @@ static void GL_DrawTrifanParticle(int count, particle_t **plist, plooks_t *type)
if (pscripttmesh.numvertexes >= BUFFERVERTS-3)
{
pscripttmesh.numindexes = pscripttmesh.numvertexes;
BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures, 0);
BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, 0);
pscripttmesh.numvertexes = 0;
}
@ -5222,7 +5222,7 @@ static void GL_DrawTrifanParticle(int count, particle_t **plist, plooks_t *type)
if (pscripttmesh.numvertexes)
{
pscripttmesh.numindexes = pscripttmesh.numvertexes;
BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, &type->shader->defaulttextures, 0);
BE_DrawMesh_Single(type->shader, &pscripttmesh, NULL, 0);
pscripttmesh.numvertexes = 0;
}
}
@ -5402,7 +5402,7 @@ static void GL_DrawTexturedSparkParticle(int count, particle_t **plist, plooks_t
if (pscriptmesh.numvertexes >= BUFFERVERTS-4)
{
pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, 0);
pscriptmesh.numvertexes = 0;
}
@ -5448,7 +5448,7 @@ static void GL_DrawTexturedSparkParticle(int count, particle_t **plist, plooks_t
if (pscriptmesh.numvertexes)
{
pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, 0);
pscriptmesh.numvertexes = 0;
}
}
@ -5470,7 +5470,7 @@ static void GL_DrawParticleBeam(int count, beamseg_t **blist, plooks_t *type)
if (pscriptmesh.numvertexes >= BUFFERVERTS-4)
{
pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, 0);
pscriptmesh.numvertexes = 0;
}
@ -5514,7 +5514,7 @@ static void GL_DrawParticleBeam(int count, beamseg_t **blist, plooks_t *type)
if (pscriptmesh.numvertexes)
{
pscriptmesh.numindexes = pscriptmesh.numvertexes/4*6;
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, &type->shader->defaulttextures, 0);
BE_DrawMesh_Single(type->shader, &pscriptmesh, NULL, 0);
pscriptmesh.numvertexes = 0;
}
}

View File

@ -1281,7 +1281,7 @@ void QCBUILTIN PF_R_PolygonEnd(pubprogfuncs_t *prinst, struct globalvars_s *pr_g
cl_numstrisvert = csqc_poly_startvert;
cl_numstrisidx = csqc_poly_startidx;
BE_DrawMesh_Single(csqc_poly_shader, &mesh, NULL, &csqc_poly_shader->defaulttextures, 0);
BE_DrawMesh_Single(csqc_poly_shader, &mesh, NULL, 0);
}
else
{

View File

@ -781,7 +781,7 @@ void QCBUILTIN PF_CL_drawline (pubprogfuncs_t *prinst, struct globalvars_s *pr_g
"}\n"
"}\n");
BE_DrawMesh_Single(shader_draw_line, &mesh, NULL, &shader_draw_line->defaulttextures, flags|BEF_LINES);
BE_DrawMesh_Single(shader_draw_line, &mesh, NULL, flags|BEF_LINES);
}
//vector drawgetimagesize(string pic) = #460;

View File

@ -147,7 +147,7 @@ void R2D_Init(void)
int i;
unsigned int glossval;
unsigned int normval;
extern cvar_t gl_specular_fallback, gl_specular_fallbackexp;
extern cvar_t gl_specular_fallback, gl_specular_fallbackexp, gl_texturemode;
conback = NULL;
Shader_Init();
@ -198,13 +198,13 @@ void R2D_Init(void)
"map $diffuse\n"
"}\n"
"}\n");
TEXDOWAIT(draw_backtile->defaulttextures.base);
if (!TEXLOADED(draw_backtile->defaulttextures.base))
draw_backtile->defaulttextures.base = R_LoadHiResTexture("gfx/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_NOWORKER);
if (!TEXLOADED(draw_backtile->defaulttextures.base))
draw_backtile->defaulttextures.base = R_LoadHiResTexture("gfx/menu/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_NOWORKER);
if (!TEXLOADED(draw_backtile->defaulttextures.base))
draw_backtile->defaulttextures.base = R_LoadHiResTexture("pics/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_NOWORKER);
TEXDOWAIT(draw_backtile->defaulttextures->base);
if (!TEXLOADED(draw_backtile->defaulttextures->base))
draw_backtile->defaulttextures->base = R_LoadHiResTexture("gfx/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_NOWORKER);
if (!TEXLOADED(draw_backtile->defaulttextures->base))
draw_backtile->defaulttextures->base = R_LoadHiResTexture("gfx/menu/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_NOWORKER);
if (!TEXLOADED(draw_backtile->defaulttextures->base))
draw_backtile->defaulttextures->base = R_LoadHiResTexture("pics/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_NOWORKER);
shader_draw_fill = R_RegisterShader("fill_opaque", SUF_NONE,
"{\n"
@ -340,6 +340,7 @@ void R2D_Init(void)
Cvar_ForceCallback(&gl_conback);
Cvar_ForceCallback(&vid_conautoscale);
Cvar_ForceCallback(&gl_font);
Cvar_ForceCallback(&gl_texturemode);
Cvar_ForceCallback(&crosshair);
Cvar_ForceCallback(&crosshaircolor);
@ -349,6 +350,8 @@ void R2D_Init(void)
#endif
R2D_Font_Changed();
R_NetgraphInit();
}
mpic_t *R2D_SafeCachePic (const char *path)
@ -416,7 +419,7 @@ void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2,
{
if (pic->passes[i].texgen == T_GEN_SINGLEMAP && pic->passes[i].anim_frames[0] && pic->passes[i].anim_frames[0]->status == TEX_LOADING)
return;
if (pic->passes[i].texgen == T_GEN_DIFFUSE && pic->defaulttextures.base && pic->defaulttextures.base->status == TEX_LOADING)
if (pic->passes[i].texgen == T_GEN_DIFFUSE && pic->defaulttextures->base && pic->defaulttextures->base->status == TEX_LOADING)
return;
}
@ -440,7 +443,7 @@ void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2,
draw_mesh_st[3][0] = s1;
draw_mesh_st[3][1] = t2;
BE_DrawMesh_Single(pic, &draw_mesh, NULL, &pic->defaulttextures, r2d_be_flags);
BE_DrawMesh_Single(pic, &draw_mesh, NULL, r2d_be_flags);
}
void R2D_Image2dQuad(vec2_t points[], vec2_t texcoords[], mpic_t *pic)
{
@ -453,7 +456,7 @@ void R2D_Image2dQuad(vec2_t points[], vec2_t texcoords[], mpic_t *pic)
{
if (pic->passes[i].texgen == T_GEN_SINGLEMAP && pic->passes[i].anim_frames[0] && pic->passes[i].anim_frames[0]->status == TEX_LOADING)
return;
if (pic->passes[i].texgen == T_GEN_DIFFUSE && pic->defaulttextures.base && pic->defaulttextures.base->status == TEX_LOADING)
if (pic->passes[i].texgen == T_GEN_DIFFUSE && pic->defaulttextures->base && pic->defaulttextures->base->status == TEX_LOADING)
return;
}
@ -463,7 +466,7 @@ void R2D_Image2dQuad(vec2_t points[], vec2_t texcoords[], mpic_t *pic)
Vector2Copy(texcoords[i], draw_mesh_st[i]);
}
BE_DrawMesh_Single(pic, &draw_mesh, NULL, &pic->defaulttextures, r2d_be_flags);
BE_DrawMesh_Single(pic, &draw_mesh, NULL, r2d_be_flags);
}
/*draws a block of the current colour on the screen*/
@ -482,9 +485,9 @@ void R2D_FillBlock(float x, float y, float w, float h)
draw_mesh_xyz[3][1] = y+h;
if (draw_mesh_colors[0][3] != 1)
BE_DrawMesh_Single(shader_draw_fill_trans, &draw_mesh, NULL, &shader_draw_fill_trans->defaulttextures, r2d_be_flags);
BE_DrawMesh_Single(shader_draw_fill_trans, &draw_mesh, NULL, r2d_be_flags);
else
BE_DrawMesh_Single(shader_draw_fill, &draw_mesh, NULL, &shader_draw_fill->defaulttextures, r2d_be_flags);
BE_DrawMesh_Single(shader_draw_fill, &draw_mesh, NULL, r2d_be_flags);
}
void R2D_Line(float x1, float y1, float x2, float y2, shader_t *shader)
@ -505,7 +508,7 @@ void R2D_Line(float x1, float y1, float x2, float y2, shader_t *shader)
draw_mesh.numvertexes = 2;
draw_mesh.numindexes = 2;
BE_DrawMesh_Single(shader, &draw_mesh, NULL, &shader->defaulttextures, BEF_LINES);
BE_DrawMesh_Single(shader, &draw_mesh, NULL, BEF_LINES);
draw_mesh.numvertexes = 4;
draw_mesh.numindexes = 6;
}
@ -559,7 +562,7 @@ void R2D_TransPicTranslate (float x, float y, int width, int height, qbyte *pic,
"alphagen vertex\n"
"}\n"
"}\n");
translate_shader->defaulttextures.base = translate_texture;
translate_shader->defaulttextures->base = translate_texture;
}
/* could avoid reuploading already translated textures but this func really isn't used enough anyway */
Image_Upload(translate_texture, TF_RGBA32, trans, NULL, 64, 64, IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
@ -662,7 +665,7 @@ void R2D_TileClear (float x, float y, float w, float h)
draw_mesh_st[3][0] = newsl;
draw_mesh_st[3][1] = newth;
BE_DrawMesh_Single(draw_backtile, &draw_mesh, NULL, &draw_backtile->defaulttextures, r2d_be_flags);
BE_DrawMesh_Single(draw_backtile, &draw_mesh, NULL, r2d_be_flags);
}
void QDECL R2D_Conback_Callback(struct cvar_s *var, char *oldvalue)
@ -1249,8 +1252,8 @@ void R2D_Crosshair_Update(void)
return;
else if (crosshairimage.string[0] && c == 1)
{
shader_crosshair->defaulttextures.base = R_LoadHiResTexture (crosshairimage.string, "crosshairs", IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
if (TEXVALID(shader_crosshair->defaulttextures.base))
shader_crosshair->defaulttextures->base = R_LoadHiResTexture (crosshairimage.string, "crosshairs", IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
if (TEXVALID(shader_crosshair->defaulttextures->base))
return;
}
else if (c <= 1)
@ -1261,7 +1264,7 @@ void R2D_Crosshair_Update(void)
if (!TEXVALID(ch_int_texture))
ch_int_texture = Image_CreateTexture("***crosshair***", NULL, IF_UIPIC|IF_NOMIPMAP);
shader_crosshair->defaulttextures.base = ch_int_texture;
shader_crosshair->defaulttextures->base = ch_int_texture;
Q_memset(crossdata, 0, sizeof(crossdata));

View File

@ -113,7 +113,7 @@ static void R_Clutter_Insert_Soup(clutter_build_ctx_t *ctx, shader_t *shader, ve
"}\n"
"}\n"
);
shader->defaulttextures = os->defaulttextures;
*shader->defaulttextures = *os->defaulttextures;
for (i = 0, soup = ctx->soups; i < ctx->numsoups; i++, soup++)

View File

@ -3263,6 +3263,118 @@ char *particle_set_q2part =
"scalefactor 0.8\n"
"}\n"
"r_part te_splashsparks\n"
"{\n"
"texture \"classicparticle\"\n"
"tcoords 0 0 16 16 32\n"
"count 1\n"
"scale 1\n"
"alpha 1\n"
"die 0.3 0.8\n"
"randomvel 20\n"
"orgadd 0 31\n"
"spawnorg 4\n"
"gravity 40\n"
"scalefactor 0.8\n"
"colorindex 0xe0\n"
"}\n"
"r_part teq2_sparks\n"
"{\n"
"texture \"classicparticle\"\n"
"tcoords 0 0 16 16 32\n"
"count 6\n"
"scale 1\n"
"alpha 1\n"
"die 0.3 0.8\n"
"randomvel 20\n"
"orgadd 0 31\n"
"spawnorg 4\n"
"gravity 40\n"
"scalefactor 0.8\n"
"colorindex 0xe0\n"
"}\n"
"r_part te_splashbluewater\n"
"{\n"
"texture \"classicparticle\"\n"
"tcoords 0 0 16 16 32\n"
"count 1\n"
"scale 1\n"
"alpha 1\n"
"die 0.3 0.8\n"
"randomvel 20\n"
"orgadd 0 31\n"
"spawnorg 4\n"
"gravity 40\n"
"scalefactor 0.8\n"
"colorindex 0xb0\n"
"}\n"
"r_part te_splashbrownwater\n"
"{\n"
"texture \"classicparticle\"\n"
"tcoords 0 0 16 16 32\n"
"count 1\n"
"scale 1\n"
"alpha 1\n"
"die 0.3 0.8\n"
"randomvel 20\n"
"orgadd 0 31\n"
"spawnorg 4\n"
"gravity 40\n"
"scalefactor 0.8\n"
"colorindex 0x50\n"
"}\n"
"r_part te_splashslime\n"
"{\n"
"texture \"classicparticle\"\n"
"tcoords 0 0 16 16 32\n"
"count 1\n"
"scale 1\n"
"alpha 1\n"
"die 0.3 0.8\n"
"randomvel 20\n"
"orgadd 0 31\n"
"spawnorg 4\n"
"gravity 40\n"
"scalefactor 0.8\n"
"colorindex 0xd0\n"
"}\n"
"r_part te_splashlava\n"
"{\n"
"texture \"classicparticle\"\n"
"tcoords 0 0 16 16 32\n"
"count 1\n"
"scale 1\n"
"alpha 1\n"
"die 0.3 0.8\n"
"randomvel 20\n"
"orgadd 0 31\n"
"spawnorg 4\n"
"gravity 40\n"
"scalefactor 0.8\n"
"colorindex 0xe0\n"
"}\n"
"r_part te_splashblood\n"
"{\n"
"texture \"classicparticle\"\n"
"tcoords 0 0 16 16 32\n"
"count 1\n"
"scale 1\n"
"alpha 1\n"
"die 0.3 0.8\n"
"randomvel 20\n"
"orgadd 0 31\n"
"spawnorg 4\n"
"gravity 40\n"
"scalefactor 0.8\n"
"colorindex 0xe8\n"
"}\n"
//teq2_shield_sparks
//teq2_screen_sparks
//teq2_laser_sparks
"r_part q2_smoke\n"
"{\n"
@ -3374,6 +3486,22 @@ char *particle_set_q2part =
"colorindex 0xe0\n"
"}\n"
"r_part teq2_bubbletrail\n"
"{\n"
/*blue spiral*/
"texture \"classicparticle\"\n"
"tcoords 0 0 16 16 32\n"
"scale 0.5\n"
"alpha 1\n"
"scalefactor 0.8\n"
"step 32\n"
"spawnorg 2\n"
"spawnvel 5\n"
"die 1 1.2\n"
"colorindex 4 7\n"
"}\n"
"r_part TR_RAILTRAIL\n"
"{\n"
/*blue spiral*/

View File

@ -281,7 +281,7 @@ void R_LightArraysByte_BGR(const entity_t *entity, vecV_t *coords, byte_vec4_t *
void R_LightArrays(const entity_t *entity, vecV_t *coords, vec4_t *colours, int vertcount, vec3_t *normals, float scale);
void R_DrawSkyChain (struct batch_s *batch); /*called from the backend, and calls back into it*/
void R_InitSky (struct texnums_s *tn, const char *skyname, qbyte *src, unsigned int width, unsigned int height); /*generate q1 sky texnums*/
void R_InitSky (shader_t *shader, const char *skyname, qbyte *src, unsigned int width, unsigned int height); /*generate q1 sky texnums*/
void R_Clutter_Emit(struct batch_s **batches);
void R_Clutter_Purge(void);
@ -335,7 +335,6 @@ void R_SetSky(char *skyname); /*override all sky shaders*/
#if defined(GLQUAKE)
void GLR_Init (void);
void GLR_ReInit (void);
void GLR_InitTextures (void);
void GLR_InitEfrags (void);
void GLR_RenderView (void); // must set r_refdef first
@ -444,6 +443,15 @@ void *Mod_Extradata (struct model_s *mod); // handles caching
void Mod_TouchModel (const char *name);
void Mod_RebuildLightmaps (void);
typedef struct
{
unsigned int *offsets;
unsigned short *extents;
unsigned char *styles;
unsigned char *shifts;
} lightmapoverrides_t;
void Mod_LoadLighting (struct model_s *loadmodel, qbyte *mod_base, lump_t *l, qboolean interleaveddeluxe, lightmapoverrides_t *overrides);
struct mleaf_s *Mod_PointInLeaf (struct model_s *model, float *p);
void Mod_Think (void);

View File

@ -60,6 +60,7 @@ static cvar_t gl_driver = CVARF ("gl_driver", "",
CVAR_ARCHIVE | CVAR_RENDERERLATCH);
cvar_t gl_shadeq1_name = CVARD ("gl_shadeq1_name", "*", "Rename all surfaces from quake1 bsps using this pattern for the purposes of shader names.");
extern cvar_t r_vertexlight;
extern cvar_t r_forceprogramify;
cvar_t mod_md3flags = CVAR ("mod_md3flags", "1");
@ -490,6 +491,7 @@ void GLRenderer_Init(void)
// Cvar_Register (&gl_schematics, GLRENDEREROPTIONS);
Cvar_Register (&r_vertexlight, GLRENDEREROPTIONS);
Cvar_Register (&r_forceprogramify, GLRENDEREROPTIONS);
Cvar_Register (&gl_blend2d, GLRENDEREROPTIONS);
@ -1057,6 +1059,7 @@ qboolean R_ApplyRenderer_Load (rendererstate_t *newr)
TRACE(("dbg: R_ApplyRenderer: old renderer closed\n"));
pmove.numphysent = 0;
pmove.physents[0].model = NULL;
if (qrenderer != QR_NONE) //graphics stuff only when not dedicated
{
@ -1068,6 +1071,8 @@ qboolean R_ApplyRenderer_Load (rendererstate_t *newr)
if (newr)
Con_TPrintf("Setting mode %i*%i*%i*%i %s\n", newr->width, newr->height, newr->bpp, newr->rate, newr->renderer->description);
vid.fullbright=0;
if (host_basepal)
BZ_Free(host_basepal);
host_basepal = (qbyte *)FS_LoadMallocFile ("gfx/palette.lmp", &sz);
@ -1093,11 +1098,7 @@ qboolean R_ApplyRenderer_Load (rendererstate_t *newr)
{
qbyte *colormap = (qbyte *)FS_LoadMallocFile ("gfx/colormap.lmp", NULL);
if (!colormap)
{
vid.fullbright=0;
}
else
if (colormap)
{
j = VID_GRADES-1;
data = colormap + j*256;

View File

@ -236,7 +236,7 @@ JNIEXPORT void JNICALL Java_com_fteqw_FTEDroidEngine_init(JNIEnv *env, jobject o
Sys_Printf("Starting up (apk=%s, usr=%s)\n", args[2], parms.basedir);
COM_InitArgv(parms.argc, parms.argv);
TL_InitLanguages();
TL_InitLanguages(sys_basedir);
#ifdef SERVERONLY
SV_Init(&parms);
#else

View File

@ -754,7 +754,6 @@ int main (int c, const char **v)
parms.argc = c;
parms.argv = v;
COM_InitArgv(parms.argc, parms.argv);
TL_InitLanguages();
#ifdef __linux__
if (!COM_CheckParm("-nodumpstack"))
@ -789,6 +788,7 @@ int main (int c, const char **v)
}
*/
#endif
TL_InitLanguages(parms.binarydir);
isPlugin = !!COM_CheckParm("-plugin");
if (isPlugin)

View File

@ -343,7 +343,7 @@ int main(int argc, char **argv)
memset(&parms, 0, sizeof(parms));
COM_InitArgv(argc, argv);
TL_InitLanguages();
TL_InitLanguages("");
parms.basedir = "";
parms.argc = argc;

View File

@ -475,7 +475,7 @@ int QDECL main(int argc, char **argv)
COM_InitArgv (parms.argc, parms.argv);
TL_InitLanguages();
TL_InitLanguages(parms.basedir);
Sys_Printf ("Host_Init\n");
Host_Init (&parms);

View File

@ -4011,7 +4011,7 @@ int WINAPI WinMain (HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLin
Q_snprintfz(sys_language, sizeof(sys_language), "%s", lang);
}
TL_InitLanguages();
TL_InitLanguages(parms.binarydir);
//tprints are now allowed
if (*cwd && cwd[strlen(cwd)-1] != '\\' && cwd[strlen(cwd)-1] != '/')

View File

@ -148,7 +148,7 @@ static void Headless_BE_SelectMode (backendmode_t mode)
static void Headless_BE_DrawMesh_List (shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags)
{
}
static void Headless_BE_DrawMesh_Single (shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags)
static void Headless_BE_DrawMesh_Single (shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, unsigned int be_flags)
{
}
static void Headless_BE_SubmitBatch (struct batch_s *batch)

View File

@ -575,7 +575,7 @@ int version_number(void);
char *version_string(void);
void TL_InitLanguages(void);
void TL_InitLanguages(char *langpath); //langpath is where the .po files can be found
void TL_Shutdown(void);
void T_FreeStrings(void);
char *T_GetString(int num);

View File

@ -4191,6 +4191,25 @@ ftemanifest_t *FS_ReadDefaultManifest(char *newbasedir, size_t newbasedirsize, q
return man;
}
qboolean FS_FixPath(char *path, size_t pathsize)
{
size_t len = strlen(path);
if (len)
{
if (path[len-1] == '/')
return true;
#ifdef _WIN32
if (path[len-1] == '\\')
return true;
#endif
if (len >= pathsize-1)
return false;
path[len] = '/';
path[len+1] = 0;
}
return true;
}
//this is potentially unsafe. needs lots of testing.
qboolean FS_ChangeGame(ftemanifest_t *man, qboolean allowreloadconfigs, qboolean allowbasedirchange)
{
@ -4308,7 +4327,7 @@ qboolean FS_ChangeGame(ftemanifest_t *man, qboolean allowreloadconfigs, qboolean
builtingame = true;
if (!fixedbasedir && !FS_DirHasGame(newbasedir, i))
if (Sys_FindGameData(man->formalname, man->installation, realpath, sizeof(realpath), !man->doinstall) && FS_DirHasGame(realpath, i))
if (Sys_FindGameData(man->formalname, man->installation, realpath, sizeof(realpath), !man->doinstall) && FS_FixPath(realpath, sizeof(realpath)) && FS_DirHasGame(realpath, i))
Q_strncpyz (newbasedir, realpath, sizeof(newbasedir));
break;
}
@ -4319,7 +4338,7 @@ qboolean FS_ChangeGame(ftemanifest_t *man, qboolean allowreloadconfigs, qboolean
{
if (!builtingame && !fixedbasedir && !FS_DirHasAPackage(newbasedir, man))
{
if (Sys_FindGameData(man->formalname, man->installation, realpath, sizeof(realpath), !man->doinstall) && FS_DirHasAPackage(realpath, man))
if (Sys_FindGameData(man->formalname, man->installation, realpath, sizeof(realpath), !man->doinstall) && FS_FixPath(realpath, sizeof(realpath)) && FS_DirHasAPackage(realpath, man))
Q_strncpyz (newbasedir, realpath, sizeof(newbasedir));
#ifndef SERVERONLY
else

View File

@ -56,7 +56,6 @@ qboolean Mod_LoadVertexNormals (model_t *loadmodel, qbyte *mod_base, lump_t *l);
qboolean Mod_LoadEdges (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean lm);
qboolean Mod_LoadMarksurfaces (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean lm);
qboolean Mod_LoadSurfedges (model_t *loadmodel, qbyte *mod_base, lump_t *l);
void Mod_LoadLighting (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean interleaveddeluxe);
static qboolean CM_NativeTrace(model_t *model, int forcehullnum, int frame, vec3_t axis[3], vec3_t start, vec3_t end, vec3_t mins, vec3_t maxs, qboolean capsule, unsigned int contents, trace_t *trace);
@ -3870,7 +3869,7 @@ static cmodel_t *CM_LoadMap (model_t *mod, qbyte *filein, size_t filelen, qboole
char loadname[32];
qbyte *mod_base = (qbyte *)filein;
void (*buildmeshes)(model_t *mod, msurface_t *surf, void *cookie) = NULL;
void (*buildmeshes)(model_t *mod, msurface_t *surf, builddata_t *cookie) = NULL;
qbyte *facedata = NULL;
unsigned int facesize = 0;
cminfo_t *prv;
@ -4188,7 +4187,7 @@ static cmodel_t *CM_LoadMap (model_t *mod, qbyte *filein, size_t filelen, qboole
noerrors = noerrors && Mod_LoadEdges (mod, mod_base, &header.lumps[Q2LUMP_EDGES], false);
noerrors = noerrors && Mod_LoadSurfedges (mod, mod_base, &header.lumps[Q2LUMP_SURFEDGES]);
if (noerrors)
Mod_LoadLighting (mod, mod_base, &header.lumps[Q2LUMP_LIGHTING], header.version == BSPVERSION_Q2W);
Mod_LoadLighting (mod, mod_base, &header.lumps[Q2LUMP_LIGHTING], header.version == BSPVERSION_Q2W, NULL);
noerrors = noerrors && CModQ2_LoadSurfaces (mod, mod_base, &header.lumps[Q2LUMP_TEXINFO]);
noerrors = noerrors && CModQ2_LoadPlanes (mod, mod_base, &header.lumps[Q2LUMP_PLANES]);
noerrors = noerrors && CModQ2_LoadTexInfo (mod, mod_base, &header.lumps[Q2LUMP_TEXINFO], loadname);

View File

@ -400,7 +400,7 @@ int PM_StepSlideMove (qboolean in_air)
}
//FIXME gravitydir
if (in_air && originalvel[2] < 0)
if ((in_air || movevars.slidefix) && originalvel[2] < 0)
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
PM_SlideMove ();
@ -770,7 +770,11 @@ void PM_AirMove (void)
{
if (movevars.slidefix)
{
pmove.velocity[2] = min(pmove.velocity[2], 0); // bound above by 0
if (DotProduct(pmove.velocity, pmove.gravitydir) < 0)
{
VectorMA(pmove.velocity, -DotProduct(pmove.velocity, pmove.gravitydir), pmove.gravitydir, pmove.velocity); //z=0
//pmove.velocity[2] = min(pmove.velocity[2], 0); // bound above by 0
}
PM_Accelerate (wishdir, wishspeed, movevars.accelerate);
// add gravity
VectorMA(pmove.velocity, movevars.entgravity * movevars.gravity * frametime, pmove.gravitydir, pmove.velocity);
@ -938,47 +942,50 @@ void PM_CategorizePosition (void)
//bsp objects marked as ladders mark regions to stand in to be classed as on a ladder.
cont = PM_ExtraBoxContents(pmove.origin);
if (pmove.physents[0].model)
{
#ifdef Q3BSPS
//q3 has surfaceflag-based ladders
if (pmove.physents[0].model->fromgame == fg_quake3)
{
trace_t t;
vec3_t flatforward, fwd1;
flatforward[0] = forward[0];
flatforward[1] = forward[1];
flatforward[2] = 0;
VectorNormalize (flatforward);
VectorMA (pmove.origin, 24, flatforward, fwd1);
pmove.physents[0].model->funcs.NativeTrace(pmove.physents[0].model, 0, 0, NULL, pmove.origin, fwd1, pmove.player_mins, pmove.player_maxs, pmove.capsule, MASK_PLAYERSOLID, &t);
if (t.surface && t.surface->flags & Q3SURF_LADDER)
//q3 has surfaceflag-based ladders
if (pmove.physents[0].model->fromgame == fg_quake3)
{
pmove.onladder = true;
pmove.onground = false; // too steep
trace_t t;
vec3_t flatforward, fwd1;
flatforward[0] = forward[0];
flatforward[1] = forward[1];
flatforward[2] = 0;
VectorNormalize (flatforward);
VectorMA (pmove.origin, 24, flatforward, fwd1);
pmove.physents[0].model->funcs.NativeTrace(pmove.physents[0].model, 0, 0, NULL, pmove.origin, fwd1, pmove.player_mins, pmove.player_maxs, pmove.capsule, MASK_PLAYERSOLID, &t);
if (t.surface && t.surface->flags & Q3SURF_LADDER)
{
pmove.onladder = true;
pmove.onground = false; // too steep
}
}
}
#endif
//q2 has contents-based ladders
if ((cont & FTECONTENTS_LADDER) || ((cont & Q2CONTENTS_LADDER) && pmove.physents[0].model->fromgame == fg_quake2))
{
trace_t t;
vec3_t flatforward, fwd1;
flatforward[0] = forward[0];
flatforward[1] = forward[1];
flatforward[2] = 0;
VectorNormalize (flatforward);
VectorMA (pmove.origin, 24, flatforward, fwd1);
//if we hit a wall when going forwards and we are in a ladder region, then we are on a ladder.
t = PM_PlayerTrace(pmove.origin, fwd1, MASK_PLAYERSOLID);
if (t.fraction < 1)
//q2 has contents-based ladders
if ((cont & FTECONTENTS_LADDER) || ((cont & Q2CONTENTS_LADDER) && pmove.physents[0].model->fromgame == fg_quake2))
{
pmove.onladder = true;
pmove.onground = false; // too steep
trace_t t;
vec3_t flatforward, fwd1;
flatforward[0] = forward[0];
flatforward[1] = forward[1];
flatforward[2] = 0;
VectorNormalize (flatforward);
VectorMA (pmove.origin, 24, flatforward, fwd1);
//if we hit a wall when going forwards and we are in a ladder region, then we are on a ladder.
t = PM_PlayerTrace(pmove.origin, fwd1, MASK_PLAYERSOLID);
if (t.fraction < 1)
{
pmove.onladder = true;
pmove.onground = false; // too steep
}
}
}
@ -1127,7 +1134,7 @@ void PM_NudgePosition (void)
base[i] = ((int)(base[i]*8)) * 0.125;
//if we're moving, allow that spot without snapping to any grid
if (pmove.velocity[0] || pmove.velocity[1] || pmove.velocity[2])
// if (pmove.velocity[0] || pmove.velocity[1] || pmove.velocity[2])
if (PM_TestPlayerPosition (pmove.origin, false))
return;
@ -1266,8 +1273,8 @@ were contacted during the move.
*/
void PM_PlayerMove (float gamespeed)
{
// int i;
// int tmp; //for rounding
int i;
int tmp; //for rounding
frametime = pmove.cmd.msec * 0.001*gamespeed;
pmove.numtouch = 0;
@ -1330,6 +1337,16 @@ void PM_PlayerMove (float gamespeed)
else
PM_AirMove ();
//round to network precision
for (i = 0; i < 3; i++)
{
tmp = floor(pmove.velocity[i]*8 + 0.5);
pmove.velocity[i] = tmp/8.0;
tmp = floor(pmove.origin[i]*8 + 0.5);
pmove.origin[i] = tmp/8.0;
}
PM_NudgePosition ();
// set onground, watertype, and waterlevel for final spot
PM_CategorizePosition ();
@ -1340,15 +1357,4 @@ void PM_PlayerMove (float gamespeed)
{
PM_ClipVelocity (pmove.velocity, groundplane.normal, pmove.velocity, 1);
}
/*
//round to network precision
for (i = 0; i < 3; i++)
{
tmp = floor(pmove.velocity[i]*8 + 0.5);
pmove.velocity[i] = tmp/8.0;
tmp = floor(pmove.origin[i]*8 + 0.5);
pmove.origin[i] = tmp/8.0;
}
*/
}

View File

@ -4869,7 +4869,7 @@ void QCBUILTIN PF_localcmd (pubprogfuncs_t *prinst, struct globalvars_s *pr_glob
char *str;
str = PF_VarString(prinst, 0, pr_globals);
if (developer.ival)
if (developer.ival >= 2)
{
PR_StackTrace(prinst, false);
Con_Printf("localcmd: %s\n", str);

View File

@ -1162,7 +1162,6 @@ struct fragmentdecal_s
void (*callback)(void *ctx, vec3_t *fte_restrict points, size_t numpoints, shader_t *shader);
void *ctx;
};
typedef struct fragmentdecal_s fragmentdecal_t;
//#define SHOWCLIPS
//#define FRAGMENTASTRIANGLES //works, but produces more fragments.

View File

@ -10,6 +10,7 @@
char sys_language[64] = "";
static char langpath[MAX_OSPATH] = "";
struct language_s languages[MAX_LANGUAGES];
static void QDECL TL_LanguageChanged(struct cvar_s *var, char *oldvalue)
@ -62,7 +63,7 @@ static int TL_LoadLanguage(char *lang)
return 0;
if (*lang)
f = FS_OpenVFS(va("fteqw.%s.po", lang), "rb", FS_BINARYPATH);
f = FS_OpenVFS(va("%sfteqw.%s.po", langpath, lang), "rb", FS_SYSTEM);
else
f = NULL;
if (!f && *lang)
@ -88,11 +89,13 @@ int TL_FindLanguage(const char *lang)
}
//need to set up default languages for any early prints before cvars are inited.
void TL_InitLanguages(void)
void TL_InitLanguages(char *newlangpath)
{
int i;
char *lang;
Q_strncpyz(langpath, newlangpath, sizeof(langpath));
//lang can override any environment or system settings.
if ((i = COM_CheckParm("-lang")))
Q_strncpyz(sys_language, com_argv[i+1], sizeof(sys_language));

View File

@ -916,13 +916,13 @@ static void SelectPassTexture(unsigned int tu, const shaderpass_t *pass)
BindTexture(tu, shaderstate.curtexnums->base);
break;
case T_GEN_NORMALMAP:
if (TEXVALID(shaderstate.curtexnums->bump))
if (TEXLOADED(shaderstate.curtexnums->bump))
BindTexture(tu, shaderstate.curtexnums->bump);
else
BindTexture(tu, missing_texture_normal);
break;
case T_GEN_SPECULAR:
if (TEXVALID(shaderstate.curtexnums->specular))
if (TEXLOADED(shaderstate.curtexnums->specular))
BindTexture(tu, shaderstate.curtexnums->specular);
else
BindTexture(tu, missing_texture_gloss);
@ -1771,11 +1771,11 @@ static qboolean BE_DrawMeshChain_SetupPass(shaderpass_t *pass, unsigned int vert
for (i = 0; i < lastpass; i++)
{
if (pass[i].texgen == T_GEN_UPPEROVERLAY && !TEXVALID(shaderstate.curtexnums->upperoverlay))
if (pass[i].texgen == T_GEN_UPPEROVERLAY && !TEXLOADED(shaderstate.curtexnums->upperoverlay))
continue;
if (pass[i].texgen == T_GEN_LOWEROVERLAY && !TEXVALID(shaderstate.curtexnums->loweroverlay))
if (pass[i].texgen == T_GEN_LOWEROVERLAY && !TEXLOADED(shaderstate.curtexnums->loweroverlay))
continue;
if (pass[i].texgen == T_GEN_FULLBRIGHT && !TEXVALID(shaderstate.curtexnums->fullbright))
if (pass[i].texgen == T_GEN_FULLBRIGHT && !TEXLOADED(shaderstate.curtexnums->fullbright))
continue;
break;
}
@ -1792,11 +1792,11 @@ static qboolean BE_DrawMeshChain_SetupPass(shaderpass_t *pass, unsigned int vert
/*activate tmus*/
for (passno = 0; passno < lastpass; passno++)
{
if (pass[passno].texgen == T_GEN_UPPEROVERLAY && !TEXVALID(shaderstate.curtexnums->upperoverlay))
if (pass[passno].texgen == T_GEN_UPPEROVERLAY && !TEXLOADED(shaderstate.curtexnums->upperoverlay))
continue;
if (pass[passno].texgen == T_GEN_LOWEROVERLAY && !TEXVALID(shaderstate.curtexnums->loweroverlay))
if (pass[passno].texgen == T_GEN_LOWEROVERLAY && !TEXLOADED(shaderstate.curtexnums->loweroverlay))
continue;
if (pass[passno].texgen == T_GEN_FULLBRIGHT && !TEXVALID(shaderstate.curtexnums->fullbright))
if (pass[passno].texgen == T_GEN_FULLBRIGHT && !TEXLOADED(shaderstate.curtexnums->fullbright))
continue;
SelectPassTexture(tmu, pass+passno);
@ -1909,15 +1909,15 @@ static void BE_RenderMeshProgram(const shader_t *s, unsigned int vertcount, unsi
program_t *p = s->prog;
if (TEXVALID(shaderstate.curtexnums->bump) && p->permu[perm|PERMUTATION_BUMPMAP].handle.hlsl.vert)
if (TEXLOADED(shaderstate.curtexnums->bump) && p->permu[perm|PERMUTATION_BUMPMAP].handle.hlsl.vert)
perm |= PERMUTATION_BUMPMAP;
if (TEXVALID(shaderstate.curtexnums->fullbright) && p->permu[perm|PERMUTATION_FULLBRIGHT].handle.hlsl.vert)
if (TEXLOADED(shaderstate.curtexnums->fullbright) && p->permu[perm|PERMUTATION_FULLBRIGHT].handle.hlsl.vert)
perm |= PERMUTATION_FULLBRIGHT;
if (p->permu[perm|PERMUTATION_UPPERLOWER].handle.hlsl.vert && (TEXVALID(shaderstate.curtexnums->upperoverlay) || TEXVALID(shaderstate.curtexnums->loweroverlay)))
if (p->permu[perm|PERMUTATION_UPPERLOWER].handle.hlsl.vert && (TEXLOADED(shaderstate.curtexnums->upperoverlay) || TEXLOADED(shaderstate.curtexnums->loweroverlay)))
perm |= PERMUTATION_UPPERLOWER;
if (r_refdef.globalfog.density && p->permu[perm|PERMUTATION_FOG].handle.hlsl.vert)
perm |= PERMUTATION_FOG;
// if (r_glsl_offsetmapping.ival && TEXVALID(shaderstate.curtexnums->bump) && p->handle[perm|PERMUTATION_OFFSET.hlsl.vert)
// if (r_glsl_offsetmapping.ival && TEXLOADED(shaderstate.curtexnums->bump) && p->handle[perm|PERMUTATION_OFFSET.hlsl.vert)
// perm |= PERMUTATION_OFFSET;
BE_ApplyUniforms(p, perm);
@ -2908,19 +2908,25 @@ static void BE_RotateForEntity (const entity_t *e, const model_t *mod)
void D3D11BE_SubmitBatch(batch_t *batch)
{
shader_t *shader = batch->shader;
shaderstate.nummeshes = batch->meshes - batch->firstmesh;
if (!shaderstate.nummeshes)
return;
shaderstate.curbatch = batch;
shaderstate.batchvbo = batch->vbo;
shaderstate.meshlist = batch->mesh + batch->firstmesh;
shaderstate.curshader = shader;
if (shaderstate.curentity != batch->ent)
{
BE_RotateForEntity(batch->ent, batch->ent->model);
shaderstate.curtime = r_refdef.time - shaderstate.curentity->shaderTime;
}
shaderstate.curbatch = batch;
shaderstate.batchvbo = batch->vbo;
shaderstate.meshlist = batch->mesh + batch->firstmesh;
shaderstate.curshader = batch->shader;
shaderstate.curtexnums = batch->skin?batch->skin:&batch->shader->defaulttextures;
if (batch->skin)
shaderstate.curtexnums = batch->skin;
else if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.flags = batch->flags;
if (!shaderstate.batchvbo)
@ -2938,7 +2944,12 @@ void D3D11BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, v
shaderstate.curbatch = &shaderstate.dummybatch;
shaderstate.batchvbo = vbo;
shaderstate.curshader = shader;
shaderstate.curtexnums = texnums;
if (texnums)
shaderstate.curtexnums = texnums;
else if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.meshlist = meshlist;
shaderstate.nummeshes = nummeshes;
shaderstate.flags = beflags;
@ -2954,13 +2965,16 @@ void D3D11BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, v
BE_DrawMeshChain_Internal();
}
void D3D11BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
void D3D11BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags)
{
shaderstate.curbatch = &shaderstate.dummybatch;
shaderstate.batchvbo = vbo;
shaderstate.curtime = realtime;
shaderstate.curshader = shader;
shaderstate.curtexnums = texnums?texnums:&shader->defaulttextures;
if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.meshlist = &meshchain;
shaderstate.nummeshes = 1;
shaderstate.flags = beflags;

View File

@ -110,6 +110,8 @@ static void Upload_Texture_32(ID3D11Texture2D *tex, unsigned int *data, int data
qboolean D3D11_LoadTextureMips(image_t *tex, struct pendingtextureinfo *mips)
{
int bytesperpixel = 4;
int bcbytes = 0;
HRESULT hr;
D3D11_TEXTURE2D_DESC tdesc = {0};
D3D11_SUBRESOURCE_DATA subresdesc[sizeof(mips->mip) / sizeof(mips->mip[0])];
@ -150,54 +152,69 @@ qboolean D3D11_LoadTextureMips(image_t *tex, struct pendingtextureinfo *mips)
case PTI_DEPTH16:
tdesc.Format = DXGI_FORMAT_D16_UNORM;
tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
bytesperpixel = 2;
break;
case PTI_DEPTH24:
tdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
bytesperpixel = 3;
break;
case PTI_DEPTH32:
tdesc.Format = DXGI_FORMAT_D32_FLOAT;
tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
bytesperpixel = 4;
break;
case PTI_DEPTH24_8:
tdesc.Format = DXGI_FORMAT_D24_UNORM_S8_UINT;
tdesc.BindFlags = D3D11_BIND_DEPTH_STENCIL;
bytesperpixel = 4;
break;
case PTI_RGB565:
tdesc.Format = DXGI_FORMAT_B5G6R5_UNORM;
bytesperpixel = 2;
break;
// case PTI_RGBA5551:
// tdesc.Format = DXGI_FORMAT_A1B5G5R5_UNORM;
// bytesperpixel = 2;
// break;
case PTI_ARGB1555:
tdesc.Format = DXGI_FORMAT_B5G5R5A1_UNORM;
bytesperpixel = 2;
break;
case PTI_RGBA4444:
tdesc.Format = DXGI_FORMAT_B4G4R4A4_UNORM;
bytesperpixel = 2;
break;
// case PTI_ARGB4444:
// tdesc.Format = DXGI_FORMAT_A4B4G4R4_UNORM;
// bytesperpixel = 2;
// break;
case PTI_RGBA8:
case PTI_RGBX8: //d3d11 has no alphaless format. be sure to proprly disable alpha in the shader.
tdesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
bytesperpixel = 4;
break;
case PTI_BGRA8:
tdesc.Format = DXGI_FORMAT_B8G8R8A8_UNORM;
bytesperpixel = 4;
break;
case PTI_BGRX8:
tdesc.Format = DXGI_FORMAT_B8G8R8X8_UNORM;
bytesperpixel = 4;
break;
case PTI_S3RGB1: //d3d11 provides no way to disable alpha with dxt1. be sure to proprly disable alpha in the shader.
case PTI_S3RGBA1:
tdesc.Format = DXGI_FORMAT_BC1_UNORM;
bcbytes = 8;
break;
case PTI_S3RGBA3:
tdesc.Format = DXGI_FORMAT_BC2_UNORM;
bcbytes = 16;
break;
case PTI_S3RGBA5:
tdesc.Format = DXGI_FORMAT_BC3_UNORM;
bcbytes = 16;
break;
}
@ -212,8 +229,16 @@ qboolean D3D11_LoadTextureMips(image_t *tex, struct pendingtextureinfo *mips)
for (i = 0; i < mips->mipcount; i++)
{
subresdesc[i].pSysMem = mips->mip[i].data;
subresdesc[i].SysMemPitch = mips->mip[i].width*4;
subresdesc[i].SysMemSlicePitch = mips->mip[i].width*mips->mip[i].height*4;
if (bcbytes)
{
subresdesc[i].SysMemPitch = ((mips->mip[i].width+3)/4) * bcbytes;
subresdesc[i].SysMemSlicePitch = mips->mip[i].datasize;
}
else
{
subresdesc[i].SysMemPitch = mips->mip[i].width*bytesperpixel;
subresdesc[i].SysMemSlicePitch = mips->mip[i].datasize;//mips->mip[i].width*mips->mip[i].height*bytesperpixel;
}
}
tdesc.MipLevels = i/tdesc.ArraySize;
}

View File

@ -409,6 +409,8 @@ qboolean D3D11Shader_CreateProgram (program_t *prog, const char *name, unsigned
"s_paletted",
"s_shadowmap",
"s_projectionmap",
"s_reflectcube",
"s_reflectmask",
"s_lightmap",
"s_deluxmap"
#if MAXRLIGHTMAPS > 1
@ -612,7 +614,7 @@ qboolean D3D11Shader_CreateProgram (program_t *prog, const char *name, unsigned
{
int tmu;
D3D11_SHADER_INPUT_BIND_DESC bdesc = {0};
for (i = prog->numsamplers; i < 8; i++)
for (i = prog->numsamplers; i < be_maxpasses; i++)
{
if (SUCCEEDED(freflect->lpVtbl->GetResourceBindingDescByName(freflect, va("t_%i", i), &bdesc)))
prog->numsamplers = i+1;

View File

@ -281,17 +281,17 @@ static void BE_ApplyTMUState(unsigned int tu, unsigned int flags)
int *filter = (flags & SHADER_PASS_UIPIC)?shaderstate.picfilter:shaderstate.mipfilter;
if ((filter[2] && !(flags & SHADER_PASS_NEAREST)) || (flags & SHADER_PASS_LINEAR))
mag = D3DTEXF_LINEAR;
mag = D3DTEXF_ANISOTROPIC;//D3DTEXF_LINEAR;
else
mag = D3DTEXF_POINT;
if (filter[1] == -1 || (flags & IF_NOMIPMAP))
mip = D3DTEXF_NONE;
else if ((filter[1] && !(flags & SHADER_PASS_NEAREST)) || (flags & SHADER_PASS_LINEAR))
mip = D3DTEXF_LINEAR;
mip = D3DTEXF_ANISOTROPIC;//D3DTEXF_LINEAR;
else
mip = D3DTEXF_POINT;
if ((filter[0] && !(flags & SHADER_PASS_NEAREST)) || (flags & SHADER_PASS_LINEAR))
min = D3DTEXF_LINEAR;
min = D3DTEXF_ANISOTROPIC;//D3DTEXF_LINEAR;
else
min = D3DTEXF_POINT;
@ -313,6 +313,8 @@ void D3D9_UpdateFiltering(image_t *imagelist, int filtermip[3], int filterpic[3]
{
shaderstate.tmuflags[i] = ~shaderstate.tmuflags[i];
BE_ApplyTMUState(i, ~shaderstate.tmuflags[i]);
IDirect3DDevice9_SetSamplerState(pD3DDev9, i, D3DSAMP_MAXANISOTROPY, anis);
}
}
@ -1604,11 +1606,11 @@ static qboolean BE_DrawMeshChain_SetupPass(shaderpass_t *pass, unsigned int vert
for (i = 0; i < lastpass; i++)
{
if (pass[i].texgen == T_GEN_UPPEROVERLAY && !TEXVALID(shaderstate.curtexnums->upperoverlay))
if (pass[i].texgen == T_GEN_UPPEROVERLAY && !TEXLOADED(shaderstate.curtexnums->upperoverlay))
continue;
if (pass[i].texgen == T_GEN_LOWEROVERLAY && !TEXVALID(shaderstate.curtexnums->loweroverlay))
if (pass[i].texgen == T_GEN_LOWEROVERLAY && !TEXLOADED(shaderstate.curtexnums->loweroverlay))
continue;
if (pass[i].texgen == T_GEN_FULLBRIGHT && !TEXVALID(shaderstate.curtexnums->fullbright))
if (pass[i].texgen == T_GEN_FULLBRIGHT && !TEXLOADED(shaderstate.curtexnums->fullbright))
continue;
break;
}
@ -1625,11 +1627,11 @@ static qboolean BE_DrawMeshChain_SetupPass(shaderpass_t *pass, unsigned int vert
/*activate tmus*/
for (passno = 0; passno < lastpass; passno++)
{
if (pass[passno].texgen == T_GEN_UPPEROVERLAY && !TEXVALID(shaderstate.curtexnums->upperoverlay))
if (pass[passno].texgen == T_GEN_UPPEROVERLAY && !TEXLOADED(shaderstate.curtexnums->upperoverlay))
continue;
if (pass[passno].texgen == T_GEN_LOWEROVERLAY && !TEXVALID(shaderstate.curtexnums->loweroverlay))
if (pass[passno].texgen == T_GEN_LOWEROVERLAY && !TEXLOADED(shaderstate.curtexnums->loweroverlay))
continue;
if (pass[passno].texgen == T_GEN_FULLBRIGHT && !TEXVALID(shaderstate.curtexnums->fullbright))
if (pass[passno].texgen == T_GEN_FULLBRIGHT && !TEXLOADED(shaderstate.curtexnums->fullbright))
continue;
SelectPassTexture(tmu, pass+passno);
@ -1841,14 +1843,14 @@ static void BE_RenderMeshProgram(shader_t *s, unsigned int vertcount, unsigned i
perm |= PERMUTATION_BUMPMAP;
if (TEXVALID(shaderstate.curtexnums->fullbright) && p->permu[perm|PERMUTATION_FULLBRIGHT].handle.hlsl.vert)
perm |= PERMUTATION_FULLBRIGHT;
if (p->permu[perm|PERMUTATION_UPPERLOWER].handle.hlsl.vert && (TEXVALID(shaderstate.curtexnums->upperoverlay) || TEXVALID(shaderstate.curtexnums->loweroverlay)))
if (p->permu[perm|PERMUTATION_UPPERLOWER].handle.hlsl.vert && (TEXLOADED(shaderstate.curtexnums->upperoverlay) || TEXLOADED(shaderstate.curtexnums->loweroverlay)))
perm |= PERMUTATION_UPPERLOWER;
if (r_refdef.globalfog.density && p->permu[perm|PERMUTATION_FOG].handle.hlsl.vert)
perm |= PERMUTATION_FOG;
if (p->permu[perm|PERMUTATION_FRAMEBLEND].handle.hlsl.vert && shaderstate.batchvbo && shaderstate.batchvbo->coord2.d3d.buff)
perm |= PERMUTATION_FRAMEBLEND;
if (p->permu[perm|PERMUTATION_DELUXE].handle.hlsl.vert && TEXVALID(shaderstate.curtexnums->bump) && shaderstate.curbatch->lightmap[0] >= 0 && lightmap[shaderstate.curbatch->lightmap[0]]->hasdeluxe)
perm |= PERMUTATION_DELUXE;
// if (p->permu[perm|PERMUTATION_DELUXE].handle.hlsl.vert && TEXVALID(shaderstate.curtexnums->bump) && shaderstate.curbatch->lightmap[0] >= 0 && lightmap[shaderstate.curbatch->lightmap[0]]->hasdeluxe)
// perm |= PERMUTATION_DELUXE;
if (shaderstate.curbatch->lightmap[1] >= 0 && p->permu[perm|PERMUTATION_LIGHTSTYLES].handle.hlsl.vert)
perm |= PERMUTATION_LIGHTSTYLES;
@ -2740,6 +2742,7 @@ static void BE_RotateForEntity (const entity_t *e, const model_t *mod)
void D3D9BE_SubmitBatch(batch_t *batch)
{
shader_t *shader = batch->shader;
shaderstate.nummeshes = batch->meshes - batch->firstmesh;
if (!shaderstate.nummeshes)
return;
@ -2750,8 +2753,13 @@ void D3D9BE_SubmitBatch(batch_t *batch)
}
shaderstate.batchvbo = batch->vbo;
shaderstate.meshlist = batch->mesh + batch->firstmesh;
shaderstate.curshader = batch->shader;
shaderstate.curtexnums = batch->skin?batch->skin:&batch->shader->defaulttextures;
shaderstate.curshader = shader;
if (batch->skin)
shaderstate.curtexnums = batch->skin;
else if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.curbatch = batch;
shaderstate.flags = batch->flags;
if ((unsigned)batch->lightmap[0] < (unsigned)numlightmaps)
@ -2776,12 +2784,15 @@ void D3D9BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vb
BE_DrawMeshChain_Internal();
}
void D3D9BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
void D3D9BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags)
{
shaderstate.batchvbo = vbo;
shaderstate.curtime = realtime;
shaderstate.curshader = shader;
shaderstate.curtexnums = texnums?texnums:&shader->defaulttextures;
if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.curlightmap = r_nulltex;
shaderstate.meshlist = &meshchain;
shaderstate.nummeshes = 1;
@ -2800,8 +2811,6 @@ static void BE_SubmitMeshesSortList(batch_t *sortlist)
if (batch->buildmeshes)
batch->buildmeshes(batch);
else if (batch->texture)
batch->skin = &batch->shader->defaulttextures;
if (batch->shader->flags & SHADER_NODLIGHT)
if (shaderstate.mode == BEM_LIGHT)

View File

@ -28,6 +28,7 @@ qboolean D3D9_LoadTextureMips(image_t *tex, struct pendingtextureinfo *mips)
IDirect3DTexture9 *dt;
qboolean swap = false;
unsigned int pixelsize = 4;
unsigned int blocksize = 0;
switch(mips->encoding)
{
@ -67,15 +68,17 @@ qboolean D3D9_LoadTextureMips(image_t *tex, struct pendingtextureinfo *mips)
//too lazy to support these for now
case PTI_S3RGB1:
case PTI_S3RGBA1: //d3d doesn't distinguish between these
// fmt = D3DFMT_DXT1;
// break;
fmt = D3DFMT_DXT1;
blocksize = 8;
break;
case PTI_S3RGBA3:
// fmt = D3DFMT_DXT3;
// break;
fmt = D3DFMT_DXT3;
blocksize = 16;
break;
case PTI_S3RGBA5:
// fmt = D3DFMT_DXT5;
// break;
return false;
fmt = D3DFMT_DXT5;
blocksize = 16;
break;
default: //no idea
return false;
@ -96,7 +99,13 @@ qboolean D3D9_LoadTextureMips(image_t *tex, struct pendingtextureinfo *mips)
IDirect3DTexture9_LockRect(dt, i, &lock, NULL, D3DLOCK_NOSYSLOCK|D3DLOCK_DISCARD);
//can't do it in one go. pitch might contain padding or be upside down.
if (swap)
if (blocksize)
{
if (lock.Pitch == ((mips->mip[i].width+3)/4)*blocksize)
//for (y = 0, out = lock.pBits, in = mips->mip[i].data; y < mips->mip[i].height; y++, out += lock.Pitch, in += mips->mip[i].width*pixelsize)
memcpy(lock.pBits, mips->mip[i].data, mips->mip[i].datasize);
}
else if (swap)
{
for (y = 0, out = lock.pBits, in = mips->mip[i].data; y < mips->mip[i].height; y++, out += lock.Pitch, in += mips->mip[i].width*4)
{

View File

@ -264,6 +264,8 @@ static void D3D9Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cv
"s_paletted",
"s_shadowmap",
"s_projectionmap",
"s_reflectcube",
"s_reflectmask",
"s_lightmap",
"s_deluxmap"
#if MAXRLIGHTMAPS > 1
@ -275,6 +277,8 @@ static void D3D9Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cv
,"s_deluxmap3"
#endif
};
#define ALTLIGHTMAPSAMP 13
#define ALTDELUXMAPSAMP 16
prog->numparams = 0;
@ -355,10 +359,10 @@ static void D3D9Shader_ProgAutoFields(program_t *prog, char **cvarnames, int *cv
}
//multiple lightmaps is kinda hacky. if any are set, all must be.
if (prog->defaulttextures & ((1u<<11) | (1u<<12) | (1u<<13)))
prog->defaulttextures |=((1u<<11) | (1u<<12) | (1u<<13));
if (prog->defaulttextures & ((1u<<14) | (1u<<15) | (1u<<16)))
prog->defaulttextures |=((1u<<14) | (1u<<15) | (1u<<16));
if (prog->defaulttextures & ((1u<<(ALTLIGHTMAPSAMP+0)) | (1u<<(ALTLIGHTMAPSAMP+1)) | (1u<<(ALTLIGHTMAPSAMP+2))))
prog->defaulttextures |=((1u<<(ALTLIGHTMAPSAMP+0)) | (1u<<(ALTLIGHTMAPSAMP+1)) | (1u<<(ALTLIGHTMAPSAMP+2)));
if (prog->defaulttextures & ((1u<<(ALTDELUXMAPSAMP+0)) | (1u<<(ALTDELUXMAPSAMP+1)) | (1u<<(ALTDELUXMAPSAMP+2))))
prog->defaulttextures |=((1u<<(ALTDELUXMAPSAMP+0)) | (1u<<(ALTDELUXMAPSAMP+1)) | (1u<<(ALTDELUXMAPSAMP+2)));
if (prog->defaulttextures)
{

View File

@ -453,6 +453,31 @@ public class FTEDroidActivity extends Activity
}
}
/* private FTEJoystickInputEvent joystickevent;
class FTEJoystickInputEvent
{
//API level 12+
public boolean go(MotionEvent event)
{
if (event.isFromSource(InputDevice.SOURCE_CLASS_JOYSTICK))
{
//FIXME: get MotionRange values from the device, so we can query the ideal size of the deadzone
FTEDroidEngine.axischange(0, event.getAxisValue(MotionEvent.AXIS_X));
FTEDroidEngine.axischange(1, event.getAxisValue(MotionEvent.AXIS_Y));
FTEDroidEngine.axischange(2, event.getAxisValue(MotionEvent.AXIS_Z));
FTEDroidEngine.axischange(3, event.getAxisValue(MotionEvent.AXIS_RZ));
FTEDroidEngine.axischange(4, event.getAxisValue(MotionEvent.AXIS_HAT_X));
FTEDroidEngine.axischange(5, event.getAxisValue(MotionEvent.AXIS_HAT_Y));
FTEDroidEngine.axischange(6, event.getAxisValue(MotionEvent.AXIS_LTRIGGER));
FTEDroidEngine.axischange(7, event.getAxisValue(MotionEvent.AXIS_RTRIGGER));
FTEDroidEngine.axischange(8, event.getAxisValue(MotionEvent.AXIS_BREAK));
FTEDroidEngine.axischange(9, event.getAxisValue(MotionEvent.AXIS_GAS));
return true;
}
return false;
}
}
*/
private FTELegacyInputEvent inputevent;
class FTEMultiTouchInputEvent extends FTELegacyInputEvent
{
@ -537,6 +562,9 @@ public class FTEDroidActivity extends Activity
inputevent = new FTEMultiTouchInputEvent();
else
inputevent = new FTELegacyInputEvent();
// if (android.os.Build.VERSION.SDK_INT >= 12)
// joystickevent = new FTEJoystickInputEvent();
rndr = new FTERenderer(this, context);
setRenderer(rndr);
@ -574,6 +602,16 @@ public class FTEDroidActivity extends Activity
private static final int K_SEARCH = 242;
private static final int K_VOLUP = 243;
private static final int K_VOLDOWN = 244;
private static final int K_JOY1 = 203;
private static final int K_JOY2 = 204;
private static final int K_JOY3 = 205;
private static final int K_JOY4 = 206;
private static final int K_AUX1 = 207;
private static final int K_AUX2 = 208;
private static final int K_AUX3 = 209;
private static final int K_AUX4 = 210;
private int mapKey(int acode, int unicode)
{
switch(acode)
@ -603,6 +641,24 @@ public class FTEDroidActivity extends Activity
return K_VOLDOWN; //"voldown"
case KeyEvent.KEYCODE_VOLUME_UP:
return K_VOLUP; //"volup"
case 99/*KeyEvent.KEYCODE_BUTTON_X*/:
return K_JOY1;
case 96/*KeyEvent.KEYCODE_BUTTON_A*/:
return K_JOY2;
case 100/*KeyEvent.KEYCODE_BUTTON_Y*/:
return K_JOY3;
case 97/*KeyEvent.KEYCODE_BUTTON_B*/:
return K_JOY4;
case 102/*KeyEvent.KEYCODE_BUTTON_L1*/:
return K_AUX1;
case 103/*KeyEvent.KEYCODE_BUTTON_R1*/:
return K_AUX2;
case 106/*KeyEvent.KEYCODE_BUTTON_THUMBL*/:
return K_AUX3;
case 107/*KeyEvent.KEYCODE_BUTTON_THUMBR*/:
return K_AUX4;
default:
if (unicode < 128)
return Character.toLowerCase(unicode);
@ -625,6 +681,19 @@ public class FTEDroidActivity extends Activity
sendKey(false, mapKey(keyCode, uc), uc);
return true;
}
/*
@Override
public boolean onGenericMotionEvent(android.view.MotionEvent event)
{
if (joystickevent)
if (joystickevent.go(event))
return true;
//FIXME: handle mouse and mousewheel
return false;
}
*/
/*
@Override
public InputConnection onCreateInputConnection(EditorInfo outAttrs)

View File

@ -232,7 +232,7 @@ skinid_t Mod_ReadSkinFile(const char *skinname, const char *skintext)
memset(registeredskins + numregisteredskins, 0, (newn-numregisteredskins)*sizeof(*registeredskins));
numregisteredskins = newn;
}
skin = Z_Malloc(sizeof(*skin) - sizeof(skin->mappings) + sizeof(skin->mappings[0])*4);
skin->maxmappings = 4;
Q_strncpyz(skin->skinname, skinname, sizeof(skin->skinname));
@ -261,7 +261,7 @@ skinid_t Mod_ReadSkinFile(const char *skinname, const char *skintext)
Q_strncpyz(shadername, com_token, sizeof(shadername));
skin->mappings[skin->nummappings].shader = R_RegisterSkin(shadername, skin->skinname);
R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader);
skin->mappings[skin->nummappings].texnums = skin->mappings[skin->nummappings].shader->defaulttextures;
skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures;
skin->nummappings++;
}
}
@ -280,7 +280,7 @@ skinid_t Mod_ReadSkinFile(const char *skinname, const char *skintext)
Q_strncpyz(shadername, com_token, sizeof(shadername));
skin->mappings[skin->nummappings].shader = R_RegisterSkin(shadername, skin->skinname);
R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader);
skin->mappings[skin->nummappings].texnums = skin->mappings[skin->nummappings].shader->defaulttextures;
skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures;
for(;;)
{
@ -351,7 +351,7 @@ skinid_t Mod_ReadSkinFile(const char *skinname, const char *skintext)
Q_strncpyz(shadername, com_token, sizeof(shadername));
skin->mappings[skin->nummappings].shader = R_RegisterSkin(shadername, skin->skinname);
R_BuildDefaultTexnums(NULL, skin->mappings[skin->nummappings].shader);
skin->mappings[skin->nummappings].texnums = skin->mappings[skin->nummappings].shader->defaulttextures;
skin->mappings[skin->nummappings].texnums = *skin->mappings[skin->nummappings].shader->defaulttextures;
skin->nummappings++;
}
}
@ -596,8 +596,8 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
s = R_RegisterSkin(va("gfx/skin%d.lmp", e->skinnum), NULL);
if (s)
{
if (!TEXVALID(s->defaulttextures.base))
s->defaulttextures.base = R_LoadHiResTexture(va("gfx/skin%d.lmp", e->skinnum), NULL, 0);
// if (!TEXVALID(s->defaulttextures.base))
// s->defaulttextures.base = R_LoadHiResTexture(va("gfx/skin%d.lmp", e->skinnum), NULL, 0);
return s;
}
}
@ -702,9 +702,10 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
{
if (!plskin)
{
texnums_t *tex = shader->defaulttextures;
//do this for the loading case too, in the hope that it'll avoid generating a per-player skin at all
if ((shader->defaulttextures.loweroverlay && (shader->defaulttextures.loweroverlay->status == TEX_LOADING || shader->defaulttextures.loweroverlay->status == TEX_LOADED)) ||
(shader->defaulttextures.upperoverlay && (shader->defaulttextures.upperoverlay->status == TEX_LOADING || shader->defaulttextures.upperoverlay->status == TEX_LOADED)))
if ((tex->loweroverlay && (tex->loweroverlay->status == TEX_LOADING || tex->loweroverlay->status == TEX_LOADED)) ||
(tex->upperoverlay && (tex->upperoverlay->status == TEX_LOADING || tex->upperoverlay->status == TEX_LOADED)))
return shader;
}
if (shader->prog && shader->prog->permu[PERMUTATION_UPPERLOWER].handle.glsl.handle && !h2playertranslations)
@ -727,7 +728,7 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
}
//colourmap isn't present yet.
cm = BZ_Malloc(sizeof(*cm));
cm = Z_Malloc(sizeof(*cm));
*forcedtex = &cm->texnum;
Q_strncpyz(cm->name, skinname, sizeof(cm->name));
Hash_Add(&skincolourmapped, cm->name, cm, &cm->bucket);
@ -736,20 +737,13 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
cm->pclass = pc; //is this needed? surely it'll be baked as part of the modelname?
cm->skinnum = e->skinnum;
cm->subframe = subframe;
cm->texnum.fullbright = r_nulltex;
cm->texnum.base = r_nulltex;
cm->texnum.bump = r_nulltex;
cm->texnum.specular = r_nulltex;
cm->texnum.loweroverlay = r_nulltex;
cm->texnum.upperoverlay = r_nulltex;
cm->texnum.paletted = r_nulltex;
//q2 has no surfaces in its player models, so don't crash from that
//note that q2 should also always have a custom skin set. its not our problem (here) if it doesn't.
if (!shader)
shader = R_RegisterSkin(skinname, NULL);
cm->texnum.bump = shader->defaulttextures.bump; //can't colour bumpmapping
cm->texnum.bump = shader->defaulttextures->bump; //can't colour bumpmapping
if (plskin)
{
/*q1 only reskins the player model, not gibbed heads (which have the same colourmap)*/
@ -764,6 +758,9 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
cm->texnum.base = plskin->textures.base;
cm->texnum.fullbright = plskin->textures.fullbright;
cm->texnum.specular = plskin->textures.specular;
cm->texnum.paletted = r_nulltex;
cm->texnum.reflectcube = r_nulltex;
cm->texnum.reflectmask = r_nulltex;
return shader;
}
}
@ -959,9 +956,11 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
cm->texnum.base = R_LoadTexture(va("base$%x$%x$%i$%i$%i$%s", tc, bc, cm->skinnum, subframe, pc, cm->name),
scaled_width, scaled_height, h2playertranslations?TF_RGBA32:TF_RGBX32, pixels, IF_NOMIPMAP);
cm->texnum.bump = shader->defaulttextures.bump;
cm->texnum.fullbright = shader->defaulttextures.fullbright;
cm->texnum.specular = shader->defaulttextures.specular;
cm->texnum.bump = shader->defaulttextures->bump;
cm->texnum.fullbright = shader->defaulttextures->fullbright;
cm->texnum.specular = shader->defaulttextures->specular;
cm->texnum.reflectcube = shader->defaulttextures->reflectcube;
cm->texnum.reflectmask = shader->defaulttextures->reflectmask;
/*if (!h2playertranslations)
{
qboolean valid = false;
@ -1044,7 +1043,7 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
else
{
/*model has no original skin info and thus cannot be reskinned, copy over the default textures so that the skincache doesn't break things when it gets reused*/
cm->texnum = shader->defaulttextures;
cm->texnum = *shader->defaulttextures;
}
return shader;
}
@ -1058,7 +1057,13 @@ static shader_t *GL_ChooseSkin(galiasinfo_t *inf, model_t *model, int surfnum, e
skins += e->skinnum;
else
{
Con_DPrintf("Skin number out of range (%u > %u - %s)\n", e->skinnum, inf->numskins, model->name);
if (developer.ival)
{
static int lastframe;
if (lastframe != r_framecount && lastframe != r_framecount-1) //patented anti-spam technology!... actually, I wonder if it would actually be eligable for a patent.
Con_DPrintf("Skin number out of range (%u >= %u - %s)\n", e->skinnum, inf->numskins, model->name);
lastframe = r_framecount;
}
if (!inf->numskins)
return NULL;
}
@ -1504,7 +1509,7 @@ void R_GAlias_GenerateBatches(entity_t *e, batch_t **batches)
regshader = GL_ChooseSkin(inf, clmodel, surfnum, e, &skin);
if (!regshader)
continue;
skin = skin?skin:&regshader->defaulttextures;
skin = skin?skin:NULL;
shader = e->forcedshader?e->forcedshader:regshader;
if (shader)
{
@ -2006,7 +2011,7 @@ void GL_GenerateNormals(float *orgs, float *normals, int *indicies, int numtris,
#ifdef Q3CLIENT
#if defined(Q2CLIENT) || defined(Q3CLIENT)
//q3 lightning gun / q3 railgun / q2 beams
static void R_Beam_GenerateTrisoup(entity_t *e, int bemode)
{
@ -2020,23 +2025,18 @@ static void R_Beam_GenerateTrisoup(entity_t *e, int bemode)
float scale, length;
vec3_t dir, v, cr;
if (e->forcedshader)
{
shader = e->forcedshader;
if (!shader)
shader = R_RegisterShader("q2beam", SUF_NONE,
shader = e->forcedshader;
if (!shader)
shader = R_RegisterShader("q2beam", SUF_NONE,
"{\n"
"{\n"
"{\n"
"map $whiteimage\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc blend\n"
"}\n"
"map $whiteimage\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc blend\n"
"}\n"
);
}
else
return;
"}\n"
);
batchflags = 0;
// if (e->flags & RF_NOSHADOW)
@ -2114,9 +2114,12 @@ static void R_Beam_GenerateTrisoup(entity_t *e, int bemode)
t->numvert += 4;
cl_numstrisvert += 4;
scale = e->scale*10;
scale = e->scale*5;
if (!scale)
scale = 10;
scale = 5;
if (shader->flags & SHADER_CULL_FRONT)
scale *= -1;
VectorSubtract(e->origin, e->oldorigin, dir);
length = Length(dir);
@ -2452,7 +2455,7 @@ static void BE_GenPolyBatches(batch_t **batches)
b->mesh = NULL;
b->firstmesh = 0;
b->meshes = 1;
b->skin = &shader->defaulttextures;
b->skin = NULL;
b->texture = NULL;
b->shader = shader;
for (j = 0; j < MAXRLIGHTMAPS; j++)
@ -2592,14 +2595,14 @@ void BE_GenModelBatches(batch_t **batches, const dlight_t *dl, unsigned int bemo
R_Sprite_GenerateTrisoup(ent, bemode);
break;
#ifdef Q3CLIENT
case RT_BEAM:
case RT_RAIL_RINGS:
case RT_LIGHTNING:
case RT_RAIL_CORE:
#if defined(Q2CLIENT) || defined(Q3CLIENT)
R_Beam_GenerateTrisoup(ent, bemode);
continue;
#endif
break;
case RT_POLY:
/*not implemented*/

View File

@ -36,6 +36,10 @@ extern texid_t missing_texture_normal;
extern texid_t scenepp_postproc_cube;
extern texid_t r_whiteimage;
#ifndef GLSLONLY
static void GenerateTCMods(const shaderpass_t *pass, int passnum);
#endif
static const char LIGHTPASS_SHADER[] = "\
{\n\
program rtlight%s\n\
@ -674,8 +678,8 @@ static void BE_ApplyAttributes(unsigned int bitstochange, unsigned int bitstoend
break;
#endif
case VATTR_TEXCOORD:
GL_SelectVBO(shaderstate.sourcevbo->texcoord.gl.vbo);
qglVertexAttribPointer(VATTR_TEXCOORD, 2, GL_FLOAT, GL_FALSE, 0, shaderstate.sourcevbo->texcoord.gl.addr);
GL_SelectVBO(shaderstate.pendingtexcoordvbo[0]);
qglVertexAttribPointer(VATTR_TEXCOORD, shaderstate.pendingtexcoordparts[0], GL_FLOAT, GL_FALSE, 0, shaderstate.pendingtexcoordpointer[0]);
break;
case VATTR_LMCOORD:
if (!shaderstate.sourcevbo->lmcoord[0].gl.vbo && !shaderstate.sourcevbo->lmcoord[0].gl.addr)
@ -1170,6 +1174,12 @@ static void Shader_BindTextureForPass(int tmu, const shaderpass_t *pass)
case T_GEN_FULLBRIGHT:
t = shaderstate.curtexnums->fullbright;
break;
case T_GEN_REFLECTCUBE:
GL_LazyBind(tmu, GL_TEXTURE_CUBE_MAP_ARB, shaderstate.curtexnums->reflectcube);
return;
case T_GEN_REFLECTMASK:
t = shaderstate.curtexnums->reflectmask;
break;
case T_GEN_SHADOWMAP:
t = shaderstate.curshadowmap;
break;
@ -3360,8 +3370,10 @@ static void BE_RenderMeshProgram(const shader_t *shader, const shaderpass_t *pas
perm |= PERMUTATION_UPPERLOWER;
if (r_refdef.globalfog.density && p->permu[perm|PERMUTATION_FOG].handle.glsl.handle)
perm |= PERMUTATION_FOG;
if (p->permu[perm|PERMUTATION_DELUXE].handle.glsl.handle && TEXLOADED(shaderstate.curtexnums->bump) && shaderstate.curbatch->lightmap[0] >= 0 && lightmap[shaderstate.curbatch->lightmap[0]]->hasdeluxe)
perm |= PERMUTATION_DELUXE;
// if (p->permu[perm|PERMUTATION_DELUXE].handle.glsl.handle && TEXLOADED(shaderstate.curtexnums->bump) && shaderstate.curbatch->lightmap[0] >= 0 && lightmap[shaderstate.curbatch->lightmap[0]]->hasdeluxe)
// perm |= PERMUTATION_DELUXE;
if (TEXLOADED(shaderstate.curtexnums->reflectcube) && p->permu[perm|PERMUTATION_REFLECTCUBEMASK].handle.glsl.handle)
perm |= PERMUTATION_REFLECTCUBEMASK;
#if MAXRLIGHTMAPS > 1
if (shaderstate.curbatch->lightmap[1] >= 0 && p->permu[perm|PERMUTATION_LIGHTSTYLES].handle.glsl.handle)
perm |= PERMUTATION_LIGHTSTYLES;
@ -3380,7 +3392,7 @@ static void BE_RenderMeshProgram(const shader_t *shader, const shaderpass_t *pas
BE_Program_Set_Attributes(p, perm, i);
BE_SendPassBlendDepthMask(pass->shaderbits);
BE_EnableShaderAttributes(p->permu[perm].attrmask, shaderstate.sourcevbo->vao);
#ifndef GLSLONLY
if (!p->nofixedcompat)
{
@ -3399,6 +3411,17 @@ static void BE_RenderMeshProgram(const shader_t *shader, const shaderpass_t *pas
else
#endif
{
#ifndef GLSLONLY
if (pass->numtcmods)
GenerateTCMods(pass, 0);
else
#endif
{
shaderstate.pendingtexcoordparts[0] = 2;
shaderstate.pendingtexcoordvbo[0] = shaderstate.sourcevbo->texcoord.gl.vbo;
shaderstate.pendingtexcoordpointer[0] = shaderstate.sourcevbo->texcoord.gl.addr;
}
for (i = 0; i < pass->numMergedPasses; i++)
{
Shader_BindTextureForPass(i, pass+i);
@ -3418,6 +3441,7 @@ static void BE_RenderMeshProgram(const shader_t *shader, const shaderpass_t *pas
GL_LazyBind(--shaderstate.lastpasstmus, 0, r_nulltex);
shaderstate.lastpasstmus = i; //in case it was already lower
}
BE_EnableShaderAttributes(p->permu[perm].attrmask, shaderstate.sourcevbo->vao);
BE_SubmitMeshChain(p->permu[perm].handle.glsl.usetesselation);
}
@ -4286,6 +4310,7 @@ void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_
{
shaderstate.curbatch = &shaderstate.dummybatch;
shaderstate.curshader = shader->remapto;
if (!vbo)
{
mesh_t *m;
@ -4294,7 +4319,12 @@ void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_
if (shaderstate.curentity != &r_worldentity)
GLBE_SelectEntity(&r_worldentity);
shaderstate.curtime = shaderstate.updatetime - (shaderstate.curentity->shaderTime + shader->remaptime);
shaderstate.curtexnums = texnums;
if (texnums)
shaderstate.curtexnums = texnums;
else if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
while (nummeshes--)
{
@ -4316,21 +4346,27 @@ void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **meshlist, vbo_
if (shaderstate.curentity != &r_worldentity)
GLBE_SelectEntity(&r_worldentity);
shaderstate.curtime = shaderstate.updatetime - (shaderstate.curentity->shaderTime + shader->remaptime);
shaderstate.curtexnums = texnums;
if (texnums)
shaderstate.curtexnums = texnums;
else if (shader->numdefaulttextures)
shaderstate.curtexnums = shader->defaulttextures + ((int)(shader->defaulttextures_fps * shaderstate.curtime) % shader->numdefaulttextures);
else
shaderstate.curtexnums = shader->defaulttextures;
shaderstate.meshcount = nummeshes;
shaderstate.meshes = meshlist;
DrawMeshes();
}
}
void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags)
void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *mesh, vbo_t *vbo, unsigned int beflags)
{
shader->next = NULL;
BE_DrawMesh_List(shader, 1, &mesh, NULL, texnums, beflags);
BE_DrawMesh_List(shader, 1, &mesh, NULL, NULL, beflags);
}
void GLBE_SubmitBatch(batch_t *batch)
{
shader_t *sh;
shaderstate.curbatch = batch;
if (batch->vbo)
{
@ -4344,15 +4380,18 @@ void GLBE_SubmitBatch(batch_t *batch)
return;
}
shaderstate.curshader = batch->shader->remapto;
sh = batch->shader;
shaderstate.curshader = sh->remapto;
shaderstate.flags = batch->flags;
if (shaderstate.curentity != batch->ent)
GLBE_SelectEntity(batch->ent);
shaderstate.curtime = shaderstate.updatetime - (shaderstate.curentity->shaderTime + batch->shader->remaptime);
shaderstate.curtime = shaderstate.updatetime - (shaderstate.curentity->shaderTime + sh->remaptime);
if (batch->skin)
shaderstate.curtexnums = batch->skin;
else if (sh->numdefaulttextures)
shaderstate.curtexnums = sh->defaulttextures + ((int)(sh->defaulttextures_fps * shaderstate.curtime) % sh->numdefaulttextures);
else
shaderstate.curtexnums = &batch->shader->defaulttextures;
shaderstate.curtexnums = sh->defaulttextures;
if (0)
{

View File

@ -162,9 +162,9 @@ static void R_SetupBloomTextures(int w, int h)
"map $upperoverlay\n"
"}\n"
"}\n");
bloomfinal->defaulttextures.base = pingtex[0][0];
bloomfinal->defaulttextures.loweroverlay = pingtex[0][1];
bloomfinal->defaulttextures.upperoverlay = pingtex[0][2];
bloomfinal->defaulttextures->base = pingtex[0][0];
bloomfinal->defaulttextures->loweroverlay = pingtex[0][1];
bloomfinal->defaulttextures->upperoverlay = pingtex[0][2];
}
qboolean R_CanBloom(void)
{

View File

@ -254,7 +254,7 @@ static void GL_Texturemode_Apply(GLenum targ, unsigned int flags)
if (gl_anisotropy_factor) //0 means driver doesn't support
{
//only use anisotrophy when using linear any linear, because of drivers that forces linear sampling when anis is active (annoyingly this is allowed by the spec).
if ((min == GL_LINEAR || min == GL_LINEAR_MIPMAP_LINEAR || min == GL_LINEAR_MIPMAP_NEAREST) && mag == GL_LINEAR)
if ((min == GL_LINEAR_MIPMAP_LINEAR || min == GL_LINEAR_MIPMAP_NEAREST) && mag == GL_LINEAR)
qglTexParameterf(targ, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_anisotropy_factor);
else
qglTexParameterf(targ, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
@ -327,10 +327,18 @@ qboolean GL_LoadTextureMips(texid_t tex, struct pendingtextureinfo *mips)
//this is available in gles3
if (!gl_config.gles)
{
if (targ != GL_TEXTURE_CUBE_MAP_ARB && (tex->flags & IF_MIPCAP))
if (targ != GL_TEXTURE_CUBE_MAP_ARB)
{
qglTexParameteri(targ, GL_TEXTURE_BASE_LEVEL, min(mips->mipcount-1, gl_mipcap_min));
qglTexParameteri(targ, GL_TEXTURE_MAX_LEVEL, min(mips->mipcount-1, gl_mipcap_max));
if (tex->flags & IF_MIPCAP)
{
qglTexParameteri(targ, GL_TEXTURE_BASE_LEVEL, min(mips->mipcount-1, gl_mipcap_min));
qglTexParameteri(targ, GL_TEXTURE_MAX_LEVEL, min(mips->mipcount-1, gl_mipcap_max));
}
else
{
qglTexParameteri(targ, GL_TEXTURE_BASE_LEVEL, 0);
qglTexParameteri(targ, GL_TEXTURE_MAX_LEVEL, mips->mipcount-1);
}
}
}

View File

@ -384,10 +384,10 @@ static void Font_Flush(void)
font_backmesh.numvertexes = font_foremesh.numvertexes;
font_backmesh.istrifan = font_foremesh.istrifan;
BE_DrawMesh_Single(fontplanes.backshader, &font_backmesh, NULL, &fontplanes.backshader->defaulttextures, r2d_be_flags);
BE_DrawMesh_Single(fontplanes.backshader, &font_backmesh, NULL, r2d_be_flags);
}
TEXASSIGN(fontplanes.shader->defaulttextures.base, font_texture);
BE_DrawMesh_Single(fontplanes.shader, &font_foremesh, NULL, &fontplanes.shader->defaulttextures, r2d_be_flags);
TEXASSIGN(fontplanes.shader->defaulttextures->base, font_texture);
BE_DrawMesh_Single(fontplanes.shader, &font_foremesh, NULL, r2d_be_flags);
font_foremesh.numindexes = 0;
font_foremesh.numvertexes = 0;
}

View File

@ -3069,7 +3069,7 @@ void Terr_DrawTerrainModel (batch_t **batches, entity_t *e)
b->mesh[0] = &hm->skymesh;
b->meshes = 1;
b->buildmeshes = NULL;
b->skin = &b->shader->defaulttextures;
b->skin = NULL;
b->texture = NULL;
// vbo = b->vbo = hm->vbo[x+y*MAXSECTIONS];
b->vbo = NULL;
@ -5171,7 +5171,7 @@ void Terr_Brush_Draw(heightmap_t *hm, batch_t **batches, entity_t *e)
miptex_t *tx = W_GetMipTex(bt->shadername);
if (tx)
{
R_InitSky (&bt->shader->defaulttextures, bt->shadername, (qbyte*)tx + tx->offsets[0], tx->width, tx->height);
R_InitSky (bt->shader, bt->shadername, (qbyte*)tx + tx->offsets[0], tx->width, tx->height);
BZ_Free(tx);
}
else
@ -5302,7 +5302,7 @@ void Terr_Brush_Draw(heightmap_t *hm, batch_t **batches, entity_t *e)
b->mesh = &bb->pmesh;
b->meshes = 1;
b->buildmeshes = NULL;
b->skin = &b->shader->defaulttextures;
b->skin = NULL;
b->texture = NULL;
b->vbo = &bb->vbo;

View File

@ -37,6 +37,7 @@ cvar_t mod_loadentfiles = CVAR("sv_loadentfiles", "1");
cvar_t mod_external_vis = CVARD("mod_external_vis", "1", "Attempt to load .vis patches for quake maps, allowing transparent water to work properly.");
cvar_t mod_warnmodels = CVARD("mod_warnmodels", "1", "Warn if any models failed to load. Set to 0 if your mod is likely to lack optional models (like its in development)."); //set to 0 for hexen2 and its otherwise-spammy-as-heck demo.
cvar_t mod_litsprites = CVARD("mod_litsprites", "0", "If set to 1, sprites will be lit according to world lighting (including rtlights), like Tenebrae. Use EF_ADDITIVE or EF_FULLBRIGHT to make emissive sprites instead.");
cvar_t temp_lit2support = CVARD("temp_mod_lit2support", "0", "Set to 1 to enable lit2 support. This cvar will be removed once the format is finalised.");
#ifdef SERVERONLY
cvar_t gl_overbright, gl_specular, gl_load24bit, r_replacemodels, gl_miptexLevel, r_fb_bmodels; //all of these can/should default to 0
cvar_t r_noframegrouplerp = CVARF ("r_noframegrouplerp", "0", CVAR_ARCHIVE);
@ -239,7 +240,7 @@ static void Mod_BlockTextureColour_f (void)
continue; //happens on e1m2
if (!stricmp(tx->name, match))
tx->shader->defaulttextures.base = Image_GetTexture(texname, NULL, IF_NOMIPMAP|IF_NEAREST, &rgba, NULL, 1, 1, TF_BGRA32);
tx->shader->defaulttextures->base = Image_GetTexture(texname, NULL, IF_NOMIPMAP|IF_NEAREST, &rgba, NULL, 1, 1, TF_BGRA32);
}
}
}
@ -555,6 +556,7 @@ void Mod_Init (qboolean initial)
Cvar_Register(&mod_warnmodels, "Graphical Nicaties");
Cvar_Register(&mod_litsprites, "Graphical Nicaties");
Cvar_Register(&mod_loadentfiles, NULL);
Cvar_Register(&temp_lit2support, NULL);
Cmd_AddCommand("version_modelformats", Mod_PrintFormats_f);
}
@ -1283,7 +1285,7 @@ void Mod_FinishTexture(texture_t *tx, const char *loadname)
}
if (!strncmp(tx->name, "sky", 3))
R_InitSky (&tx->shader->defaulttextures, shadername, tx->mips[0], tx->width, tx->height);
R_InitSky (tx->shader, shadername, tx->mips[0], tx->width, tx->height);
else
{
unsigned int maps = 0;
@ -1291,7 +1293,7 @@ void Mod_FinishTexture(texture_t *tx, const char *loadname)
maps |= SHADER_HASDIFFUSE;
if (r_fb_bmodels.ival)
maps |= SHADER_HASFULLBRIGHT;
if (r_loadbumpmapping || (r_waterstyle.ival > 1 && *tx->name == '*'))
if (r_loadbumpmapping || (r_waterstyle.ival > 1 && *tx->name == '*') || tx->shader->defaulttextures->reflectcube)
maps |= SHADER_HASNORMALMAP;
if (gl_specular.ival)
maps |= SHADER_HASGLOSS;
@ -1578,12 +1580,27 @@ void BuildLightMapGammaTable (float g, float c)
}
}
typedef struct
{
unsigned int magic; //"QLIT"
unsigned int version; //2
unsigned int numsurfs;
unsigned int lmsize; //samples, not bytes (same size as vanilla lighting lump in a q1 bsp).
//uint lmoffsets[numsurfs]; //completely overrides the bsp lightmap info
//ushort lmextents[numsurfs*2]; //only to avoid precision issues. width+height pairs, actual lightmap sizes on disk (so +1).
//byte lmstyles[numsurfs*4]; //completely overrides the bsp lightmap info
//byte lmshifts[numsurfs]; //default is 4 (1<<4=16), for 1/16th lightmap-to-texel ratio
//byte litdata[lmsize*3]; //rgb data
//byte luxdata[lmsize*3]; //stn light dirs (unsigned bytes
} qlit2_t;
/*
=================
Mod_LoadLighting
=================
*/
void Mod_LoadLighting (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean interleaveddeluxe)
void Mod_LoadLighting (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean interleaveddeluxe, lightmapoverrides_t *overrides)
{
qboolean luxtmp = true;
qboolean littmp = true;
@ -1628,6 +1645,145 @@ void Mod_LoadLighting (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean
return;
#ifndef SERVERONLY
if (!litdata && r_loadlits.value)
{
char *litname;
char litnamemaps[MAX_QPATH];
char litnamelits[MAX_QPATH];
int depthmaps;
int depthlits;
size_t litsize;
qboolean inhibitvalidation = false;
{
Q_strncpyz(litnamemaps, loadmodel->name, sizeof(litnamelits));
COM_StripExtension(loadmodel->name, litnamemaps, sizeof(litnamemaps));
COM_DefaultExtension(litnamemaps, ".lit", sizeof(litnamemaps));
depthmaps = COM_FDepthFile(litnamemaps, false);
}
{
Q_strncpyz(litnamelits, "lits/", sizeof(litnamelits));
COM_StripExtension(COM_SkipPath(loadmodel->name), litnamelits+5, sizeof(litnamelits) - 5);
Q_strncatz(litnamelits, ".lit", sizeof(litnamelits));
depthlits = COM_FDepthFile(litnamelits, false);
}
if (depthmaps <= depthlits)
litname = litnamemaps; //maps has priority over lits
else
litname = litnamelits;
litdata = FS_LoadMallocGroupFile(&loadmodel->memgroup, litname, &litsize);
if (litdata)
{ //validate it, if we loaded one.
if (litdata[0] != 'Q' || litdata[1] != 'L' || litdata[2] != 'I' || litdata[3] != 'T')
{
litdata = NULL;
Con_Printf("lit \"%s\" isn't a lit\n", litname);
}
else if (LittleLong(*(int *)&litdata[4]) == 1 && l->filelen && samples*3 != (litsize-8))
{
litdata = NULL;
Con_Printf("lit \"%s\" doesn't match level. Ignored.\n", litname);
}
else if (LittleLong(*(int *)&litdata[4]) == 1)
{
//header+version
litdata += 8;
}
else if (LittleLong(*(int *)&litdata[4]) == 2 && overrides)
{
qlit2_t *ql2 = (qlit2_t*)litdata;
unsigned int *offsets = (unsigned int*)(ql2+1);
unsigned short *extents = (unsigned short*)(offsets+ql2->numsurfs);
unsigned char *styles = (unsigned char*)(extents+ql2->numsurfs*2);
unsigned char *shifts = (unsigned char*)(styles+ql2->numsurfs*4);
if (!temp_lit2support.ival)
{
litdata = NULL;
Con_Printf("lit2 support is disabled, pending format finalisation.\n", litname);
}
else if (loadmodel->numsurfaces != ql2->numsurfs)
{
litdata = NULL;
Con_Printf("lit \"%s\" doesn't match level. Ignored.\n", litname);
}
else
{
inhibitvalidation = true;
//surface code needs to know the overrides.
overrides->offsets = offsets;
overrides->extents = extents;
overrides->styles = styles;
overrides->shifts = shifts;
//we're now using this amount of data.
samples = ql2->lmsize;
litdata = shifts+ql2->numsurfs;
if (r_deluxemapping.ival)
luxdata = litdata+samples*3;
}
}
else
{
Con_Printf("lit \"%s\" isn't version 1 or 2.\n", litname);
litdata = NULL;
}
}
littmp = false;
if (!litdata)
{
int size;
/*FIXME: bspx support for extents+lmscale, may require style+offset lumps too, not sure what to do here*/
litdata = Q1BSPX_FindLump("RGBLIGHTING", &size);
if (size != samples*3)
litdata = NULL;
littmp = true;
}
else if (!inhibitvalidation)
{
if (lumdata)
{
float prop;
int i;
qbyte *lum;
qbyte *lit;
//now some cheat protection.
lum = lumdata;
lit = litdata;
for (i = 0; i < samples; i++) //force it to the same intensity. (or less, depending on how you see it...)
{
#define m(a, b, c) (a>(b>c?b:c)?a:(b>c?b:c))
prop = (float)m(lit[0], lit[1], lit[2]);
if (!prop)
{
lit[0] = *lum;
lit[1] = *lum;
lit[2] = *lum;
}
else
{
prop = *lum / prop;
lit[0] *= prop;
lit[1] *= prop;
lit[2] *= prop;
}
lum++;
lit+=3;
}
//end anti-cheat
}
}
}
if (!luxdata && r_loadlits.ival && r_deluxemapping.ival)
{ //the map util has a '-scalecos X' parameter. use 0 if you're going to use only just lux. without lux scalecos 0 is hideous.
char luxname[MAX_QPATH];
@ -1690,104 +1846,6 @@ void Mod_LoadLighting (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean
}
}
}
if (!litdata && r_loadlits.value)
{
char *litname;
char litnamemaps[MAX_QPATH];
char litnamelits[MAX_QPATH];
int depthmaps;
int depthlits;
size_t litsize;
{
Q_strncpyz(litnamemaps, loadmodel->name, sizeof(litnamelits));
COM_StripExtension(loadmodel->name, litnamemaps, sizeof(litnamemaps));
COM_DefaultExtension(litnamemaps, ".lit", sizeof(litnamemaps));
depthmaps = COM_FDepthFile(litnamemaps, false);
}
{
Q_strncpyz(litnamelits, "lits/", sizeof(litnamelits));
COM_StripExtension(COM_SkipPath(loadmodel->name), litnamelits+5, sizeof(litnamelits) - 5);
Q_strncatz(litnamelits, ".lit", sizeof(litnamelits));
depthlits = COM_FDepthFile(litnamelits, false);
}
if (depthmaps <= depthlits)
litname = litnamemaps; //maps has priority over lits
else
litname = litnamelits;
litdata = FS_LoadMallocGroupFile(&loadmodel->memgroup, litname, &litsize);
if (litdata)
{ //validate it, if we loaded one.
if (litdata[0] != 'Q' || litdata[1] != 'L' || litdata[2] != 'I' || litdata[3] != 'T')
{
litdata = NULL;
Con_Printf("lit \"%s\" isn't a lit\n", litname);
}
else if (LittleLong(*(int *)&litdata[4]) == 1 && l->filelen && samples*3 != (litsize-8))
{
litdata = NULL;
Con_Printf("lit \"%s\" doesn't match level. Ignored.\n", litname);
}
else if (LittleLong(*(int *)&litdata[4]) != 1)
{
Con_Printf("lit \"%s\" isn't version 1.\n", litname);
litdata = NULL;
}
}
littmp = false;
if (!litdata)
{
int size;
litdata = Q1BSPX_FindLump("RGBLIGHTING", &size);
if (size != samples*3)
litdata = NULL;
littmp = true;
}
else
{
if (lumdata)
{
float prop;
int i;
qbyte *lum;
qbyte *lit;
litdata += 8;
//now some cheat protection.
lum = lumdata;
lit = litdata;
for (i = 0; i < samples; i++) //force it to the same intensity. (or less, depending on how you see it...)
{
#define m(a, b, c) (a>(b>c?b:c)?a:(b>c?b:c))
prop = (float)m(lit[0], lit[1], lit[2]);
if (!prop)
{
lit[0] = *lum;
lit[1] = *lum;
lit[2] = *lum;
}
else
{
prop = *lum / prop;
lit[0] *= prop;
lit[1] *= prop;
lit[2] *= prop;
}
lum++;
lit+=3;
}
//end anti-cheat
}
}
}
#endif
#ifdef RUNTIMELIGHTING
@ -1865,6 +1923,7 @@ void Mod_LoadLighting (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean
}
/*apply lightmap gamma to the entire lightmap*/
loadmodel->lightdatasize = samples;
out = loadmodel->lightdata;
if (interleaveddeluxe)
{
@ -2302,17 +2361,21 @@ void CalcSurfaceExtents (model_t *mod, msurface_t *s);
Mod_LoadFaces
=================
*/
qboolean Mod_LoadFaces (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean lm)
qboolean Mod_LoadFaces (model_t *loadmodel, qbyte *mod_base, lump_t *l, lump_t *lightlump, qboolean lm)
{
dsface_t *ins;
dlface_t *inl;
msurface_t *out;
int count, surfnum;
int i, planenum, side;
int tn, lofs;
int tn;
unsigned int lofs, lend;
unsigned short lmshift, lmscale;
char buf[64];
lightmapoverrides_t overrides;
memset(&overrides, 0, sizeof(overrides));
lmscale = atoi(Mod_ParseWorldspawnKey(loadmodel->entities, "lightmap_scale", buf, sizeof(buf)));
if (!lmscale)
@ -2350,6 +2413,9 @@ qboolean Mod_LoadFaces (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean
// *meshlist = ZG_Malloc(&loadmodel->memgroup, count*sizeof(**meshlist));
loadmodel->surfaces = out;
loadmodel->numsurfaces = count;
Mod_LoadLighting (loadmodel, mod_base, lightlump, false, &overrides);
for ( surfnum=0 ; surfnum<count ; surfnum++, out++)
{
if (lm)
@ -2371,7 +2437,7 @@ qboolean Mod_LoadFaces (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean
out->firstedge = LittleLong(ins->firstedge);
out->numedges = LittleShort(ins->numedges);
tn = LittleShort (ins->texinfo);
for (i=0 ; i<MAXQ1LIGHTMAPS ; i++)
for (i=0 ; i<MAXRLIGHTMAPS ; i++)
out->styles[i] = ins->styles[i];
lofs = LittleLong(ins->lightofs);
ins++;
@ -2392,13 +2458,22 @@ qboolean Mod_LoadFaces (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean
}
out->texinfo = loadmodel->texinfo + tn;
out->lmshift = lmshift;
if (overrides.shifts)
out->lmshift = overrides.shifts[surfnum];
else
out->lmshift = lmshift;
if (overrides.offsets)
lofs = overrides.offsets[surfnum];
if (overrides.styles)
for (i=0 ; i<MAXRLIGHTMAPS ; i++)
out->styles[i] = overrides.styles[surfnum*4+i];
CalcSurfaceExtents (loadmodel, out);
if (lofs == -1)
out->samples = NULL;
else if ((loadmodel->engineflags & MDLF_RGBLIGHTING) && loadmodel->fromgame != fg_halflife)
out->samples = loadmodel->lightdata + lofs*3;
if (lofs != (unsigned int)-1 && (loadmodel->engineflags & MDLF_RGBLIGHTING) && loadmodel->fromgame != fg_halflife)
lofs *= 3;
lend = lofs+(out->extents[0]+1)*(out->extents[1]+1);
if (lofs > loadmodel->lightdatasize || lend < lofs)
out->samples = NULL; //should includes -1
else
out->samples = loadmodel->lightdata + lofs;
@ -2447,7 +2522,7 @@ qboolean Mod_LoadFaces (model_t *loadmodel, qbyte *mod_base, lump_t *l, qboolean
}
#ifndef SERVERONLY
void ModQ1_Batches_BuildQ1Q2Poly(model_t *mod, msurface_t *surf, void *cookie)
void ModQ1_Batches_BuildQ1Q2Poly(model_t *mod, msurface_t *surf, builddata_t *cookie)
{
unsigned int vertidx;
int i, lindex;
@ -2456,6 +2531,7 @@ void ModQ1_Batches_BuildQ1Q2Poly(model_t *mod, msurface_t *surf, void *cookie)
float *vec;
float s, t, d;
int sty;
int w,h;
//output the mesh's indicies
for (i=0 ; i<mesh->numvertexes-2 ; i++)
@ -2485,8 +2561,18 @@ void ModQ1_Batches_BuildQ1Q2Poly(model_t *mod, msurface_t *surf, void *cookie)
t = DotProduct (vec, surf->texinfo->vecs[1]) + surf->texinfo->vecs[1][3];
VectorCopy (vec, mesh->xyz_array[i]);
mesh->st_array[i][0] = s/surf->texinfo->texture->width;
mesh->st_array[i][1] = t/surf->texinfo->texture->height;
/* if (R_GetShaderSizes(surf->texinfo->texture->shader, &w, &h, false) > 0)
{
mesh->st_array[i][0] = s/w;
mesh->st_array[i][1] = t/h;
}
else
*/
{
mesh->st_array[i][0] = s/surf->texinfo->texture->width;
mesh->st_array[i][1] = t/surf->texinfo->texture->height;
}
if (gl_lightmap_average.ival)
{
@ -4433,9 +4519,6 @@ qboolean QDECL Mod_LoadBrushModel (model_t *mod, void *buffer, size_t fsize)
{
TRACE(("Loading Textures\n"));
noerrors = noerrors && Mod_LoadTextures (mod, mod_base, &header->lumps[LUMP_TEXTURES]);
TRACE(("Loading Lighting\n"));
if (noerrors)
Mod_LoadLighting (mod, mod_base, &header->lumps[LUMP_LIGHTING], false);
}
TRACE(("Loading Submodels\n"));
noerrors = noerrors && Mod_LoadSubmodels (mod, mod_base, &header->lumps[LUMP_MODELS]);
@ -4453,7 +4536,7 @@ qboolean QDECL Mod_LoadBrushModel (model_t *mod, void *buffer, size_t fsize)
TRACE(("Loading Texinfo\n"));
noerrors = noerrors && Mod_LoadTexinfo (mod, mod_base, &header->lumps[LUMP_TEXINFO]);
TRACE(("Loading Faces\n"));
noerrors = noerrors && Mod_LoadFaces (mod, mod_base, &header->lumps[LUMP_FACES], longm);
noerrors = noerrors && Mod_LoadFaces (mod, mod_base, &header->lumps[LUMP_FACES], &header->lumps[LUMP_LIGHTING], longm);
}
if (!isDedicated)
{
@ -4678,7 +4761,7 @@ void Mod_LoadSpriteFrameShader(model_t *spr, int frame, int subframe, mspritefra
else
shadertext = SPRITE_SHADER_MAIN SPRITE_SHADER_UNLIT SPRITE_SHADER_FOOTER;
frameinfo->shader = R_RegisterShader(name, SUF_NONE, shadertext);
frameinfo->shader->defaulttextures.base = frameinfo->image;
frameinfo->shader->defaulttextures->base = frameinfo->image;
frameinfo->shader->width = frameinfo->right-frameinfo->left;
frameinfo->shader->height = frameinfo->up-frameinfo->down;
#endif

View File

@ -929,6 +929,7 @@ typedef struct model_s
void *vis;
qbyte *lightdata;
qbyte *deluxdata;
unsigned lightdatasize;
q3lightgridinfo_t *lightgrid;
mfog_t *fogs;
int numfogs;

View File

@ -197,5 +197,5 @@ void R_NetgraphInit(void)
"}\n"
"}\n"
);
netgraphshader->defaulttextures.base = netgraphtexture;
netgraphshader->defaulttextures->base = netgraphtexture;
}

View File

@ -408,7 +408,7 @@ void R_RenderDlights (void)
if (!R_BuildDlightMesh (l, intensity, cscale, coronastyle) && !coronastyle)
AddLightBlend (l->color[0], l->color[1], l->color[2], l->radius * 0.0003);
else
BE_DrawMesh_Single(flashblend_shader, &flashblend_mesh, NULL, &flashblend_shader->defaulttextures, (coronastyle?BEF_FORCENODEPTH|BEF_FORCEADDITIVE:0)|beflags);
BE_DrawMesh_Single(flashblend_shader, &flashblend_mesh, NULL, (coronastyle?BEF_FORCENODEPTH|BEF_FORCEADDITIVE:0)|beflags);
}
}
@ -481,7 +481,7 @@ void R_GenDlightBatches(batch_t *batches[])
b->mesh = NULL;
b->firstmesh = 0;
b->meshes = 1;
b->skin = &lpplight_shader->defaulttextures;
b->skin = NULL;
b->texture = NULL;
b->shader = lpplight_shader;
for (j = 0; j < MAXRLIGHTMAPS; j++)

View File

@ -122,8 +122,8 @@ void GL_InitSceneProcessingShaders_WaterWarp (void)
"}\n"
"}\n"
);
scenepp_waterwarp->defaulttextures.upperoverlay = scenepp_texture_warp;
scenepp_waterwarp->defaulttextures.loweroverlay = scenepp_texture_edge;
scenepp_waterwarp->defaulttextures->upperoverlay = scenepp_texture_warp;
scenepp_waterwarp->defaulttextures->loweroverlay = scenepp_texture_edge;
}
}

View File

@ -236,16 +236,6 @@ texid_t GenerateNormalisationCubeMap(void)
texid_t normalisationCubeMap;
#endif
/*
===============
R_Init
===============
*/
void GLR_ReInit (void)
{
R_NetgraphInit();
}
#if 0
typedef struct
{
@ -473,8 +463,6 @@ void GLR_Init (void)
Cmd_AddCommand ("timerefresh", GLR_TimeRefresh_f);
// Cmd_AddCommand ("makewad", R_MakeTexWad_f);
GLR_ReInit();
}
/*

View File

@ -41,6 +41,7 @@ sh_config_t sh_config;
//cvars that affect shader generation
cvar_t r_vertexlight = CVARFD("r_vertexlight", "0", CVAR_SHADERSYSTEM, "Hack loaded shaders to remove detail pass and lightmap sampling for faster rendering.");
cvar_t r_forceprogramify = CVARAFD("r_forceprogramify", "0", "dpcompat_makeshitup", CVAR_SHADERSYSTEM, "Reduce the shader to a single texture, and then make stuff up about its mother. The resulting fist fight results in more colour when you shine a light upon its face.\nSet to 2 to ignore 'depthfunc equal' and 'tcmod scale' in order to tolerate bizzare shaders made for a bizzare engine.");
extern cvar_t r_glsl_offsetmapping_reliefmapping;
extern cvar_t r_deluxemapping;
extern cvar_t r_fastturb, r_fastsky, r_skyboxname, r_softwarebanding;
@ -633,13 +634,15 @@ static int Shader_SetImageFlags(shader_t *shader, shaderpass_t *pass, char **nam
{
*name+=9;
flags|= IF_NEAREST;
pass->flags |= SHADER_PASS_NEAREST;
if (pass)
pass->flags |= SHADER_PASS_NEAREST;
}
else if (!Q_strnicmp(*name, "$linear:", 8))
{
*name+=8;
flags|= IF_LINEAR;
pass->flags |= SHADER_PASS_LINEAR;
if (pass)
pass->flags |= SHADER_PASS_LINEAR;
}
else
break;
@ -651,6 +654,7 @@ static int Shader_SetImageFlags(shader_t *shader, shaderpass_t *pass, char **nam
flags |= IF_NOMIPMAP;
if (shader->flags & SHADER_NOPICMIP)
flags |= IF_NOPICMIP;
flags |= IF_MIPCAP;
return flags;
}
@ -685,6 +689,7 @@ texid_t R_LoadColourmapImage(void)
static texid_t Shader_FindImage ( char *name, int flags )
{
extern texid_t missing_texture_normal;
if (parsestate.mode == SPM_DOOM3)
{
if (!Q_stricmp (name, "_default"))
@ -701,6 +706,13 @@ static texid_t Shader_FindImage ( char *name, int flags )
{
if (!Q_stricmp (name, "$whiteimage"))
return r_whiteimage;
if (!Q_stricmp (name, "$blackimage"))
{
int wibuf[16] = {0};
return R_LoadTexture("$blackimage", 4, 4, TF_RGBA32, wibuf, IF_NOMIPMAP|IF_NOPICMIP|IF_NEAREST|IF_NOGAMMA);
}
if (!Q_stricmp (name, "$identitynormal"))
return missing_texture_normal;
if (!Q_stricmp (name, "$colourmap"))
return R_LoadColourmapImage();
}
@ -954,7 +966,7 @@ static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *scrip
"#define BUMP\n",
"#define FULLBRIGHT\n",
"#define UPPERLOWER\n",
"#define DELUXE\n",
"#define REFLECTCUBEMASK\n",
"#define SKELETAL\n",
"#define FOG\n",
"#define FRAMEBLEND\n",
@ -1095,6 +1107,7 @@ static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *scrip
{
//we 'recognise' ones that are force-defined, despite not being actual permutations.
if (strncmp("SPECULAR", script, end - script))
if (strncmp("DELUXE", script, end - script))
if (strncmp("OFFSETMAPPING", script, end - script))
if (strncmp("RELIEFMAPPING", script, end - script))
Con_DPrintf("Unknown pemutation in glsl program %s\n", name);
@ -1289,6 +1302,9 @@ static qboolean Shader_LoadPermutations(char *name, program_t *prog, char *scrip
if (r_glsl_offsetmapping_reliefmapping.ival && (p & PERMUTATION_BUMPMAP))
permutationdefines[pn++] = "#define RELIEFMAPPING\n";
}
if (r_deluxemapping.ival) //fixme: should be per-model really
permutationdefines[pn++] = "#define DELUXE\n";
}
permutationdefines[pn++] = NULL;
@ -1903,41 +1919,54 @@ static void Shader_ProgramParam ( shader_t *shader, shaderpass_t *pass, char **p
#endif
}
static void Shader_ReflectCube(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->reflectcube = Shader_FindImage(token, flags|IF_CUBEMAP);
}
static void Shader_ReflectMask(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->reflectmask = Shader_FindImage(token, flags);
}
static void Shader_DiffuseMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString(ptr);
shader->defaulttextures.base = R_LoadHiResTexture(token, NULL, 0);
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->base = Shader_FindImage(token, flags);
}
static void Shader_SpecularMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString(ptr);
shader->defaulttextures.specular = R_LoadHiResTexture(token, NULL, 0);
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->specular = Shader_FindImage(token, flags);
}
static void Shader_BumpMap(shader_t *shader, shaderpass_t *pass, char **ptr)
static void Shader_NormalMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString(ptr);
shader->defaulttextures.bump = R_LoadHiResTexture(token, NULL, 0);
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->bump = Shader_FindImage(token, flags);
}
static void Shader_FullbrightMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString(ptr);
shader->defaulttextures.fullbright = R_LoadHiResTexture(token, NULL, 0);
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->fullbright = Shader_FindImage(token, flags);
}
static void Shader_UpperMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString(ptr);
shader->defaulttextures.upperoverlay = R_LoadHiResTexture(token, NULL, 0);
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->upperoverlay = Shader_FindImage(token, flags);
}
static void Shader_LowerMap(shader_t *shader, shaderpass_t *pass, char **ptr)
{
char *token;
token = Shader_ParseString(ptr);
shader->defaulttextures.loweroverlay = R_LoadHiResTexture(token, NULL, 0);
char *token = Shader_ParseString(ptr);
unsigned int flags = Shader_SetImageFlags (shader, NULL, &token);
shader->defaulttextures->loweroverlay = Shader_FindImage(token, flags);
}
static qboolean Shaderpass_MapGen (shader_t *shader, shaderpass_t *pass, char *tname);
@ -2074,16 +2103,21 @@ static shaderkey_t shaderkeys[] =
{"bemode", Shader_BEMode, "fte"},
{"diffusemap", Shader_DiffuseMap, "fte"},
{"normalmap", Shader_NormalMap, "fte"},
{"specularmap", Shader_SpecularMap, "fte"},
{"fullbrightmap", Shader_FullbrightMap, "fte"},
{"uppermap", Shader_UpperMap, "fte"},
{"lowermap", Shader_LowerMap, "fte"},
{"reflectmask", Shader_ReflectMask, "fte"},
//dp compat
{"camera", Shader_DP_Camera, "dp"},
{"reflectcube", Shader_ReflectCube, "dp"},
/*doom3 compat*/
{"diffusemap", Shader_DiffuseMap, "doom3"}, //macro for "{\nstage diffusemap\nmap <map>\n}"
{"bumpmap", Shader_BumpMap, "doom3"}, //macro for "{\nstage bumpmap\nmap <map>\n}"
{"specularmap", Shader_SpecularMap, "doom3"},//macro for "{\nstage specularmap\nmap <map>\n}"
{"fullbrightmap", Shader_FullbrightMap, "doom3"},//macro for "{\nstage specularmap\nmap <map>\n}"
{"uppermap", Shader_UpperMap, "doom3"},//macro for "{\nstage specularmap\nmap <map>\n}"
{"lowermap", Shader_LowerMap, "doom3"},//macro for "{\nstage specularmap\nmap <map>\n}"
{"bumpmap", Shader_NormalMap, "doom3"}, //macro for "{\nstage bumpmap\nmap <map>\n}"
{"discrete", NULL, "doom3"},
{"nonsolid", NULL, "doom3"},
{"noimpact", NULL, "doom3"},
@ -2250,8 +2284,8 @@ static void Shaderpass_Map (shader_t *shader, shaderpass_t *pass, char **ptr)
if (pass->tcgen == TC_GEN_UNSPECIFIED)
pass->tcgen = TC_GEN_BASE;
if (!*shader->mapname && *token != '$' && pass->tcgen == TC_GEN_BASE)
Q_strncpyz(shader->mapname, token, sizeof(shader->mapname));
if (!*shader->defaulttextures->mapname && *token != '$' && pass->tcgen == TC_GEN_BASE)
Q_strncpyz(shader->defaulttextures->mapname, token, sizeof(shader->defaulttextures->mapname));
pass->anim_frames[0] = Shader_FindImage (token, flags);
}
}
@ -2261,6 +2295,7 @@ static void Shaderpass_AnimMap (shader_t *shader, shaderpass_t *pass, char **ptr
int flags;
char *token;
texid_t image;
qboolean isdiffuse = false;
flags = Shader_SetImageFlags (shader, pass, NULL);
@ -2279,10 +2314,27 @@ static void Shaderpass_AnimMap (shader_t *shader, shaderpass_t *pass, char **ptr
break;
}
if (!pass->anim_numframes && !*shader->defaulttextures->mapname && *token != '$' && pass->tcgen == TC_GEN_BASE)
{
isdiffuse = true;
shader->defaulttextures_fps = pass->anim_fps;
}
if (pass->anim_numframes < SHADER_MAX_ANIMFRAMES)
{
image = Shader_FindImage (token, flags);
if (isdiffuse)
{
if (shader->numdefaulttextures < pass->anim_numframes+1)
{
int newmax = pass->anim_numframes+1;
shader->defaulttextures = BZ_Realloc(shader->defaulttextures, sizeof(*shader->defaulttextures) * (newmax));
memset(shader->defaulttextures+shader->numdefaulttextures, 0, sizeof(*shader->defaulttextures) * (newmax-shader->numdefaulttextures));
shader->numdefaulttextures = newmax;
}
Q_strncpyz(shader->defaulttextures[pass->anim_numframes].mapname, token, sizeof(shader->defaulttextures[pass->anim_numframes].mapname));
}
if (!TEXVALID(image))
{
pass->anim_frames[pass->anim_numframes++] = missing_texture;
@ -2975,7 +3027,8 @@ void Shader_Free (shader_t *shader)
}
shader->uses = 0;
memset(&shader->defaulttextures, 0, sizeof(shader->defaulttextures));
Z_Free(shader->defaulttextures);
shader->defaulttextures = NULL;
}
@ -3188,12 +3241,15 @@ void Shader_Reset(shader_t *s)
int uses = s->uses;
shader_gen_t *defaultgen = s->generator;
char *genargs = s->genargs;
texnums_t dt = s->defaulttextures;
texnums_t *dt = s->defaulttextures;
int dtcount = s->numdefaulttextures;
float dtrate = s->defaulttextures_fps; //FIXME!
int w = s->width;
int h = s->height;
unsigned int uf = s->usageflags;
Q_strncpyz(name, s->name, sizeof(name));
s->genargs = NULL;
s->defaulttextures = NULL;
Shader_Free(s);
memset(s, 0, sizeof(*s));
@ -3204,6 +3260,8 @@ void Shader_Reset(shader_t *s)
s->width = w;
s->height = h;
s->defaulttextures = dt;
s->numdefaulttextures = dtcount;
s->defaulttextures_fps = dtrate;
s->generator = defaultgen;
s->genargs = genargs;
s->usageflags = uf;
@ -3407,18 +3465,18 @@ void Shader_Readpass (shader_t *shader, char **ptr)
{
case ST_DIFFUSEMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures.base = pass->anim_frames[0];
shader->defaulttextures->base = pass->anim_frames[0];
break;
case ST_AMBIENT:
break;
case ST_BUMPMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures.bump = pass->anim_frames[0];
shader->defaulttextures->bump = pass->anim_frames[0];
ignore = true; //fixme: scrolling etc may be important. but we're not doom3.
break;
case ST_SPECULARMAP:
if (pass->texgen == T_GEN_SINGLEMAP)
shader->defaulttextures.specular = pass->anim_frames[0];
shader->defaulttextures->specular = pass->anim_frames[0];
ignore = true; //fixme: scrolling etc may be important. but we're not doom3.
break;
}
@ -3673,9 +3731,12 @@ void Shader_Programify (shader_t *s)
mask = Shader_AlphaMaskProgArgs(s);
s->prog = Shader_FindGeneric(va("%s%s", prog, mask), qrenderer);
s->numpasses = 0;
s->passes[s->numpasses++].texgen = T_GEN_DIFFUSE;
s->flags |= SHADER_HASDIFFUSE;
if (s->prog)
{
s->numpasses = 0;
s->passes[s->numpasses++].texgen = T_GEN_DIFFUSE;
s->flags |= SHADER_HASDIFFUSE;
}
}
void Shader_Finish (shader_t *s)
@ -3733,7 +3794,7 @@ void Shader_Finish (shader_t *s)
pass = &s->passes[s->numpasses++];
pass = &s->passes[0];
pass->tcgen = TC_GEN_BASE;
if (TEXVALID(s->defaulttextures.base))
if (TEXVALID(s->defaulttextures->base))
pass->texgen = T_GEN_DIFFUSE;
else
{
@ -3859,17 +3920,17 @@ void Shader_Finish (shader_t *s)
done:;
//if we've no specular map, try and find whatever the q3 syntax said. hopefully it'll be compatible...
if (!TEXVALID(s->defaulttextures.specular))
if (!TEXVALID(s->defaulttextures->specular))
{
for (pass = s->passes, i = 0; i < s->numpasses; i++, pass++)
{
if (pass->alphagen == ALPHA_GEN_SPECULAR)
if (pass->texgen == T_GEN_ANIMMAP || pass->texgen == T_GEN_SINGLEMAP)
s->defaulttextures.specular = pass->anim_frames[0];
s->defaulttextures->specular = pass->anim_frames[0];
}
}
if (!TEXVALID(s->defaulttextures.base))
if (!TEXVALID(s->defaulttextures->base))
{
shaderpass_t *best = NULL;
int bestweight = 9999999;
@ -3903,11 +3964,11 @@ done:;
if (best->texgen == T_GEN_ANIMMAP || best->texgen == T_GEN_SINGLEMAP)
{
if (best->anim_frames[0] && *best->anim_frames[0]->ident != '$')
s->defaulttextures.base = best->anim_frames[0];
s->defaulttextures->base = best->anim_frames[0];
}
#ifndef NOMEDIA
else if (pass->texgen == T_GEN_VIDEOMAP && pass->cin)
s->defaulttextures.base = Media_UpdateForShader(best->cin);
s->defaulttextures->base = Media_UpdateForShader(best->cin);
#endif
}
}
@ -3948,7 +4009,7 @@ done:;
Shader_SetBlendmode (pass);
if (pass->blendmode == PBM_ADD)
s->defaulttextures.fullbright = pass->anim_frames[0];
s->defaulttextures->fullbright = pass->anim_frames[0];
}
if (!(s->flags & SHADER_SKY ) && !s->sort)
@ -4035,8 +4096,16 @@ done:;
"}\n");
}
if (!s->prog && sh_config.progs_required)
if (!s->prog && (sh_config.progs_required || (sh_config.progs_supported && r_forceprogramify.ival)))
{
Shader_Programify(s);
if (r_forceprogramify.ival >= 2)
{
if (s->passes[0].numtcmods == 1 && s->passes[0].tcmods[0].type == SHADER_TCMOD_SCALE)
s->passes[0].numtcmods = 0; //DP sucks and doesn't use normalized texture coords *if* there's a shader specified. so lets ignore any extra scaling that this imposes.
s->passes[0].shaderbits &= ~SBITS_MISC_DEPTHEQUALONLY; //DP ignores this too.
}
}
if (s->prog)
{
@ -4055,6 +4124,8 @@ done:;
{T_GEN_PALETTED, SHADER_HASPALETTED},
{T_GEN_SHADOWMAP, 0},
{T_GEN_LIGHTCUBEMAP, 0},
{T_GEN_REFLECTCUBE, 0},
{T_GEN_REFLECTMASK, 0},
// {T_GEN_REFLECTION, SHADER_HASREFLECT},
// {T_GEN_REFRACTION, SHADER_HASREFRACT},
// {T_GEN_REFRACTIONDEPTH, SHADER_HASREFRACTDEPTH},
@ -4062,18 +4133,36 @@ done:;
{T_GEN_LIGHTMAP, SHADER_HASLIGHTMAP},
{T_GEN_DELUXMAP, 0},
};
cin_t *cin = R_ShaderGetCinematic(s);
//if the glsl doesn't specify all samplers, just trim them.
s->numpasses = s->prog->numsamplers;
if (cin && R_ShaderGetCinematic(s) == cin)
cin = NULL;
//if the glsl has specific textures listed, be sure to provide a pass for them.
for (i = 0; i < sizeof(defaulttgen)/sizeof(defaulttgen[0]); i++)
{
if (s->prog->defaulttextures & (1u<<i))
{
if (s->numpasses >= SHADER_PASS_MAX)
break; //panic...
s->passes[s->numpasses].flags &= ~SHADER_PASS_DEPTHCMP;
if (defaulttgen[i].gen == T_GEN_SHADOWMAP)
s->passes[s->numpasses].flags |= SHADER_PASS_DEPTHCMP;
s->passes[s->numpasses].texgen = defaulttgen[i].gen;
if (!i && cin)
{
s->passes[s->numpasses].texgen = T_GEN_VIDEOMAP;
s->passes[s->numpasses].cin = cin;
cin = NULL;
}
else
{
s->passes[s->numpasses].texgen = defaulttgen[i].gen;
s->passes[s->numpasses].cin = NULL;
}
s->numpasses++;
s->flags |= defaulttgen[i].flags;
}
@ -4082,9 +4171,12 @@ done:;
//must have at least one texture.
if (!s->numpasses)
{
s->passes[0].texgen = T_GEN_DIFFUSE;
s->passes[0].texgen = cin?T_GEN_VIDEOMAP:T_GEN_DIFFUSE;
s->passes[0].cin = cin;
s->numpasses = 1;
}
else if (cin)
Media_ShutdownCin(cin);
s->passes->numMergedPasses = s->numpasses;
}
}
@ -4151,11 +4243,14 @@ void Shader_UpdateRegistration (void)
}
*/
void Shader_DefaultSkin(const char *shortname, shader_t *s, const void *args);
void QDECL R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader)
void QDECL R_BuildDefaultTexnums(texnums_t *src, shader_t *shader)
{
char *h;
char imagename[MAX_QPATH];
char mapname[MAX_QPATH];
char *subpath = NULL;
texnums_t *tex;
unsigned int a, aframes;
unsigned int imageflags = 0;
strcpy(imagename, shader->name);
h = strchr(imagename, '#');
@ -4171,94 +4266,131 @@ void QDECL R_BuildDefaultTexnums(texnums_t *tn, shader_t *shader)
if (shader->generator == Shader_DefaultSkin)
subpath = shader->genargs;
if (!tn)
tn = &shader->defaulttextures;
if (!TEXVALID(shader->defaulttextures.base))
tex = shader->defaulttextures;
aframes = max(1, shader->numdefaulttextures);
//if any were specified explicitly, replicate that into all.
//this means animmap can be used, with any explicit textures overriding all.
if (!shader->numdefaulttextures && src)
{
/*dlights/realtime lighting needs some stuff*/
if (!TEXVALID(tn->base) && *shader->mapname)// && (shader->flags & SHADER_HASDIFFUSE))
tn->base = R_LoadHiResTexture(shader->mapname, NULL, 0);
if (!TEXVALID(tn->base))
tn->base = R_LoadHiResTexture(imagename, subpath, (*imagename=='{')?0:IF_NOALPHA);
TEXASSIGN(shader->defaulttextures.base, tn->base);
//only do this if there wasn't an animmap thing to break everything.
if (!TEXVALID(tex->base))
tex->base = src->base;
if (!TEXVALID(tex->bump))
tex->bump = src->bump;
if (!TEXVALID(tex->fullbright))
tex->fullbright = src->fullbright;
if (!TEXVALID(tex->specular))
tex->specular = src->specular;
if (!TEXVALID(tex->loweroverlay))
tex->loweroverlay = src->loweroverlay;
if (!TEXVALID(tex->upperoverlay))
tex->upperoverlay = src->upperoverlay;
if (!TEXVALID(tex->reflectmask))
tex->reflectmask = src->reflectmask;
if (!TEXVALID(tex->reflectcube))
tex->reflectcube = src->reflectcube;
}
if (!TEXVALID(shader->defaulttextures.paletted))
for (a = 1; a < aframes; a++)
{
/*dlights/realtime lighting needs some stuff*/
// if (!TEXVALID(tn->paletted) && *shader->mapname)// && (shader->flags & SHADER_HASDIFFUSE))
// tn->paletted = R_LoadHiResTexture(shader->mapname, NULL, 0);
// if (!TEXVALID(tn->paletted))
// tn->paletted = R_LoadHiResTexture(imagename, subpath, (*imagename=='{')?0:IF_NOALPHA);
TEXASSIGN(shader->defaulttextures.paletted, tn->paletted);
if (!TEXVALID(tex[a].base))
tex[a].base = tex[0].base;
if (!TEXVALID(tex[a].bump))
tex[a].bump = tex[0].bump;
if (!TEXVALID(tex[a].fullbright))
tex[a].fullbright = tex[0].fullbright;
if (!TEXVALID(tex[a].specular))
tex[a].specular = tex[0].specular;
if (!TEXVALID(tex[a].loweroverlay))
tex[a].loweroverlay = tex[0].loweroverlay;
if (!TEXVALID(tex[a].upperoverlay))
tex[a].upperoverlay = tex[0].upperoverlay;
if (!TEXVALID(tex[a].reflectmask))
tex[a].reflectmask = tex[0].reflectmask;
if (!TEXVALID(tex[a].reflectcube))
tex[a].reflectcube = tex[0].reflectcube;
}
imageflags |= IF_LOWPRIORITY;
COM_StripExtension(imagename, imagename, sizeof(imagename));
if (!TEXVALID(shader->defaulttextures.bump))
for (a = 0; a < aframes; a++, tex++)
{
if (r_loadbumpmapping || (shader->flags & SHADER_HASNORMALMAP))
COM_StripExtension(tex->mapname, mapname, sizeof(mapname));
if (!TEXVALID(tex->base))
{
if (!TEXVALID(tn->bump) && *shader->mapname && (shader->flags & SHADER_HASNORMALMAP))
tn->bump = R_LoadHiResTexture(va("%s_norm", shader->mapname), NULL, imageflags|IF_TRYBUMP);
if (!TEXVALID(tn->bump))
tn->bump = R_LoadHiResTexture(va("%s_norm", imagename), subpath, imageflags|IF_TRYBUMP);
/*dlights/realtime lighting needs some stuff*/
if (!TEXVALID(tex->base) && *tex->mapname)// && (shader->flags & SHADER_HASDIFFUSE))
tex->base = R_LoadHiResTexture(tex->mapname, NULL, 0);
if (!TEXVALID(tex->base))
tex->base = R_LoadHiResTexture(imagename, subpath, (*imagename=='{')?0:IF_NOALPHA);
}
TEXASSIGN(shader->defaulttextures.bump, tn->bump);
}
if (!TEXVALID(shader->defaulttextures.loweroverlay))
{
if (shader->flags & SHADER_HASTOPBOTTOM)
if (!TEXVALID(tex->paletted))
{
if (!TEXVALID(tn->loweroverlay) && *shader->mapname)
tn->loweroverlay = R_LoadHiResTexture(va("%s_pants", shader->mapname), NULL, imageflags);
if (!TEXVALID(tn->loweroverlay))
tn->loweroverlay = R_LoadHiResTexture(va("%s_pants", imagename), subpath, imageflags); /*how rude*/
/*dlights/realtime lighting needs some stuff*/
// if (!TEXVALID(tn->paletted) && *shader->mapname)// && (shader->flags & SHADER_HASDIFFUSE))
// tn->paletted = R_LoadHiResTexture(shader->mapname, NULL, 0);
// if (!TEXVALID(tn->paletted))
// tn->paletted = R_LoadHiResTexture(imagename, subpath, (*imagename=='{')?0:IF_NOALPHA);
}
TEXASSIGN(shader->defaulttextures.loweroverlay, tn->loweroverlay);
}
if (!TEXVALID(shader->defaulttextures.upperoverlay))
{
if (shader->flags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tn->upperoverlay) && *shader->mapname)
tn->upperoverlay = R_LoadHiResTexture(va("%s_shirt", shader->mapname), NULL, imageflags);
if (!TEXVALID(tn->upperoverlay))
tn->upperoverlay = R_LoadHiResTexture(va("%s_shirt", imagename), subpath, imageflags);
}
TEXASSIGN(shader->defaulttextures.upperoverlay, tn->upperoverlay);
}
imageflags |= IF_LOWPRIORITY;
if (!TEXVALID(shader->defaulttextures.specular))
{
extern cvar_t gl_specular;
if ((shader->flags & SHADER_HASGLOSS) && gl_specular.value && gl_load24bit.value)
{
if (!TEXVALID(tn->specular) && *shader->mapname)
tn->specular = R_LoadHiResTexture(va("%s_gloss", shader->mapname), NULL, imageflags);
if (!TEXVALID(tn->specular))
tn->specular = R_LoadHiResTexture(va("%s_gloss", imagename), subpath, imageflags);
}
TEXASSIGN(shader->defaulttextures.specular, tn->specular);
}
COM_StripExtension(imagename, imagename, sizeof(imagename));
if (!TEXVALID(shader->defaulttextures.fullbright))
{
extern cvar_t r_fb_bmodels;
if ((shader->flags & SHADER_HASFULLBRIGHT) && r_fb_bmodels.value && gl_load24bit.value)
if (!TEXVALID(tex->bump))
{
if (!TEXVALID(tn->fullbright) && *shader->mapname)
tn->fullbright = R_LoadHiResTexture(va("%s_luma", shader->mapname), NULL, imageflags);
if (!TEXVALID(tn->fullbright))
tn->fullbright = R_LoadHiResTexture(va("%s_luma", imagename), subpath, imageflags);
if (r_loadbumpmapping || (shader->flags & SHADER_HASNORMALMAP))
{
if (!TEXVALID(tex->bump) && *mapname && (shader->flags & SHADER_HASNORMALMAP))
tex->bump = R_LoadHiResTexture(va("%s_norm", mapname), NULL, imageflags|IF_TRYBUMP);
if (!TEXVALID(tex->bump))
tex->bump = R_LoadHiResTexture(va("%s_norm", imagename), subpath, imageflags|IF_TRYBUMP);
}
}
if (!TEXVALID(tex->loweroverlay))
{
if (shader->flags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->loweroverlay) && *mapname)
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", mapname), NULL, imageflags);
if (!TEXVALID(tex->loweroverlay))
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", imagename), subpath, imageflags); /*how rude*/
}
}
if (!TEXVALID(tex->upperoverlay))
{
if (shader->flags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->upperoverlay) && *mapname)
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", mapname), NULL, imageflags);
if (!TEXVALID(tex->upperoverlay))
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", imagename), subpath, imageflags);
}
}
if (!TEXVALID(tex->specular))
{
extern cvar_t gl_specular;
if ((shader->flags & SHADER_HASGLOSS) && gl_specular.value && gl_load24bit.value)
{
if (!TEXVALID(tex->specular) && *mapname)
tex->specular = R_LoadHiResTexture(va("%s_gloss", mapname), NULL, imageflags);
if (!TEXVALID(tex->specular))
tex->specular = R_LoadHiResTexture(va("%s_gloss", imagename), subpath, imageflags);
}
}
if (!TEXVALID(tex->fullbright))
{
extern cvar_t r_fb_bmodels;
if ((shader->flags & SHADER_HASFULLBRIGHT) && r_fb_bmodels.value && gl_load24bit.value)
{
if (!TEXVALID(tex->fullbright) && *mapname)
tex->fullbright = R_LoadHiResTexture(va("%s_luma", mapname), NULL, imageflags);
if (!TEXVALID(tex->fullbright))
tex->fullbright = R_LoadHiResTexture(va("%s_luma", imagename), subpath, imageflags);
}
}
TEXASSIGN(shader->defaulttextures.fullbright, tn->fullbright);
}
}
@ -4267,8 +4399,10 @@ void QDECL R_BuildLegacyTexnums(shader_t *shader, const char *fallbackname, cons
{
char *h;
char imagename[MAX_QPATH];
char mapname[MAX_QPATH]; //as specified by the shader.
//extern cvar_t gl_miptexLevel;
texnums_t *tex = &shader->defaulttextures;
texnums_t *tex = shader->defaulttextures;
int a, aframes;
unsigned int imageflags;
qbyte *dontcrashme[4] = {NULL};
if (!mipdata)
@ -4310,89 +4444,125 @@ void QDECL R_BuildLegacyTexnums(shader_t *shader, const char *fallbackname, cons
COM_StripExtension(imagename, imagename, sizeof(imagename));
/*dlights/realtime lighting needs some stuff*/
if (loadflags & SHADER_HASDIFFUSE)
aframes = max(1, shader->numdefaulttextures);
//if any were specified explicitly, replicate that into all.
//this means animmap can be used, with any explicit textures overriding all.
for (a = 1; a < aframes; a++)
{
if (!TEXVALID(tex->base) && *shader->mapname)
tex->base = R_LoadHiResTexture(shader->mapname, NULL, imageflags);
if (!TEXVALID(tex->base) && fallbackname)
if (!TEXVALID(tex[a].base))
tex[a].base = tex[0].base;
if (!TEXVALID(tex[a].bump))
tex[a].bump = tex[0].bump;
if (!TEXVALID(tex[a].fullbright))
tex[a].fullbright = tex[0].fullbright;
if (!TEXVALID(tex[a].specular))
tex[a].specular = tex[0].specular;
if (!TEXVALID(tex[a].loweroverlay))
tex[a].loweroverlay = tex[0].loweroverlay;
if (!TEXVALID(tex[a].upperoverlay))
tex[a].upperoverlay = tex[0].upperoverlay;
if (!TEXVALID(tex[a].reflectmask))
tex[a].reflectmask = tex[0].reflectmask;
if (!TEXVALID(tex[a].reflectcube))
tex[a].reflectcube = tex[0].reflectcube;
}
for (a = 0; a < aframes; a++, tex++)
{
COM_StripExtension(tex->mapname, mapname, sizeof(mapname));
/*dlights/realtime lighting needs some stuff*/
if (loadflags & SHADER_HASDIFFUSE)
{
if (gl_load24bit.ival)
if (!TEXVALID(tex->base) && *mapname)
tex->base = R_LoadHiResTexture(mapname, NULL, imageflags);
if (!TEXVALID(tex->base) && fallbackname)
{
tex->base = Image_GetTexture(imagename, subpath, imageflags|IF_NOWORKER, NULL, NULL, width, height, basefmt);
if (!TEXLOADED(tex->base))
if (gl_load24bit.ival)
{
tex->base = Image_GetTexture(fallbackname, subpath, imageflags|IF_NOWORKER, NULL, NULL, width, height, basefmt);
if (TEXLOADED(tex->base))
Q_strncpyz(imagename, fallbackname, sizeof(imagename));
tex->base = Image_GetTexture(imagename, subpath, imageflags|IF_NOWORKER, NULL, NULL, width, height, basefmt);
if (!TEXLOADED(tex->base))
{
tex->base = Image_GetTexture(fallbackname, subpath, imageflags|IF_NOWORKER, NULL, NULL, width, height, basefmt);
if (TEXLOADED(tex->base))
Q_strncpyz(imagename, fallbackname, sizeof(imagename));
}
}
if (!TEXLOADED(tex->base))
tex->base = Image_GetTexture(imagename, subpath, imageflags, mipdata[0], palette, width, height, basefmt);
}
if (!TEXLOADED(tex->base))
else if (!TEXVALID(tex->base))
tex->base = Image_GetTexture(imagename, subpath, imageflags, mipdata[0], palette, width, height, basefmt);
}
else if (!TEXVALID(tex->base))
tex->base = Image_GetTexture(imagename, subpath, imageflags, mipdata[0], palette, width, height, basefmt);
}
if (loadflags & SHADER_HASPALETTED)
{
if (!TEXVALID(tex->paletted) && *shader->mapname)
tex->paletted = R_LoadHiResTexture(va("%s_pal", shader->mapname), NULL, imageflags|IF_NEAREST);
if (!TEXVALID(tex->paletted))
tex->paletted = Image_GetTexture(va("%s_pal", imagename), subpath, imageflags|IF_NEAREST, mipdata[0], palette, width, height, (basefmt==TF_MIP4_SOLID8)?TF_MIP4_LUM8:TF_LUM8);
}
imageflags |= IF_LOWPRIORITY;
//all the rest need/want an alpha channel in some form.
imageflags &= ~IF_NOALPHA;
imageflags |= IF_NOGAMMA;
if (loadflags & SHADER_HASNORMALMAP)
{
extern cvar_t r_shadow_bumpscale_basetexture;
if (!TEXVALID(tex->bump) && *shader->mapname)
tex->bump = R_LoadHiResTexture(va("%s_norm", shader->mapname), NULL, imageflags|IF_TRYBUMP);
if (!TEXVALID(tex->bump) && (r_shadow_bumpscale_basetexture.ival||*imagename=='*'||gl_load24bit.ival))
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_TRYBUMP, (r_shadow_bumpscale_basetexture.ival||*imagename=='*')?mipdata[0]:NULL, palette, width, height, TF_HEIGHT8PAL);
}
if (loadflags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->loweroverlay) && *shader->mapname)
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", shader->mapname), NULL, imageflags);
if (!TEXVALID(tex->loweroverlay))
tex->loweroverlay = Image_GetTexture(va("%s_pants", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (loadflags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->upperoverlay) && *shader->mapname)
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", shader->mapname), NULL, imageflags);
if (!TEXVALID(tex->upperoverlay))
tex->upperoverlay = Image_GetTexture(va("%s_shirt", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (loadflags & SHADER_HASGLOSS)
{
if (!TEXVALID(tex->specular) && *shader->mapname)
tex->specular = R_LoadHiResTexture(va("%s_gloss", shader->mapname), NULL, imageflags);
if (!TEXVALID(tex->specular))
tex->specular = Image_GetTexture(va("%s_gloss", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (loadflags & SHADER_HASFULLBRIGHT)
{
if (!TEXVALID(tex->fullbright) && *shader->mapname)
tex->fullbright = R_LoadHiResTexture(va("%s_luma", shader->mapname), NULL, imageflags);
if (!TEXVALID(tex->fullbright))
if (loadflags & SHADER_HASPALETTED)
{
int s=-1;
if (mipdata[0])
for(s = width*height; s-->0; )
if (!TEXVALID(tex->paletted) && *mapname)
tex->paletted = R_LoadHiResTexture(va("%s_pal", mapname), NULL, imageflags|IF_NEAREST);
if (!TEXVALID(tex->paletted))
tex->paletted = Image_GetTexture(va("%s_pal", imagename), subpath, imageflags|IF_NEAREST, mipdata[0], palette, width, height, (basefmt==TF_MIP4_SOLID8)?TF_MIP4_LUM8:TF_LUM8);
}
imageflags |= IF_LOWPRIORITY;
//all the rest need/want an alpha channel in some form.
imageflags &= ~IF_NOALPHA;
imageflags |= IF_NOGAMMA;
if (loadflags & SHADER_HASNORMALMAP)
{
extern cvar_t r_shadow_bumpscale_basetexture;
if (!TEXVALID(tex->bump) && *mapname)
tex->bump = R_LoadHiResTexture(va("%s_norm", mapname), NULL, imageflags|IF_TRYBUMP);
if (!TEXVALID(tex->bump) && (r_shadow_bumpscale_basetexture.ival||*imagename=='*'||gl_load24bit.ival))
tex->bump = Image_GetTexture(va("%s_norm", imagename), subpath, imageflags|IF_TRYBUMP, (r_shadow_bumpscale_basetexture.ival||*imagename=='*')?mipdata[0]:NULL, palette, width, height, TF_HEIGHT8PAL);
}
if (loadflags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->loweroverlay) && *mapname)
tex->loweroverlay = R_LoadHiResTexture(va("%s_pants", mapname), NULL, imageflags);
if (!TEXVALID(tex->loweroverlay))
tex->loweroverlay = Image_GetTexture(va("%s_pants", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (loadflags & SHADER_HASTOPBOTTOM)
{
if (!TEXVALID(tex->upperoverlay) && *mapname)
tex->upperoverlay = R_LoadHiResTexture(va("%s_shirt", mapname), NULL, imageflags);
if (!TEXVALID(tex->upperoverlay))
tex->upperoverlay = Image_GetTexture(va("%s_shirt", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (loadflags & SHADER_HASGLOSS)
{
if (!TEXVALID(tex->specular) && *mapname)
tex->specular = R_LoadHiResTexture(va("%s_gloss", mapname), NULL, imageflags);
if (!TEXVALID(tex->specular))
tex->specular = Image_GetTexture(va("%s_gloss", imagename), subpath, imageflags, NULL, palette, width, height, 0);
}
if (tex->reflectcube)
{
extern cvar_t r_shadow_bumpscale_basetexture;
if (!TEXVALID(tex->reflectmask) && *mapname)
tex->reflectmask = R_LoadHiResTexture(va("%s_reflect", mapname), NULL, imageflags);
if (!TEXVALID(tex->reflectmask))
tex->reflectmask = Image_GetTexture(va("%s_reflect", imagename), subpath, imageflags, NULL, NULL, width, height, TF_INVALID);
}
if (loadflags & SHADER_HASFULLBRIGHT)
{
if (!TEXVALID(tex->fullbright) && *mapname)
tex->fullbright = R_LoadHiResTexture(va("%s_luma", mapname), NULL, imageflags);
if (!TEXVALID(tex->fullbright))
{
if (mipdata[0][s] >= 256-vid.fullbright)
break;
int s=-1;
if (mipdata[0])
for(s = width*height; s-->0; )
{
if (mipdata[0][s] >= 256-vid.fullbright)
break;
}
tex->fullbright = Image_GetTexture(va("%s_luma", imagename), subpath, imageflags, (s>=0)?mipdata[0]:NULL, palette, width, height, TF_TRANS8_FULLBRIGHT);
}
tex->fullbright = Image_GetTexture(va("%s_luma", imagename), subpath, imageflags, (s>=0)?mipdata[0]:NULL, palette, width, height, TF_TRANS8_FULLBRIGHT);
}
}
}
@ -4935,9 +5105,9 @@ void Shader_DefaultBSPVertex(const char *shortname, shader_t *s, const void *arg
}
else*/
{
s->defaulttextures.base = R_LoadHiResTexture(shortname, NULL, 0);
s->defaulttextures->base = R_LoadHiResTexture(shortname, NULL, 0);
pass->texgen = T_GEN_DIFFUSE;
if (!TEXVALID(s->defaulttextures.base))
if (!TEXVALID(s->defaulttextures->base))
Con_DPrintf (CON_WARNING "Shader %s has a stage with no image: %s.\n", s->name, shortname );
}
@ -5059,7 +5229,7 @@ void Shader_Default2D(const char *shortname, shader_t *s, const void *genargs)
"sort additive\n"
"}\n"
);
TEXASSIGN(s->defaulttextures.base, R_LoadHiResTexture(s->name, NULL, IF_PREMULTIPLYALPHA|IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP));
TEXASSIGN(s->defaulttextures->base, R_LoadHiResTexture(s->name, NULL, IF_PREMULTIPLYALPHA|IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP));
}
else
{
@ -5076,7 +5246,7 @@ void Shader_Default2D(const char *shortname, shader_t *s, const void *genargs)
"sort additive\n"
"}\n"
);
TEXASSIGN(s->defaulttextures.base, R_LoadHiResTexture(s->name, NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP));
TEXASSIGN(s->defaulttextures->base, R_LoadHiResTexture(s->name, NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_CLAMP));
}
}
@ -5327,11 +5497,18 @@ static shader_t *R_LoadShader (const char *name, unsigned int usageflags, shader
s = r_shaders[f];
if (!s)
{
s = r_shaders[f] = Z_Malloc(sizeof(*s));
}
s->id = f;
if (r_numshaders < f+1)
r_numshaders = f+1;
if (!s->defaulttextures)
{
s->defaulttextures = Z_Malloc(sizeof(*s->defaulttextures));
s->numdefaulttextures = 0;
}
Q_strncpyz(s->name, cleanname, sizeof(s->name));
s->usageflags = usageflags;
s->generator = defaultgen;
@ -5673,11 +5850,11 @@ int R_GetShaderSizes(shader_t *shader, int *width, int *height, qboolean blockti
return -1;
COM_WorkerPartialSync(shader->passes[i].anim_frames[0], &shader->passes[i].anim_frames[0]->status, TEX_LOADING);
}
if (shader->passes[i].texgen == T_GEN_DIFFUSE && (shader->defaulttextures.base && shader->defaulttextures.base->status == TEX_LOADING))
if (shader->passes[i].texgen == T_GEN_DIFFUSE && (shader->defaulttextures->base && shader->defaulttextures->base->status == TEX_LOADING))
{
if (!blocktillloaded)
return -1;
COM_WorkerPartialSync(shader->defaulttextures.base, &shader->defaulttextures.base->status, TEX_LOADING);
COM_WorkerPartialSync(shader->defaulttextures->base, &shader->defaulttextures->base->status, TEX_LOADING);
}
}
@ -5693,12 +5870,12 @@ int R_GetShaderSizes(shader_t *shader, int *width, int *height, qboolean blockti
}
break;
}
if (shader->passes[i].texgen == T_GEN_DIFFUSE && shader->defaulttextures.base)
if (shader->passes[i].texgen == T_GEN_DIFFUSE && shader->defaulttextures->base)
{
if (shader->defaulttextures.base->status == TEX_LOADED)
if (shader->defaulttextures->base->status == TEX_LOADED)
{
shader->width = shader->defaulttextures.base->width;
shader->height = shader->defaulttextures.base->height;
shader->width = shader->defaulttextures->base->width;
shader->height = shader->defaulttextures->base->height;
}
break;
}

View File

@ -2230,7 +2230,7 @@ static void Sh_GenShadowFace(dlight_t *l, vec3_t axis[3], shadowmesh_t *smesh, i
tex = cl.worldmodel->shadowbatches[tno].tex;
if (tex->shader->flags & SHADER_NODLIGHT) //FIXME: shadows not lights
continue;
BE_DrawMesh_List(tex->shader, smesh->batches[tno].count, smesh->batches[tno].s, cl.worldmodel->shadowbatches[tno].vbo, &tex->shader->defaulttextures, 0);
BE_DrawMesh_List(tex->shader, smesh->batches[tno].count, smesh->batches[tno].s, cl.worldmodel->shadowbatches[tno].vbo, NULL, 0);
}
break;
}
@ -2606,7 +2606,7 @@ static void Sh_DrawEntLighting(dlight_t *light, vec3_t colour)
if (shader->flags & SHADER_NODLIGHT)
continue;
//FIXME: it may be worth building a dedicated ebo
BE_DrawMesh_List(shader, sm->batches[tno].count, sm->batches[tno].s, cl.worldmodel->shadowbatches[tno].vbo, &shader->defaulttextures, 0);
BE_DrawMesh_List(shader, sm->batches[tno].count, sm->batches[tno].s, cl.worldmodel->shadowbatches[tno].vbo, NULL, 0);
RQuantAdd(RQUANT_LITFACES, sm->batches[tno].count);
}
@ -3226,7 +3226,7 @@ void Sh_DrawCrepuscularLight(dlight_t *dl, float *colours)
BE_SelectMode(BEM_STANDARD);
GLBE_DrawMesh_Single(crepuscular_shader, &mesh, NULL, &crepuscular_shader->defaulttextures, 0);
BE_DrawMesh_Single(crepuscular_shader, &mesh, NULL, 0);
GLBE_FBO_Sources(oldsrccol, NULL);
#endif

View File

@ -1002,6 +1002,9 @@ void GL_CheckExtensions (void *(*getglfunction) (char *name))
gl_config.arb_shadow = GL_CheckExtension("GL_ARB_shadow");
//gl_config.arb_shadow |= GL_CheckExtension("GL_EXT_shadow_samplers"); //gles2. nvidia fucks up. depend on brute-force. :s
if (GL_CheckExtension("GL_ARB_seamless_cube_map"))
qglEnable(0x884F); //TEXTURE_CUBE_MAP_SEAMLESS 0x884F
#ifdef GL_STATIC
gl_config.ext_framebuffer_objects = true; //exists as core in gles2
#else
@ -1124,6 +1127,8 @@ static const char *glsl_hdrs[] =
"uniform sampler2D s_paletted;\n"
"uniform sampler2D s_shadowmap;\n"
"uniform samplerCube s_projectionmap;\n"
"uniform samplerCube s_reflectcube;\n"
"uniform sampler2D s_reflectmask;\n"
"uniform sampler2D s_lightmap;\n"
"uniform sampler2D s_deluxmap;\n"
#if MAXRLIGHTMAPS > 1
@ -2206,6 +2211,8 @@ static void GLSlang_ProgAutoFields(program_t *prog, char **cvarnames, int *cvart
"s_paletted",
"s_shadowmap",
"s_projectionmap",
"s_reflectcube",
"s_reflectmask",
"s_lightmap",
"s_deluxmap"
#if MAXRLIGHTMAPS > 1
@ -2217,6 +2224,8 @@ static void GLSlang_ProgAutoFields(program_t *prog, char **cvarnames, int *cvart
,"s_deluxmap3"
#endif
};
#define ALTLIGHTMAPSAMP 13
#define ALTDELUXMAPSAMP 16
unsigned int i, p;
qboolean found;
@ -2348,10 +2357,10 @@ static void GLSlang_ProgAutoFields(program_t *prog, char **cvarnames, int *cvart
}
//multiple lightmaps is kinda hacky. if any are set, all must be.
if (prog->defaulttextures & ((1u<<11) | (1u<<12) | (1u<<13)))
prog->defaulttextures |=((1u<<11) | (1u<<12) | (1u<<13));
if (prog->defaulttextures & ((1u<<14) | (1u<<15) | (1u<<16)))
prog->defaulttextures |=((1u<<14) | (1u<<15) | (1u<<16));
if (prog->defaulttextures & ((1u<<(ALTLIGHTMAPSAMP+0)) | (1u<<(ALTLIGHTMAPSAMP+1)) | (1u<<(ALTLIGHTMAPSAMP+2))))
prog->defaulttextures |=((1u<<(ALTLIGHTMAPSAMP+0)) | (1u<<(ALTLIGHTMAPSAMP+1)) | (1u<<(ALTLIGHTMAPSAMP+2)));
if (prog->defaulttextures & ((1u<<(ALTDELUXMAPSAMP+0)) | (1u<<(ALTDELUXMAPSAMP+1)) | (1u<<(ALTDELUXMAPSAMP+2))))
prog->defaulttextures |=((1u<<(ALTDELUXMAPSAMP+0)) | (1u<<(ALTDELUXMAPSAMP+1)) | (1u<<(ALTDELUXMAPSAMP+2)));
if (prog->defaulttextures)
{

View File

@ -107,6 +107,12 @@ qboolean VID_SetFullDIBMode (rendererstate_t *info); //-1 on bpp or hz for defau
qboolean scr_skipupdate;
//#define WTHREAD
#ifdef WTHREAD
static HANDLE windowthread;
static void *windowmutex;
#endif
static DEVMODE gdevmode;
static qboolean vid_initialized = false;
static qboolean vid_canalttab = false;
@ -1013,12 +1019,43 @@ static qboolean CreateMainWindow(rendererstate_t *info)
return stat;
}
#ifdef WTHREAD
rendererstate_t *rs;
int GLVID_WindowThread(void *cond)
{
extern qboolean mouseshowtoggle;
int cursor = 1;
MSG msg;
HWND wnd;
CreateMainWindow(rs);
wnd = mainwindow;
Sys_ConditionSignal(cond);
while (GetMessage(&msg, NULL, 0, 0))
{
TranslateMessage (&msg);
DispatchMessage (&msg);
//ShowCursor is thread-local.
if (cursor != mouseshowtoggle)
{
cursor = mouseshowtoggle;
ShowCursor(cursor);
}
}
DestroyWindow(wnd);
return 0;
}
#endif
BOOL CheckForcePixelFormat(rendererstate_t *info);
void VID_UnSetMode (void);
int GLVID_SetMode (rendererstate_t *info, unsigned char *palette)
{
int temp;
qboolean stat;
void *cond;
#ifndef NPFTE
MSG msg;
#endif
@ -1035,7 +1072,22 @@ int GLVID_SetMode (rendererstate_t *info, unsigned char *palette)
// Set either the fullscreen or windowed mode
qwglChoosePixelFormatARB = NULL;
qwglCreateContextAttribsARB = NULL;
#ifdef WTHREAD
cond = Sys_CreateConditional();
Sys_LockConditional(cond);
rs = info;
windowthread = Sys_CreateThread("windowthread", GLVID_WindowThread, cond, 0, 0);
if (!Sys_ConditionWait(cond))
Con_SafePrintf ("Looks like the window thread isn't starting up\n");
Sys_UnlockConditional(cond);
Sys_DestroyConditional(cond);
stat = !!mainwindow;
#else
stat = CreateMainWindow(info);
#endif
if (stat)
{
stat = VID_AttachGL(info);
@ -1168,7 +1220,16 @@ void VID_UnSetMode (void)
// ShowWindow(mainwindow, SW_HIDE);
// SetWindowLongPtr(mainwindow, GWL_WNDPROC, DefWindowProc);
// PostMessage(mainwindow, WM_CLOSE, 0, 0);
DestroyWindow(mainwindow);
#ifdef WTHREAD
if (windowthread)
{
SendMessage(mainwindow, WM_USER+4, 0, 0);
CloseHandle((HANDLE)windowthread);
windowthread = NULL;
}
else
#endif
DestroyWindow(mainwindow);
mainwindow = NULL;
}
@ -2087,8 +2148,40 @@ static void Win_Touch_Event(int points, HTOUCHINPUT ti)
pCloseTouchInputHandle(ti);
}
#ifdef WTHREAD
void MainThreadWndProc(void *ctx, void *data, size_t msg, size_t ex)
{
switch(msg)
{
case WM_COPYDATA:
Host_RunFile(data, ex, NULL);
Z_Free(data);
break;
case WM_SIZE:
case WM_MOVE:
Cvar_ForceCallback(&vid_conautoscale); //FIXME: thread
break;
case WM_KILLFOCUS:
GLAppActivate(FALSE, Minimized);//FIXME: thread
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWMINNOACTIVE);
ClearAllStates (); //FIXME: thread
break;
case WM_SETFOCUS:
if (!GLAppActivate(TRUE, Minimized))//FIXME: thread
break;
ClearAllStates (); //FIXME: thread
break;
}
}
#endif
/* main window procedure */
/* main window procedure
due to moving the main window over to a different thread, we gain access to input timestamps (as well as video refreshes when dragging etc)
however, we have to tread carefully. the main/render thread will be running the whole time, and may trigger messages that we need to respond to _now_.
this means that the main and window thread cannot be allowed to contest any mutexes where anything but memory is touched before its unlocked.
(or in other words, we can't have the main thread near-perma-lock any mutexes that can be locked-to-sync here)
*/
LONG WINAPI GLMainWndProc (
HWND hWnd,
UINT uMsg,
@ -2108,20 +2201,32 @@ LONG WINAPI GLMainWndProc (
case WM_COPYDATA:
{
COPYDATASTRUCT *cds = (COPYDATASTRUCT*)lParam;
#ifdef WTHREAD
COM_AddWork(0, MainThreadWndProc, NULL, memcpy(Z_Malloc(cds->cbData), cds->lpData, cds->cbData), uMsg, cds->cbData);
#else
Host_RunFile(cds->lpData, cds->cbData, NULL);
#endif
lRet = 1;
}
break;
case WM_KILLFOCUS:
GLAppActivate(FALSE, Minimized);
#ifdef WTHREAD
COM_AddWork(0, MainThreadWndProc, NULL, NULL, uMsg, 0);
#else
GLAppActivate(FALSE, Minimized);//FIXME: thread
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWMINNOACTIVE);
ClearAllStates ();
ClearAllStates (); //FIXME: thread
#endif
break;
case WM_SETFOCUS:
if (!GLAppActivate(TRUE, Minimized))
#ifdef WTHREAD
COM_AddWork(0, MainThreadWndProc, NULL, NULL, uMsg, 0);
#else
if (!GLAppActivate(TRUE, Minimized))//FIXME: thread
break;
ClearAllStates ();
ClearAllStates (); //FIXME: thread
#endif
break;
case WM_TOUCH:
@ -2133,7 +2238,11 @@ LONG WINAPI GLMainWndProc (
case WM_MOVE:
VID_UpdateWindowStatus (hWnd);
#ifdef WTHREAD
COM_AddWork(0, MainThreadWndProc, NULL, NULL, uMsg, 0);
#else
Cvar_ForceCallback(&vid_conautoscale);
#endif
break;
case WM_KEYDOWN:
@ -2209,7 +2318,7 @@ LONG WINAPI GLMainWndProc (
temp |= 512;
if (!vid_initializing)
INS_MouseEvent (temp);
INS_MouseEvent (temp); //FIXME: thread (halflife)
break;
@ -2221,13 +2330,13 @@ LONG WINAPI GLMainWndProc (
{
if ((short) HIWORD(wParam&0xffffffff) > 0)
{
Key_Event(0, K_MWHEELUP, 0, true);
Key_Event(0, K_MWHEELUP, 0, false);
IN_KeyEvent(0, true, K_MWHEELUP, 0);
IN_KeyEvent(0, false, K_MWHEELUP, 0);
}
else
{
Key_Event(0, K_MWHEELDOWN, 0, true);
Key_Event(0, K_MWHEELDOWN, 0, false);
IN_KeyEvent(0, true, K_MWHEELDOWN, 0);
IN_KeyEvent(0, false, K_MWHEELDOWN, 0);
}
}
break;
@ -2241,6 +2350,9 @@ LONG WINAPI GLMainWndProc (
}
break;
case WM_USER+4:
PostQuitMessage(0);
break;
case WM_USER:
#ifndef NOMEDIA
STT_Event();
@ -2265,13 +2377,17 @@ LONG WINAPI GLMainWndProc (
if (!vid_initializing)
{
VID_UpdateWindowStatus (hWnd);
#ifdef WTHREAD
COM_AddWork(0, MainThreadWndProc, NULL, NULL, uMsg, 0);
#else
Cvar_ForceCallback(&vid_conautoscale);
#endif
}
break;
case WM_CLOSE:
if (!vid_initializing)
if (MessageBox (mainwindow, "Are you sure you want to quit?", "Confirm Exit",
if (MessageBox (hWnd, "Are you sure you want to quit?", "Confirm Exit",
MB_YESNO | MB_SETFOREGROUND | MB_ICONQUESTION) == IDYES)
{
Cbuf_AddText("\nquit\n", RESTRICT_LOCAL);
@ -2280,24 +2396,28 @@ LONG WINAPI GLMainWndProc (
break;
case WM_ERASEBKGND:
lRet = TRUE;
break;
/*
case WM_ACTIVATE:
// fActive = LOWORD(wParam);
// fMinimized = (BOOL) HIWORD(wParam);
// if (!GLAppActivate(!(fActive == WA_INACTIVE), fMinimized))
break;//so, urm, tell me microsoft, what changed?
if (modestate == MS_FULLDIB)
ShowWindow(mainwindow, SW_SHOWNORMAL);
ShowWindow(hWnd, SW_SHOWNORMAL);
#ifdef WTHREAD
#else
// fix the leftover Alt from any Alt-Tab or the like that switched us away
ClearAllStates ();
Cvar_ForceCallback(&vid_conautoscale);
ClearAllStates (); //FIXME: thread
Cvar_ForceCallback(&vid_conautoscale); //FIXME: thread
#endif
break;
*/
case WM_DESTROY:
if (dibwindow)
DestroyWindow (dibwindow);
break;
case WM_SETCURSOR:
//only use a custom cursor if the cursor is inside the client area
@ -2318,9 +2438,11 @@ LONG WINAPI GLMainWndProc (
}
break;
#ifndef WTHREAD
case MM_MCINOTIFY:
lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam);
lRet = CDAudio_MessageHandler (hWnd, uMsg, wParam, lParam); //FIXME: thread
break;
#endif
default:
/* pass all unhandled messages to DefWindowProc */

View File

@ -90,7 +90,7 @@ void R_DrawSkyChain (batch_t *batch)
if (skyshader->numpasses)
{
#if defined(GLQUAKE) && !defined(ANDROID)
if (*r_fastsky.string && qrenderer == QR_OPENGL && TEXVALID(batch->shader->defaulttextures.base) && TEXVALID(batch->shader->defaulttextures.fullbright))
if (*r_fastsky.string && qrenderer == QR_OPENGL && TEXVALID(batch->shader->defaulttextures->base) && TEXVALID(batch->shader->defaulttextures->fullbright))
{
R_CalcSkyChainBounds(batch);
@ -459,7 +459,7 @@ static void GL_SkyForceDepth(batch_t *batch)
if (!cls.allow_skyboxes && batch->texture) //allow a little extra fps.
{
BE_SelectMode(BEM_DEPTHONLY);
BE_DrawMesh_List(batch->shader, batch->meshes-batch->firstmesh, batch->mesh+batch->firstmesh, batch->vbo, &batch->shader->defaulttextures, batch->flags);
BE_DrawMesh_List(batch->shader, batch->meshes-batch->firstmesh, batch->mesh+batch->firstmesh, batch->vbo, NULL, batch->flags);
BE_SelectMode(BEM_STANDARD); /*skys only render in standard mode anyway, so this is safe*/
}
}
@ -494,7 +494,7 @@ static void R_DrawSkyMesh(batch_t *batch, mesh_t *m, shader_t *shader)
b.mesh = &m;
b.ent = &skyent;
b.shader = shader;
b.skin = &shader->defaulttextures;
b.skin = NULL;
b.texture = NULL;
b.vbo = NULL;
BE_SubmitBatch(&b);
@ -643,7 +643,7 @@ static void GL_DrawSkyGrid (texture_t *tex)
int i;
float time = cl.gametime+realtime-cl.gametimemark;
GL_LazyBind(0, GL_TEXTURE_2D, tex->shader->defaulttextures.base);
GL_LazyBind(0, GL_TEXTURE_2D, tex->shader->defaulttextures->base);
speedscale = time*8;
speedscale -= (int)speedscale & ~127;
@ -656,7 +656,7 @@ static void GL_DrawSkyGrid (texture_t *tex)
}
qglEnable (GL_BLEND);
GL_LazyBind(0, GL_TEXTURE_2D, tex->shader->defaulttextures.fullbright);
GL_LazyBind(0, GL_TEXTURE_2D, tex->shader->defaulttextures->fullbright);
speedscale = time*16;
speedscale -= (int)speedscale & ~127;
@ -730,7 +730,7 @@ static void GL_DrawSkyBox (texid_t *texnums, batch_t *s)
GL_MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i, skyface_vertex[2], skyface_texcoord[2]);
GL_MakeSkyVec (skymaxs[0][i], skymins[1][i], i, skyface_vertex[3], skyface_texcoord[3]);
skyboxface->defaulttextures.base = texnums[skytexorder[i]];
skyboxface->defaulttextures->base = texnums[skytexorder[i]];
R_DrawSkyMesh(s, &skyfacemesh, skyboxface);
}
}
@ -744,7 +744,7 @@ R_InitSky
A sky texture is 256*128, with the right side being a masked overlay
==============
*/
void R_InitSky (struct texnums_s *tn, const char *skyname, qbyte *src, unsigned int width, unsigned int height)
void R_InitSky (shader_t *shader, const char *skyname, qbyte *src, unsigned int width, unsigned int height)
{
int i, j, p;
unsigned trans[128*128];
@ -756,8 +756,6 @@ void R_InitSky (struct texnums_s *tn, const char *skyname, qbyte *src, unsigned
unsigned int stride = width;
width /= 2;
memset(tn, 0, sizeof(*tn));
if (width < 1 || height < 1 || stride != width*2)
return;
@ -776,28 +774,34 @@ void R_InitSky (struct texnums_s *tn, const char *skyname, qbyte *src, unsigned
b += ((qbyte *)rgba)[2];
}
Q_snprintfz(name, sizeof(name), "%s_solid", skyname);
Q_strlwr(name);
tn->base = R_LoadReplacementTexture(name, NULL, IF_NOALPHA, trans, width, height, TF_RGBX32);
if (!shader->defaulttextures->base)
{
Q_snprintfz(name, sizeof(name), "%s_solid", skyname);
Q_strlwr(name);
shader->defaulttextures->base = R_LoadReplacementTexture(name, NULL, IF_NOALPHA, trans, width, height, TF_RGBX32);
}
((qbyte *)&transpix)[0] = r/(width*height);
((qbyte *)&transpix)[1] = g/(width*height);
((qbyte *)&transpix)[2] = b/(width*height);
((qbyte *)&transpix)[3] = 0;
alphamask = LittleLong(0x7fffffff);
for (i=0 ; i<height ; i++)
for (j=0 ; j<width ; j++)
{
p = src[i*stride + j];
if (p == 0)
trans[(i*width) + j] = transpix;
else
trans[(i*width) + j] = d_8to24rgbtable[p] & alphamask;
}
if (!shader->defaulttextures->fullbright)
{
((qbyte *)&transpix)[0] = r/(width*height);
((qbyte *)&transpix)[1] = g/(width*height);
((qbyte *)&transpix)[2] = b/(width*height);
((qbyte *)&transpix)[3] = 0;
alphamask = LittleLong(0x7fffffff);
for (i=0 ; i<height ; i++)
for (j=0 ; j<width ; j++)
{
p = src[i*stride + j];
if (p == 0)
trans[(i*width) + j] = transpix;
else
trans[(i*width) + j] = d_8to24rgbtable[p] & alphamask;
}
//FIXME: support _trans
Q_snprintfz(name, sizeof(name), "%s_alpha", skyname);
Q_strlwr(name);
tn->fullbright = R_LoadReplacementTexture(name, NULL, 0, trans, width, height, TF_RGBA32);
//FIXME: support _trans
Q_snprintfz(name, sizeof(name), "%s_alpha", skyname);
Q_strlwr(name);
shader->defaulttextures->fullbright = R_LoadReplacementTexture(name, NULL, 0, trans, width, height, TF_RGBA32);
}
}
#endif

View File

@ -390,17 +390,11 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"struct a2v\n"
"{\n"
"float4 pos: POSITION;\n"
"float3 normal: NORMAL;\n"
"#ifdef MASK\n"
"float4 tc: TEXCOORD0;\n"
"#endif\n"
"};\n"
"struct v2f\n"
"{\n"
"float3 col: TEXCOORD;\n"
"float4 pos: SV_POSITION;\n"
"#ifdef MASK\n"
"float2 tc: TEXCOORD0;\n"
"#endif\n"
"};\n"
"#include <ftedefs.h>\n"
@ -412,44 +406,25 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"outp.pos = mul(m_model, inp.pos);\n"
"outp.pos = mul(m_view, outp.pos);\n"
"outp.pos = mul(m_projection, outp.pos);\n"
"#ifdef MASK\n"
"outp.tc = inp.tc.xy;\n"
"#endif\n"
"outp.col = inp.pos.xyz - l_lightposition;\n"
"return outp;\n"
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"#ifdef MASK\n"
"Texture2D shaderTexture[1];\n"
"SamplerState SampleType[1];\n"
"#endif\n"
"#if LEVEL < 1000\n"
"#ifdef FRAGMENT_SHADER\n"
"#if LEVEL < 0x10000\n"
//pre dx10 requires that we ALWAYS write to a target.
"float4 main (v2f inp) : SV_TARGET\n"
"{\n"
"return float4(0, 0, 0, 1);\n"
"}\n"
"#else\n"
//but on 10, it'll write depth automatically and we don't care about colour.
"void main (v2f inp) //dx10-level\n"
"#endif\n"
"void main (v2f inp)\n"
"{\n"
"#ifdef MASK\n"
"float alpha = shaderTexture[0].Sample(SampleType[0], inp.tc).a;\n"
"#ifndef MASKOP\n"
"#define MASKOP >= //drawn if (alpha OP ref) is true.\n"
"#endif\n"
//support for alpha masking
"if (!(alpha MASKOP MASK))\n"
"discard;\n"
"#endif\n"
"#if LEVEL < 1000\n"
"return float4(0, 0, 0, 1);\n"
"#endif\n"
"}\n"
"#endif\n"
"#endif\n"
},
#endif
#ifdef GLQUAKE
@ -507,9 +482,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"v2f main (a2v inp)\n"
"{\n"
"v2f outp;\n"
"outp.pos = mul(m_model, inp.pos);\n"
"outp.pos = mul(m_view, outp.pos);\n"
"outp.pos = mul(m_projection, outp.pos);\n"
"outp.pos = mul(m_projection, inp.pos);\n"
"outp.tc = inp.tc;\n"
"outp.vcol = inp.vcol;\n"
"return outp;\n"
@ -517,11 +490,11 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"Texture2D shaderTexture;\n"
"SamplerState SampleType;\n"
"Texture2D t_t0;\n"
"SamplerState s_t0;\n"
"float4 main (v2f inp) : SV_TARGET\n"
"{\n"
"return shaderTexture.Sample(SampleType, inp.tc) * inp.vcol;\n"
"return t_t0.Sample(s_t0, inp.tc) * inp.vcol;\n"
"}\n"
"#endif\n"
},
@ -693,14 +666,22 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"}\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"Texture2D shaderTexture[4]; //diffuse, lower, upper, fullbright\n"
"Texture2D t_diffuse : register(t0);\n"
"#ifdef UPPER\n"
"Texture2D t_upper : register(t1);\n"
"Texture2D t_lower : register(t2);\n"
"Texture2D t_fullbright : register(t3);\n"
"#else\n"
"Texture2D t_fullbright : register(t1);\n"
"#endif\n"
"SamplerState SampleType;\n"
//uniform vec4 e_colourident;
"float4 main (v2f inp) : SV_TARGET\n"
"{\n"
"float4 col;\n"
"col = shaderTexture[0].Sample(SampleType, inp.tc);\n"
"col = t_diffuse.Sample(SampleType, inp.tc);\n"
"#ifdef MASK\n"
"#ifndef MASKOP\n"
@ -712,18 +693,18 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#endif\n"
"#ifdef UPPER\n"
"float4 uc = shaderTexture[2].Sample(SampleType, inp.tc);\n"
"col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a);\n"
"float4 uc = t_upper.Sample(SampleType, inp.tc);\n"
"col.rgb = lerp(col.rgb, uc.rgb*e_uppercolour, uc.a);\n"
"#endif\n"
"#ifdef LOWER\n"
"float4 lc = shaderTexture[1].Sample(SampleType, inp.tc);\n"
"col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a);\n"
"float4 lc = t_lower.Sample(SampleType, inp.tc);\n"
"col.rgb = lerp(col.rgb, lc.rgb*e_lowercolour, lc.a);\n"
"#endif\n"
"col.rgb *= inp.light;\n"
"#ifdef FULLBRIGHT\n"
"float4 fb = shaderTexture[3].Sample(SampleType, inp.tc);\n"
"col.rgb = mix(col.rgb, fb.rgb, fb.a);\n"
"#endif\n"
//#ifdef FULLBRIGHT
"float4 fb = t_fullbright.Sample(SampleType, inp.tc);\n"
"col.rgb = lerp(col.rgb, fb.rgb, fb.a);\n"
//#endif
"return col;\n"
// return fog4(col * e_colourident);
"}\n"
@ -852,8 +833,10 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"Texture2D shaderTexture[2];\n"
"SamplerState SampleType;\n"
"Texture2D t_diffuse : register(t0);\n"
"Texture2D t_fullbright : register(t1);\n"
"SamplerState s_diffuse : register(s0);\n"
"SamplerState s_fullbright : register(s1);\n"
"float4 main (v2f inp) : SV_TARGET\n"
"{\n"
@ -862,10 +845,10 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"dir.z *= 3.0;\n"
"dir.xy /= 0.5*length(dir);\n"
"tccoord = (dir.xy + e_time*0.03125);\n"
"float4 solid = shaderTexture[0].Sample(SampleType, tccoord);\n"
"float4 solid = t_diffuse.Sample(s_diffuse, tccoord);\n"
"tccoord = (dir.xy + e_time*0.0625);\n"
"float4 clouds = shaderTexture[1].Sample(SampleType, tccoord);\n"
"return (solid*(1.0-clouds.a)) + (clouds.a*clouds);\n"
"float4 clouds = t_fullbright.Sample(s_fullbright, tccoord);\n"
"return lerp(solid, clouds, clouds.a);\n"
"}\n"
"#endif\n"
},
@ -992,11 +975,11 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"Texture2D shaderTexture;\n"
"SamplerState SampleType;\n"
"Texture2D t_diffuse : register(t0);\n"
"SamplerState s_diffuse : register(s0);\n"
"float4 main (v2f inp) : SV_TARGET\n"
"{\n"
"float4 tex = shaderTexture.Sample(SampleType, inp.tc);\n"
"float4 tex = t_diffuse.Sample(s_diffuse, inp.tc);\n"
"#ifdef MASK\n"
"if (tex.a < float(MASK))\n"
"discard;\n"
@ -1015,6 +998,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"!!permu LIGHTSTYLED\n"
"!!permu BUMP\n"
"!!permu SPECULAR\n"
"!!permu REFLECTCUBEMASK\n"
"!!cvarf r_glsl_offsetmapping_scale\n"
"!!cvarf gl_specular\n"
@ -1024,10 +1008,14 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
//note that the '286' preset uses drawflat_walls instead.
"#include \"sys/fog.h\"\n"
"#if defined(OFFSETMAPPING) || defined(SPECULAR)\n"
"#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)\n"
"varying vec3 eyevector;\n"
"#endif\n"
"#ifdef REFLECTCUBEMASK\n"
"varying mat3 invsurface;\n"
"#endif\n"
"varying vec2 tc;\n"
"#ifdef LIGHTSTYLED\n"
//we could use an offset, but that would still need to be per-surface which would break batches
@ -1040,12 +1028,17 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#ifdef VERTEX_SHADER\n"
"void main ()\n"
"{\n"
"#if defined(OFFSETMAPPING) || defined(SPECULAR)\n"
"#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)\n"
"vec3 eyeminusvertex = e_eyepos - v_position.xyz;\n"
"eyevector.x = dot(eyeminusvertex, v_svector.xyz);\n"
"eyevector.y = dot(eyeminusvertex, v_tvector.xyz);\n"
"eyevector.z = dot(eyeminusvertex, v_normal.xyz);\n"
"#endif\n"
"#ifdef REFLECTCUBEMASK\n"
"invsurface[0] = v_svector;\n"
"invsurface[1] = v_tvector;\n"
"invsurface[2] = v_normal;\n"
"#endif\n"
"tc = v_texcoord;\n"
"lm0 = v_lmcoord;\n"
"#ifdef LIGHTSTYLED\n"
@ -1090,9 +1083,9 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
//yay, regular texture!
"gl_FragColor = texture2D(s_diffuse, tc);\n"
"#if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR))\n"
"#if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR) || defined(REFLECTCUBEMASK))\n"
"vec3 norm = normalize(texture2D(s_normalmap, tc).rgb - 0.5);\n"
"#elif defined(SPECULAR) || defined(DELUXE)\n"
"#elif defined(SPECULAR) || defined(DELUXE) || defined(REFLECTCUBEMASK)\n"
"vec3 norm = vec3(0, 0, 1); //specular lighting expects this to exist.\n"
"#endif\n"
@ -1138,6 +1131,13 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"gl_FragColor.rgb += spec * specs.rgb;\n"
"#endif\n"
"#ifdef REFLECTCUBEMASK\n"
"vec3 rtc = reflect(-eyevector, norm);\n"
"rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];\n"
"rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;\n"
"gl_FragColor.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb;\n"
"#endif\n"
"#ifdef EIGHTBIT //FIXME: with this extra flag, half the permutations are redundant.\n"
"lightmaps *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.\n"
"float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.\n"
@ -1155,7 +1155,6 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#endif\n"
"#endif\n"
//entity modifiers
"gl_FragColor = gl_FragColor * e_colourident;\n"
@ -1197,24 +1196,23 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"Texture2D shaderTexture[2];\n"
"SamplerState SampleType[2];\n"
"Texture2D t_lightmap : register(t2);\n"
"SamplerState s_lightmap : register(s2);\n"
"Texture2D t_diffuse : register(s0);\n"
"SamplerState s_diffuse : register(s0);\n"
"Texture2D t_fullbright : register(s1);\n"
"SamplerState s_fullbright : register(s1);\n"
"float4 main (v2f inp) : SV_TARGET\n"
"{\n"
"float4 tex = shaderTexture[0].Sample(SampleType[0], inp.tc);\n"
"float4 lm = shaderTexture[1].Sample(SampleType[1], inp.lmtc);\n"
"#ifdef MASK\n"
"#ifndef MASKOP\n"
"#define MASKOP >= //drawn if (alpha OP ref) is true.\n"
"#endif\n"
//support for alpha masking
"if (!(tex.a MASKOP MASK))\n"
"discard;\n"
"#endif\n"
"return tex * lm.bgra;\n"
"float4 result;\n"
"result = t_diffuse.Sample(s_diffuse, inp.tc);\n"
"result.rgb *= t_lightmap.Sample(s_lightmap, inp.lmtc).bgr * e_lmscale[0].rgb;\n"
"float4 fb = t_fullbright.Sample(s_fullbright, inp.tc);\n"
"result.rgb += fb.rgb * fb.a;//lerp(result.rgb, fb.rgb, fb.a);\n"
"return result;\n"
"}\n"
"#endif\n"
},
@ -1331,15 +1329,14 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#ifdef FRAGMENT_SHADER\n"
// float cvar_r_wateralpha;
// float e_time;
// sampler s_t0;
"Texture2D shaderTexture;\n"
"SamplerState SampleType;\n"
"SamplerState s_diffuse;\n"
"Texture2D t_diffuse;\n"
"float4 main (v2f inp) : SV_TARGET\n"
"{\n"
"float2 ntc;\n"
"ntc.x = inp.tc.x + sin(inp.tc.y+e_time)*0.125;\n"
"ntc.y = inp.tc.y + sin(inp.tc.x+e_time)*0.125;\n"
"return shaderTexture.Sample(SampleType, ntc);\n"
"return t_diffuse.Sample(s_diffuse, ntc);\n"
"}\n"
"#endif\n"
},
@ -1437,12 +1434,12 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"Texture2D shaderTexture;\n"
"SamplerState SampleType;\n"
"Texture2D t_lightmap : register(t0);\n"
"SamplerState s_lightmap : register(s0);\n"
"float4 main (v2f inp) : SV_TARGET\n"
"{\n"
"return inp.col * shaderTexture.Sample(SampleType, inp.lmtc);\n"
"return inp.col * t_lightmap.Sample(s_lightmap, inp.lmtc);\n"
"}\n"
"#endif\n"
},
@ -1664,6 +1661,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"!!permu SKELETAL\n"
"!!permu UPPERLOWER\n"
"!!permu FOG\n"
"!!permu REFLECTCUBEMASK\n"
"!!cvarf r_glsl_offsetmapping_scale\n"
"!!cvardf r_glsl_pcf\n"
@ -1691,11 +1689,8 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#define r_glsl_pcf 9\n"
"#endif\n"
//texturegather is a gl4 feature, but these shaders are gl2.0 or something
"#if #include \"cvar/texgather\" && defined(GL_ARB_texture_gather) && defined(PCF) \n"
"#if 0 && defined(GL_ARB_texture_gather) && defined(PCF) \n"
"#extension GL_ARB_texture_gather : enable\n"
"#define DOTEXTUREGATHER\n"
"#endif\n"
"#ifdef UPPERLOWER\n"
@ -1714,9 +1709,13 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"varying vec2 tcbase;\n"
"varying vec3 lightvector;\n"
"#if defined(SPECULAR) || defined(OFFSETMAPPING)\n"
"#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)\n"
"varying vec3 eyevector;\n"
"#endif\n"
"#ifdef REFLECTCUBEMASK\n"
"varying mat3 invsurface;\n"
"uniform mat4 m_model;\n"
"#endif\n"
"#if defined(PCF) || defined(CUBE) || defined(SPOT)\n"
"varying vec4 vtexprojcoord;\n"
"#endif\n"
@ -1729,7 +1728,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#include \"sys/skeletal.h\"\n"
"uniform vec3 l_lightposition;\n"
"attribute vec2 v_texcoord;\n"
"#if defined(SPECULAR) || defined(OFFSETMAPPING)\n"
"#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)\n"
"uniform vec3 e_eyepos;\n"
"#endif\n"
"void main ()\n"
@ -1747,12 +1746,17 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"lightvector.y = dot(lightminusvertex, t.xyz);\n"
"lightvector.z = dot(lightminusvertex, n.xyz);\n"
"#endif\n"
"#if defined(SPECULAR)||defined(OFFSETMAPPING)\n"
"#if defined(SPECULAR)||defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)\n"
"vec3 eyeminusvertex = e_eyepos - w.xyz;\n"
"eyevector.x = dot(eyeminusvertex, s.xyz);\n"
"eyevector.y = dot(eyeminusvertex, t.xyz);\n"
"eyevector.z = dot(eyeminusvertex, n.xyz);\n"
"#endif\n"
"#ifdef REFLECTCUBEMASK\n"
"invsurface[0] = v_svector;\n"
"invsurface[1] = v_tvector;\n"
"invsurface[2] = v_normal;\n"
"#endif\n"
"#if defined(PCF) || defined(SPOT) || defined(CUBE)\n"
//for texture projections/shadowmapping on dlights
"vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));\n"
@ -1767,7 +1771,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#include \"sys/fog.h\"\n"
"uniform sampler2D s_t0; //diffuse\n"
"#if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING)\n"
"#if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)\n"
"uniform sampler2D s_t1; //normalmap\n"
"#endif\n"
"#ifdef SPECULAR\n"
@ -1796,6 +1800,11 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"uniform vec3 e_uppercolour;\n"
"#endif\n"
"#ifdef REFLECTCUBEMASK\n"
"uniform sampler2D s_reflectmask;\n"
"uniform samplerCube s_reflectcube;\n"
"#endif\n"
"uniform float l_lightradius;\n"
"uniform vec3 l_lightcolour;\n"
@ -1854,7 +1863,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"{\n"
"vec3 shadowcoord = ShadowmapCoord();\n"
"#ifdef DOTEXTUREGATHER\n"
"#if 0//def GL_ARB_texture_gather\n"
"vec2 ipart, fpart;\n"
"#define dosamp(x,y) textureGatherOffset(s_t4, ipart.xy, vec2(x,y)))\n"
"vec4 tl = step(shadowcoord.z, dosamp(-1.0, -1.0));\n"
@ -1924,8 +1933,10 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"vec4 lc = texture2D(s_t5, tcbase);\n"
"bases.rgb += lc.rgb*e_lowercolour*lc.a;\n"
"#endif\n"
"#if defined(BUMP) || defined(SPECULAR)\n"
"#if defined(BUMP) || defined(SPECULAR) || defined(REFLECTCUBEMASK)\n"
"vec3 bumps = normalize(vec3(texture2D(s_t1, tcbase)) - 0.5);\n"
"#elif defined(REFLECTCUBEMASK)\n"
"vec3 bumps = vec3(0.0,0.0,1.0);\n"
"#endif\n"
"#ifdef SPECULAR\n"
"vec4 specs = texture2D(s_t2, tcbase);\n"
@ -1953,7 +1964,12 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"diff += l_lightcolourscale.z * spec * specs.rgb;\n"
"#endif\n"
"#ifdef REFLECTCUBEMASK\n"
"vec3 rtc = reflect(-eyevector, bumps);\n"
"rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];\n"
"rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;\n"
"diff += texture2D(s_reflectmask, tcbase).rgb * textureCube(s_reflectcube, rtc).rgb;\n"
"#endif\n"
"#ifdef CUBE\n"
/*filter the colour by the cubemap projection*/
@ -1979,6 +1995,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#endif\n"
"gl_FragColor.rgb = fog3additive(diff*colorscale*l_lightcolour);\n"
"}\n"
"#endif\n"
@ -2130,21 +2147,22 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"#ifdef FRAGMENT_SHADER\n"
"Texture2D tx_base : register(t0);\n"
"Texture2D tx_bump : register(t1);\n"
"Texture2D tx_spec : register(t2);\n"
"TextureCube tx_cube : register(t3);\n"
"Texture2D tx_smap : register(t4);\n"
"Texture2D tx_lower : register(t5);\n"
"Texture2D tx_upper : register(t6);\n"
"Texture2D t_diffuse : register(t0);\n"
"Texture2D t_normalmap : register(t1);\n"
"Texture2D t_specular : register(t2);\n"
"Texture2D t_upper : register(t3);\n"
"Texture2D t_lower : register(t4);\n"
"Texture2D t_shadowmap : register(t5);\n"
"TextureCube t_projectionmap : register(t6);\n"
"SamplerState s_diffuse : register(s0);\n"
"SamplerState s_normalmap : register(s1);\n"
"SamplerState s_specular : register(s2);\n"
"SamplerState s_upper : register(s3);\n"
"SamplerState s_lower : register(s4);\n"
"SamplerComparisonState s_shadowmap : register(s5);\n"
"SamplerState s_projectionmap : register(s6);\n"
"SamplerState ss_base : register(s0);\n"
"SamplerState ss_bump : register(s1);\n"
"SamplerState ss_spec : register(s2);\n"
"SamplerState ss_cube : register(s3);\n"
"SamplerComparisonState ss_smap : register(s4);\n"
"SamplerState ss_lower : register(s5);\n"
"SamplerState ss_upper : register(s6);\n"
"#ifdef PCF\n"
"float3 ShadowmapCoord(float3 vtexprojcoord)\n"
@ -2201,9 +2219,8 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
// #define dosamp(x,y) shadow2D(s_t4, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)).r
// #define dosamp(x,y) (tx_smap.Sample(ss_smap, shadowcoord.xy + (float2(x,y)*l_shadowmapscale.xy)).r < shadowcoord.z)
"#define dosamp(x,y) (tx_smap.SampleCmpLevelZero(ss_smap, shadowcoord.xy+(float2(x,y)*l_shadowmapscale.xy), shadowcoord.z))\n"
// #define dosamp(x,y) (t_shadowmap.Sample(s_shadowmap, shadowcoord.xy + (float2(x,y)*l_shadowmapscale.xy)).r < shadowcoord.z)
"#define dosamp(x,y) (t_shadowmap.SampleCmpLevelZero(s_shadowmap, shadowcoord.xy+(float2(x,y)*l_shadowmapscale.xy), shadowcoord.z))\n"
"float s = 0.0;\n"
"#if r_glsl_pcf >= 1 && r_glsl_pcf < 5\n"
@ -2215,7 +2232,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"s += dosamp(0.0, 0.0);\n"
"s += dosamp(0.0, 1.0);\n"
"s += dosamp(1.0, 0.0);\n"
"return s/5.0;\n"
"return s * (1.0/5.0);\n"
"#else\n"
"s += dosamp(-1.0, -1.0);\n"
"s += dosamp(-1.0, 0.0);\n"
@ -2226,7 +2243,7 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"s += dosamp(1.0, -1.0);\n"
"s += dosamp(1.0, 0.0);\n"
"s += dosamp(1.0, 1.0);\n"
"return s/9.0;\n"
"return s * (1.0/9.0);\n"
"#endif\n"
"}\n"
"#endif\n"
@ -2236,23 +2253,23 @@ YOU SHOULD NOT EDIT THIS FILE BY HAND
"{\n"
"float2 tc = inp.tc; //TODO: offsetmapping.\n"
"float4 base = tx_base.Sample(ss_base, tc);\n"
"float4 base = t_diffuse.Sample(s_diffuse, tc);\n"
"#ifdef BUMP\n"
"float4 bump = tx_bump.Sample(ss_bump, tc);\n"
"float4 bump = t_normalmap.Sample(s_normalmap, tc);\n"
"bump.rgb = normalize(bump.rgb - 0.5);\n"
"#else\n"
"float4 bump = float4(0, 0, 1, 0);\n"
"#endif\n"
"float4 spec = tx_spec.Sample(ss_spec, tc);\n"
"float4 spec = t_specular.Sample(s_specular, tc);\n"
"#ifdef CUBE\n"
"float4 cubemap = tx_cube.Sample(ss_cube, inp.vtexprojcoord);\n"
"float4 cubemap = t_projectionmap.Sample(s_projectionmap, inp.vtexprojcoord);\n"
"#endif\n"
"#ifdef LOWER\n"
"float4 lower = tx_lower.Sample(ss_lower, tc);\n"
"float4 lower = t_lower.Sample(s_lower, tc);\n"
"base += lower;\n"
"#endif\n"
"#ifdef UPPER\n"
"float4 upper = tx_upper.Sample(ss_upper, tc);\n"
"float4 upper = t_upper.Sample(s_upper, tc);\n"
"base += upper;\n"
"#endif\n"

View File

@ -32,7 +32,7 @@ lights are then added over the top based upon the diffusemap, bumpmap and specul
typedef void (shader_gen_t)(const char *name, shader_t*, const void *args);
#define SHADER_TMU_MAX 16
#define SHADER_PASS_MAX 8
#define SHADER_PASS_MAX 16
#define SHADER_MAX_TC_MODS 8
#define SHADER_DEFORM_MAX 8
#define SHADER_MAX_ANIMFRAMES 16
@ -256,6 +256,8 @@ typedef struct shaderpass_s {
T_GEN_LOWEROVERLAY, //texture's default team colour
T_GEN_FULLBRIGHT, //texture's default fullbright overlay
T_GEN_PALETTED, //texture's original paletted data (8bit)
T_GEN_REFLECTCUBE, //dpreflectcube
T_GEN_REFLECTMASK, //dpreflectcube mask
T_GEN_CURRENTRENDER,//copy the current screen to a texture, and draw that
@ -316,7 +318,7 @@ enum{
PERMUTATION_BUMPMAP = 1,
PERMUTATION_FULLBRIGHT = 2,
PERMUTATION_UPPERLOWER = 4,
PERMUTATION_DELUXE = 8,
PERMUTATION_REFLECTCUBEMASK = 8,
PERMUTATION_SKELETAL = 16,
PERMUTATION_FOG = 32,
PERMUTATION_FRAMEBLEND = 64,
@ -489,7 +491,6 @@ enum
struct shader_s
{
char name[MAX_QPATH];
char mapname[MAX_QPATH];
enum {
SUF_NONE = 0,
SUF_LIGHTMAP = 1<<0, //$lightmap passes are valid. otherwise collapsed to an rgbgen
@ -499,7 +500,9 @@ struct shader_s
int width; //when used as an image, this is the logical 'width' of the image. FIXME.
int height;
int numpasses;
texnums_t defaulttextures;
unsigned int numdefaulttextures; //0 is effectively 1.
float defaulttextures_fps;
texnums_t *defaulttextures; //must always have at least one entry. multiple will only appear if the diffuse texture was animmapped.
struct shader_s *next;
int id;
//end of shared fields.
@ -694,7 +697,7 @@ void GLBE_Init(void);
void GLBE_Shutdown(void);
void GLBE_SelectMode(backendmode_t mode);
void GLBE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
void GLBE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags);
void GLBE_SubmitBatch(batch_t *batch);
batch_t *GLBE_GetTempBatch(void);
void GLBE_GenBrushModelVBO(model_t *mod);
@ -724,7 +727,7 @@ void D3D9BE_Init(void);
void D3D9BE_Shutdown(void);
void D3D9BE_SelectMode(backendmode_t mode);
void D3D9BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
void D3D9BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
void D3D9BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags);
void D3D9BE_SubmitBatch(batch_t *batch);
batch_t *D3D9BE_GetTempBatch(void);
void D3D9BE_GenBrushModelVBO(model_t *mod);
@ -748,7 +751,7 @@ void D3D11BE_Init(void);
void D3D11BE_Shutdown(void);
void D3D11BE_SelectMode(backendmode_t mode);
void D3D11BE_DrawMesh_List(shader_t *shader, int nummeshes, mesh_t **mesh, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
void D3D11BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, texnums_t *texnums, unsigned int beflags);
void D3D11BE_DrawMesh_Single(shader_t *shader, mesh_t *meshchain, vbo_t *vbo, unsigned int beflags);
void D3D11BE_SubmitBatch(batch_t *batch);
batch_t *D3D11BE_GetTempBatch(void);
void D3D11BE_GenBrushModelVBO(model_t *mod);

View File

@ -15,6 +15,118 @@ r_part pe_default
scalefactor 0.8
}
r_part te_splashsparks
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xe0
}
r_part teq2_sparks
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 6
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xe0
}
r_part te_splashbluewater
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xb0
}
r_part te_splashbrownwater
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0x50
}
r_part te_splashslime
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xd0
}
r_part te_splashlava
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xe0
}
r_part te_splashblood
{
texture "classicparticle"
tcoords 0 0 16 16 32
count 1
scale 1
alpha 1
die 0.3 0.8
randomvel 20
orgadd 0 31
spawnorg 4
gravity 40
scalefactor 0.8
colorindex 0xe8
}
//teq2_shield_sparks
//teq2_screen_sparks
//teq2_laser_sparks
r_part q2_smoke
{
@ -126,6 +238,22 @@ r_part TR_BLASTERTRAIL
colorindex 0xe0
}
r_part teq2_bubbletrail
{
/*blue spiral*/
texture "classicparticle"
tcoords 0 0 16 16 32
scale 0.5
alpha 1
scalefactor 0.8
step 32
spawnorg 2
spawnvel 5
die 1 1.2
colorindex 4 7
}
r_part TR_RAILTRAIL
{
/*blue spiral*/

View File

@ -23,6 +23,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
extern int total_loading_size, current_loading_size, loading_stage;
char *T_GetString(int num);
void SVQ2_Ents_Shutdown(void);
#define Q2EDICT_NUM(i) (q2edict_t*)((char *)ge->edicts+(i)*ge->edict_size)
server_static_t svs; // persistant server info
@ -597,6 +598,7 @@ void SV_UnspawnServer (void) //terminate the running server.
#endif
#ifdef Q2SERVER
SVQ2_ShutdownGameProgs();
SVQ2_Ents_Shutdown();
#endif
#ifdef HLSERVER
SVHL_ShutdownGame();

View File

@ -478,6 +478,10 @@ void SV_DropClient (client_t *drop)
#ifdef SVCHAT
SV_WipeChat(drop);
#endif
if (sv.world.worldmodel->loadstate != MLS_LOADED)
Con_Printf(CON_WARNING "Warning: not notifying gamecode about client disconnection due to invalid worldmodel\n");
else
switch(svs.gametype)
{
case GT_MAX:

View File

@ -694,7 +694,6 @@ int main(int argc, char *argv[])
memset (&parms, 0, sizeof(parms));
COM_InitArgv (argc, (const char **)argv);
TL_InitLanguages();
parms.argc = com_argc;
parms.argv = com_argv;
@ -713,6 +712,7 @@ int main(int argc, char *argv[])
#endif
parms.basedir = "./";
TL_InitLanguages(parms.basedir);
SV_Init (&parms);

View File

@ -1369,8 +1369,6 @@ void StartQuakeServer(void)
memset(&parms, 0, sizeof(parms));
TL_InitLanguages();
parms.argc = com_argc;
parms.argv = com_argv;
@ -1380,6 +1378,8 @@ void StartQuakeServer(void)
parms.basedir = "./";
TL_InitLanguages(parms.basedir);
SV_Init (&parms);
// run one frame immediately for first heartbeat

View File

@ -777,6 +777,15 @@ void SVQ2_Ents_Init(void)
svs_client_entities = Z_Malloc (sizeof(entity_state_t)*svs_num_client_entities);
}
}
void SVQ2_Ents_Shutdown(void)
{
if (svs_client_entities)
{
Z_Free(svs_client_entities);
svs_client_entities = NULL;
svs_num_client_entities = 0;
}
}
#endif
#endif

View File

@ -80,7 +80,7 @@ struct shadertype_s
} shadertype[] =
{
{"glsl/%s.glsl", "GLQUAKE", "QR_OPENGL", 110}, //gl2+
{"gles/%s.glsl", "GLQUAKE", "QR_OPENGL", 100}, //gles
//{"gles/%s.glsl", "GLQUAKE", "QR_OPENGL", 100}, //gles
{"hlsl9/%s.hlsl", "D3D9QUAKE", "QR_DIRECT3D9", 9}, //d3d9
{"hlsl11/%s.hlsl", "D3D11QUAKE", "QR_DIRECT3D11", 11}, //d3d11
};

View File

@ -4,6 +4,7 @@
!!permu LIGHTSTYLED
!!permu BUMP
!!permu SPECULAR
!!permu REFLECTCUBEMASK
!!cvarf r_glsl_offsetmapping_scale
!!cvarf gl_specular
@ -13,10 +14,14 @@
//note that the '286' preset uses drawflat_walls instead.
#include "sys/fog.h"
#if defined(OFFSETMAPPING) || defined(SPECULAR)
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
varying vec3 eyevector;
#endif
#ifdef REFLECTCUBEMASK
varying mat3 invsurface;
#endif
varying vec2 tc;
#ifdef LIGHTSTYLED
//we could use an offset, but that would still need to be per-surface which would break batches
@ -29,11 +34,16 @@ varying vec2 lm0;
#ifdef VERTEX_SHADER
void main ()
{
#if defined(OFFSETMAPPING) || defined(SPECULAR)
#if defined(OFFSETMAPPING) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
vec3 eyeminusvertex = e_eyepos - v_position.xyz;
eyevector.x = dot(eyeminusvertex, v_svector.xyz);
eyevector.y = dot(eyeminusvertex, v_tvector.xyz);
eyevector.z = dot(eyeminusvertex, v_normal.xyz);
#endif
#ifdef REFLECTCUBEMASK
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
#endif
tc = v_texcoord;
lm0 = v_lmcoord;
@ -79,9 +89,9 @@ void main ()
//yay, regular texture!
gl_FragColor = texture2D(s_diffuse, tc);
#if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR))
#if defined(BUMP) && (defined(DELUXE) || defined(SPECULAR) || defined(REFLECTCUBEMASK))
vec3 norm = normalize(texture2D(s_normalmap, tc).rgb - 0.5);
#elif defined(SPECULAR) || defined(DELUXE)
#elif defined(SPECULAR) || defined(DELUXE) || defined(REFLECTCUBEMASK)
vec3 norm = vec3(0, 0, 1); //specular lighting expects this to exist.
#endif
@ -127,6 +137,13 @@ void main ()
gl_FragColor.rgb += spec * specs.rgb;
#endif
#ifdef REFLECTCUBEMASK
vec3 rtc = reflect(-eyevector, norm);
rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
gl_FragColor.rgb += texture2D(s_reflectmask, tc).rgb * textureCube(s_reflectcube, rtc).rgb;
#endif
#ifdef EIGHTBIT //FIXME: with this extra flag, half the permutations are redundant.
lightmaps *= 0.5; //counter the fact that the colourmap contains overbright values and logically ranges from 0 to 2 intead of to 1.
float pal = texture2D(s_paletted, tc).r; //the palette index. hopefully not interpolated.
@ -144,7 +161,6 @@ void main ()
#endif
#endif
//entity modifiers
gl_FragColor = gl_FragColor * e_colourident;

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@ -3,6 +3,7 @@
!!permu SKELETAL
!!permu UPPERLOWER
!!permu FOG
!!permu REFLECTCUBEMASK
!!cvarf r_glsl_offsetmapping_scale
!!cvardf r_glsl_pcf
@ -50,9 +51,13 @@
varying vec2 tcbase;
varying vec3 lightvector;
#if defined(SPECULAR) || defined(OFFSETMAPPING)
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
varying vec3 eyevector;
#endif
#ifdef REFLECTCUBEMASK
varying mat3 invsurface;
uniform mat4 m_model;
#endif
#if defined(PCF) || defined(CUBE) || defined(SPOT)
varying vec4 vtexprojcoord;
#endif
@ -65,7 +70,7 @@ uniform mat4 l_cubematrix;
#include "sys/skeletal.h"
uniform vec3 l_lightposition;
attribute vec2 v_texcoord;
#if defined(SPECULAR) || defined(OFFSETMAPPING)
#if defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
uniform vec3 e_eyepos;
#endif
void main ()
@ -83,12 +88,17 @@ void main ()
lightvector.y = dot(lightminusvertex, t.xyz);
lightvector.z = dot(lightminusvertex, n.xyz);
#endif
#if defined(SPECULAR)||defined(OFFSETMAPPING)
#if defined(SPECULAR)||defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
vec3 eyeminusvertex = e_eyepos - w.xyz;
eyevector.x = dot(eyeminusvertex, s.xyz);
eyevector.y = dot(eyeminusvertex, t.xyz);
eyevector.z = dot(eyeminusvertex, n.xyz);
#endif
#ifdef REFLECTCUBEMASK
invsurface[0] = v_svector;
invsurface[1] = v_tvector;
invsurface[2] = v_normal;
#endif
#if defined(PCF) || defined(SPOT) || defined(CUBE)
//for texture projections/shadowmapping on dlights
vtexprojcoord = (l_cubematrix*vec4(w.xyz, 1.0));
@ -103,7 +113,7 @@ void main ()
#include "sys/fog.h"
uniform sampler2D s_t0; //diffuse
#if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING)
#if defined(BUMP) || defined(SPECULAR) || defined(OFFSETMAPPING) || defined(REFLECTCUBEMASK)
uniform sampler2D s_t1; //normalmap
#endif
#ifdef SPECULAR
@ -132,6 +142,11 @@ uniform sampler2D s_t6; //shirt colours
uniform vec3 e_uppercolour;
#endif
#ifdef REFLECTCUBEMASK
uniform sampler2D s_reflectmask;
uniform samplerCube s_reflectcube;
#endif
uniform float l_lightradius;
uniform vec3 l_lightcolour;
@ -260,8 +275,10 @@ void main ()
vec4 lc = texture2D(s_t5, tcbase);
bases.rgb += lc.rgb*e_lowercolour*lc.a;
#endif
#if defined(BUMP) || defined(SPECULAR)
#if defined(BUMP) || defined(SPECULAR) || defined(REFLECTCUBEMASK)
vec3 bumps = normalize(vec3(texture2D(s_t1, tcbase)) - 0.5);
#elif defined(REFLECTCUBEMASK)
vec3 bumps = vec3(0.0,0.0,1.0);
#endif
#ifdef SPECULAR
vec4 specs = texture2D(s_t2, tcbase);
@ -289,7 +306,12 @@ void main ()
diff += l_lightcolourscale.z * spec * specs.rgb;
#endif
#ifdef REFLECTCUBEMASK
vec3 rtc = reflect(-eyevector, bumps);
rtc = rtc.x*invsurface[0] + rtc.y*invsurface[1] + rtc.z*invsurface[2];
rtc = (m_model * vec4(rtc.xyz,0.0)).xyz;
diff += texture2D(s_reflectmask, tcbase).rgb * textureCube(s_reflectcube, rtc).rgb;
#endif
#ifdef CUBE
/*filter the colour by the cubemap projection*/
@ -315,6 +337,7 @@ void main ()
#endif
gl_FragColor.rgb = fog3additive(diff*colorscale*l_lightcolour);
}
#endif

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@ -17,9 +17,7 @@ struct v2f
v2f main (a2v inp)
{
v2f outp;
outp.pos = mul(m_model, inp.pos);
outp.pos = mul(m_view, outp.pos);
outp.pos = mul(m_projection, outp.pos);
outp.pos = mul(m_projection, inp.pos);
outp.tc = inp.tc;
outp.vcol = inp.vcol;
return outp;
@ -27,10 +25,10 @@ struct v2f
#endif
#ifdef FRAGMENT_SHADER
Texture2D shaderTexture;
SamplerState SampleType;
Texture2D t_t0;
SamplerState s_t0;
float4 main (v2f inp) : SV_TARGET
{
return shaderTexture.Sample(SampleType, inp.tc) * inp.vcol;
return t_t0.Sample(s_t0, inp.tc) * inp.vcol;
}
#endif

View File

@ -30,14 +30,22 @@ struct v2f
}
#endif
#ifdef FRAGMENT_SHADER
Texture2D shaderTexture[4]; //diffuse, lower, upper, fullbright
Texture2D t_diffuse : register(t0);
#ifdef UPPER
Texture2D t_upper : register(t1);
Texture2D t_lower : register(t2);
Texture2D t_fullbright : register(t3);
#else
Texture2D t_fullbright : register(t1);
#endif
SamplerState SampleType;
//uniform vec4 e_colourident;
float4 main (v2f inp) : SV_TARGET
{
float4 col;
col = shaderTexture[0].Sample(SampleType, inp.tc);
col = t_diffuse.Sample(SampleType, inp.tc);
#ifdef MASK
#ifndef MASKOP
@ -49,18 +57,18 @@ struct v2f
#endif
#ifdef UPPER
float4 uc = shaderTexture[2].Sample(SampleType, inp.tc);
col.rgb = mix(col.rgb, uc.rgb*e_uppercolour, uc.a);
float4 uc = t_upper.Sample(SampleType, inp.tc);
col.rgb = lerp(col.rgb, uc.rgb*e_uppercolour, uc.a);
#endif
#ifdef LOWER
float4 lc = shaderTexture[1].Sample(SampleType, inp.tc);
col.rgb = mix(col.rgb, lc.rgb*e_lowercolour, lc.a);
float4 lc = t_lower.Sample(SampleType, inp.tc);
col.rgb = lerp(col.rgb, lc.rgb*e_lowercolour, lc.a);
#endif
col.rgb *= inp.light;
#ifdef FULLBRIGHT
float4 fb = shaderTexture[3].Sample(SampleType, inp.tc);
col.rgb = mix(col.rgb, fb.rgb, fb.a);
#endif
//#ifdef FULLBRIGHT
float4 fb = t_fullbright.Sample(SampleType, inp.tc);
col.rgb = lerp(col.rgb, fb.rgb, fb.a);
//#endif
return col;
// return fog4(col * e_colourident);
}

View File

@ -29,8 +29,10 @@ struct v2f
#endif
#ifdef FRAGMENT_SHADER
Texture2D shaderTexture[2];
SamplerState SampleType;
Texture2D t_diffuse : register(t0);
Texture2D t_fullbright : register(t1);
SamplerState s_diffuse : register(s0);
SamplerState s_fullbright : register(s1);
float4 main (v2f inp) : SV_TARGET
{
@ -39,9 +41,9 @@ struct v2f
dir.z *= 3.0;
dir.xy /= 0.5*length(dir);
tccoord = (dir.xy + e_time*0.03125);
float4 solid = shaderTexture[0].Sample(SampleType, tccoord);
float4 solid = t_diffuse.Sample(s_diffuse, tccoord);
tccoord = (dir.xy + e_time*0.0625);
float4 clouds = shaderTexture[1].Sample(SampleType, tccoord);
return (solid*(1.0-clouds.a)) + (clouds.a*clouds);
float4 clouds = t_fullbright.Sample(s_fullbright, tccoord);
return lerp(solid, clouds, clouds.a);
}
#endif

View File

@ -27,11 +27,11 @@ struct v2f
#endif
#ifdef FRAGMENT_SHADER
Texture2D shaderTexture;
SamplerState SampleType;
Texture2D t_diffuse : register(t0);
SamplerState s_diffuse : register(s0);
float4 main (v2f inp) : SV_TARGET
{
float4 tex = shaderTexture.Sample(SampleType, inp.tc);
float4 tex = t_diffuse.Sample(s_diffuse, inp.tc);
#ifdef MASK
if (tex.a < float(MASK))
discard;

View File

@ -26,23 +26,22 @@ struct v2f
#endif
#ifdef FRAGMENT_SHADER
Texture2D shaderTexture[2];
SamplerState SampleType[2];
Texture2D t_lightmap : register(t2);
SamplerState s_lightmap : register(s2);
Texture2D t_diffuse : register(s0);
SamplerState s_diffuse : register(s0);
Texture2D t_fullbright : register(s1);
SamplerState s_fullbright : register(s1);
float4 main (v2f inp) : SV_TARGET
{
float4 tex = shaderTexture[0].Sample(SampleType[0], inp.tc);
float4 lm = shaderTexture[1].Sample(SampleType[1], inp.lmtc);
#ifdef MASK
#ifndef MASKOP
#define MASKOP >= //drawn if (alpha OP ref) is true.
#endif
//support for alpha masking
if (!(tex.a MASKOP MASK))
discard;
#endif
return tex * lm.bgra;
float4 result;
result = t_diffuse.Sample(s_diffuse, inp.tc);
result.rgb *= t_lightmap.Sample(s_lightmap, inp.lmtc).bgr * e_lmscale[0].rgb;
float4 fb = t_fullbright.Sample(s_fullbright, inp.tc);
result.rgb += fb.rgb * fb.a;//lerp(result.rgb, fb.rgb, fb.a);
return result;
}
#endif

View File

@ -28,14 +28,13 @@ struct v2f
#ifdef FRAGMENT_SHADER
// float cvar_r_wateralpha;
// float e_time;
// sampler s_t0;
Texture2D shaderTexture;
SamplerState SampleType;
SamplerState s_diffuse;
Texture2D t_diffuse;
float4 main (v2f inp) : SV_TARGET
{
float2 ntc;
ntc.x = inp.tc.x + sin(inp.tc.y+e_time)*0.125;
ntc.y = inp.tc.y + sin(inp.tc.x+e_time)*0.125;
return shaderTexture.Sample(SampleType, ntc);
return t_diffuse.Sample(s_diffuse, ntc);
}
#endif

View File

@ -3,17 +3,11 @@
struct a2v
{
float4 pos: POSITION;
float3 normal: NORMAL;
#ifdef MASK
float4 tc: TEXCOORD0;
#endif
};
struct v2f
{
float3 col: TEXCOORD;
float4 pos: SV_POSITION;
#ifdef MASK
float2 tc: TEXCOORD0;
#endif
};
#include <ftedefs.h>
@ -25,41 +19,22 @@ struct v2f
outp.pos = mul(m_model, inp.pos);
outp.pos = mul(m_view, outp.pos);
outp.pos = mul(m_projection, outp.pos);
#ifdef MASK
outp.tc = inp.tc.xy;
#endif
outp.col = inp.pos.xyz - l_lightposition;
return outp;
}
#endif
#ifdef FRAGMENT_SHADER
#ifdef MASK
Texture2D shaderTexture[1];
SamplerState SampleType[1];
#endif
#if LEVEL < 1000
//pre dx10 requires that we ALWAYS write to a target.
float4 main (v2f inp) : SV_TARGET
#if LEVEL < 0x10000
//pre dx10 requires that we ALWAYS write to a target.
float4 main (v2f inp) : SV_TARGET
{
return float4(0, 0, 0, 1);
}
#else
//but on 10, it'll write depth automatically and we don't care about colour.
void main (v2f inp) //dx10-level
//but on 10, it'll write depth automatically and we don't care about colour.
void main (v2f inp)
{
}
#endif
{
#ifdef MASK
float alpha = shaderTexture[0].Sample(SampleType[0], inp.tc).a;
#ifndef MASKOP
#define MASKOP >= //drawn if (alpha OP ref) is true.
#endif
//support for alpha masking
if (!(alpha MASKOP MASK))
discard;
#endif
#if LEVEL < 1000
return float4(0, 0, 0, 1);
#endif
}
#endif

View File

@ -29,11 +29,11 @@ struct v2f
#endif
#ifdef FRAGMENT_SHADER
Texture2D shaderTexture;
SamplerState SampleType;
Texture2D t_lightmap : register(t0);
SamplerState s_lightmap : register(s0);
float4 main (v2f inp) : SV_TARGET
{
return inp.col * shaderTexture.Sample(SampleType, inp.lmtc);
return inp.col * t_lightmap.Sample(s_lightmap, inp.lmtc);
}
#endif

View File

@ -77,21 +77,22 @@ struct v2f
#ifdef FRAGMENT_SHADER
Texture2D tx_base : register(t0);
Texture2D tx_bump : register(t1);
Texture2D tx_spec : register(t2);
TextureCube tx_cube : register(t3);
Texture2D tx_smap : register(t4);
Texture2D tx_lower : register(t5);
Texture2D tx_upper : register(t6);
Texture2D t_diffuse : register(t0);
Texture2D t_normalmap : register(t1);
Texture2D t_specular : register(t2);
Texture2D t_upper : register(t3);
Texture2D t_lower : register(t4);
Texture2D t_shadowmap : register(t5);
TextureCube t_projectionmap : register(t6);
SamplerState s_diffuse : register(s0);
SamplerState s_normalmap : register(s1);
SamplerState s_specular : register(s2);
SamplerState s_upper : register(s3);
SamplerState s_lower : register(s4);
SamplerComparisonState s_shadowmap : register(s5);
SamplerState s_projectionmap : register(s6);
SamplerState ss_base : register(s0);
SamplerState ss_bump : register(s1);
SamplerState ss_spec : register(s2);
SamplerState ss_cube : register(s3);
SamplerComparisonState ss_smap : register(s4);
SamplerState ss_lower : register(s5);
SamplerState ss_upper : register(s6);
#ifdef PCF
float3 ShadowmapCoord(float3 vtexprojcoord)
@ -148,9 +149,8 @@ float ShadowmapFilter(float3 vtexprojcoord)
// #define dosamp(x,y) shadow2D(s_t4, shadowcoord.xyz + (vec3(x,y,0.0)*l_shadowmapscale.xyx)).r
// #define dosamp(x,y) (tx_smap.Sample(ss_smap, shadowcoord.xy + (float2(x,y)*l_shadowmapscale.xy)).r < shadowcoord.z)
#define dosamp(x,y) (tx_smap.SampleCmpLevelZero(ss_smap, shadowcoord.xy+(float2(x,y)*l_shadowmapscale.xy), shadowcoord.z))
// #define dosamp(x,y) (t_shadowmap.Sample(s_shadowmap, shadowcoord.xy + (float2(x,y)*l_shadowmapscale.xy)).r < shadowcoord.z)
#define dosamp(x,y) (t_shadowmap.SampleCmpLevelZero(s_shadowmap, shadowcoord.xy+(float2(x,y)*l_shadowmapscale.xy), shadowcoord.z))
float s = 0.0;
#if r_glsl_pcf >= 1 && r_glsl_pcf < 5
@ -162,7 +162,7 @@ float ShadowmapFilter(float3 vtexprojcoord)
s += dosamp(0.0, 0.0);
s += dosamp(0.0, 1.0);
s += dosamp(1.0, 0.0);
return s/5.0;
return s * (1.0/5.0);
#else
s += dosamp(-1.0, -1.0);
s += dosamp(-1.0, 0.0);
@ -173,7 +173,7 @@ float ShadowmapFilter(float3 vtexprojcoord)
s += dosamp(1.0, -1.0);
s += dosamp(1.0, 0.0);
s += dosamp(1.0, 1.0);
return s/9.0;
return s * (1.0/9.0);
#endif
}
#endif
@ -183,23 +183,23 @@ float ShadowmapFilter(float3 vtexprojcoord)
{
float2 tc = inp.tc; //TODO: offsetmapping.
float4 base = tx_base.Sample(ss_base, tc);
float4 base = t_diffuse.Sample(s_diffuse, tc);
#ifdef BUMP
float4 bump = tx_bump.Sample(ss_bump, tc);
float4 bump = t_normalmap.Sample(s_normalmap, tc);
bump.rgb = normalize(bump.rgb - 0.5);
#else
float4 bump = float4(0, 0, 1, 0);
#endif
float4 spec = tx_spec.Sample(ss_spec, tc);
float4 spec = t_specular.Sample(s_specular, tc);
#ifdef CUBE
float4 cubemap = tx_cube.Sample(ss_cube, inp.vtexprojcoord);
float4 cubemap = t_projectionmap.Sample(s_projectionmap, inp.vtexprojcoord);
#endif
#ifdef LOWER
float4 lower = tx_lower.Sample(ss_lower, tc);
float4 lower = t_lower.Sample(s_lower, tc);
base += lower;
#endif
#ifdef UPPER
float4 upper = tx_upper.Sample(ss_upper, tc);
float4 upper = t_upper.Sample(s_upper, tc);
base += upper;
#endif

View File

@ -164,7 +164,7 @@ void SW_DestroyTexture (texid_t tex);
void SWBE_SelectMode(backendmode_t mode);
void SWBE_DrawMesh_List(shader_t *shader, int nummeshes, struct mesh_s **mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags);
void SWBE_DrawMesh_Single(shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags);
void SWBE_DrawMesh_Single(shader_t *shader, struct mesh_s *meshchain, struct vbo_s *vbo, unsigned int be_flags);
void SWBE_SubmitBatch(struct batch_s *batch);
struct batch_s *SWBE_GetTempBatch(void);
void SWBE_DrawWorld(qboolean drawworld, qbyte *vis);

View File

@ -421,10 +421,18 @@ void SWBE_TransformVerticies(swvert_t *v, mesh_t *mesh)
// v->colour[3] = mesh->colors4b_array[i][3];
}
}
void SWBE_DrawMesh_Single(shader_t *shader, mesh_t *mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags)
static void SWBE_DrawMesh_Internal(shader_t *shader, mesh_t *mesh, struct vbo_s *vbo, struct texnums_s *texnums, unsigned int be_flags)
{
wqcom_t *com;
if (!texnums)
{
// if (shader->numdefaulttextures)
// texnums = shader->defaulttextures + ;
// else
texnums = shader->defaulttextures;
}
shaderstate.curshader = shader;
if (mesh->istrifan)
@ -456,16 +464,20 @@ void SWBE_DrawMesh_List(shader_t *shader, int nummeshes, struct mesh_s **mesh, s
{
while(nummeshes-->0)
{
SWBE_DrawMesh_Single(shader, *mesh++, vbo, texnums, be_flags);
SWBE_DrawMesh_Internal(shader, *mesh++, vbo, texnums, be_flags);
}
}
void SWBE_DrawMesh_Single(shader_t *shader, mesh_t *mesh, struct vbo_s *vbo, unsigned int be_flags)
{
SWBE_DrawMesh_Internal(shader, mesh, vbo, NULL, be_flags);
}
void SWBE_SubmitBatch(struct batch_s *batch)
{
int m;
SWBE_SelectEntity(batch->ent);
for (m = 0; m < batch->meshes; m++)
{
SWBE_DrawMesh_Single(batch->shader, batch->mesh[m], batch->vbo, batch->skin?batch->skin:&batch->shader->defaulttextures, batch->flags);
SWBE_DrawMesh_Internal(batch->shader, batch->mesh[m], batch->vbo, batch->skin, batch->flags);
}
}
struct batch_s *SWBE_GetTempBatch(void)

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@ -202,7 +202,7 @@ int QDECL main(int argc, char **argv)
COM_InitArgv (parms.argc, parms.argv);
TL_InitLanguages();
TL_InitLanguages("");
Sys_Printf ("Host_Init\n");
Host_Init (&parms);