cvar_t r_glsl_offsetmapping = {CVAR_SAVE, "r_glsl_offsetmapping", "0", "offset mapping effect (also known as parallax mapping or virtual displacement mapping)"};
cvar_t r_glsl_offsetmapping_reliefmapping = {CVAR_SAVE, "r_glsl_offsetmapping_reliefmapping", "0", "relief mapping effect (higher quality)"};
cvar_t r_glsl_offsetmapping_scale = {CVAR_SAVE, "r_glsl_offsetmapping_scale", "0.04", "how deep the offset mapping effect is"};
+cvar_t r_glsl_water = {CVAR_SAVE, "r_glsl_water", "0", "whether to use reflections and refraction on water surfaces (note: r_wateralpha must be set below 1)"};
+cvar_t r_glsl_water_clippingplanebias = {CVAR_SAVE, "r_glsl_water_clippingplanebias", "1", "a rather technical setting which avoids black pixels around water edges"};
+cvar_t r_glsl_water_resolutionmultiplier = {CVAR_SAVE, "r_glsl_water_resolutionmultiplier", "0.5", "multiplier for screen resolution when rendering refracted/reflected scenes, 1 is full quality, lower values are faster"};
+cvar_t r_glsl_water_refractcolor_r = {CVAR_SAVE, "r_glsl_water_refractcolor_r", "1", "water color tint for refraction"};
+cvar_t r_glsl_water_refractcolor_g = {CVAR_SAVE, "r_glsl_water_refractcolor_g", "1", "water color tint for refraction"};
+cvar_t r_glsl_water_refractcolor_b = {CVAR_SAVE, "r_glsl_water_refractcolor_b", "1", "water color tint for refraction"};
+cvar_t r_glsl_water_reflectcolor_r = {CVAR_SAVE, "r_glsl_water_reflectcolor_r", "1", "water color tint for reflection"};
+cvar_t r_glsl_water_reflectcolor_g = {CVAR_SAVE, "r_glsl_water_reflectcolor_g", "1", "water color tint for reflection"};
+cvar_t r_glsl_water_reflectcolor_b = {CVAR_SAVE, "r_glsl_water_reflectcolor_b", "1", "water color tint for reflection"};
+cvar_t r_glsl_water_refractdistort = {CVAR_SAVE, "r_glsl_water_refractdistort", "0.01", "how much water refractions shimmer"};
+cvar_t r_glsl_water_reflectdistort = {CVAR_SAVE, "r_glsl_water_reflectdistort", "0.01", "how much water reflections shimmer"};
cvar_t r_glsl_deluxemapping = {CVAR_SAVE, "r_glsl_deluxemapping", "1", "use per pixel lighting on deluxemap-compiled q3bsp maps (or a value of 2 forces deluxemap shading even without deluxemaps)"};
cvar_t r_glsl_contrastboost = {CVAR_SAVE, "r_glsl_contrastboost", "1", "by how much to multiply the contrast in dark areas (1 is no change)"};
}
r_bloomstate;
+typedef struct r_waterstate_waterplane_s
+{
+ rtexture_t *texture_refraction;
+ rtexture_t *texture_reflection;
+ mplane_t plane;
+}
+r_waterstate_waterplane_t;
+
+#define MAX_WATERPLANES 16
+
+static struct r_waterstate_s
+{
+ qboolean enabled;
+
+ qboolean renderingscene; // true while rendering a refraction or reflection texture, disables water surfaces
+
+ int waterwidth, waterheight;
+ int texturewidth, textureheight;
+
+ int maxwaterplanes; // same as MAX_WATERPLANES
+ int numwaterplanes;
+ r_waterstate_waterplane_t waterplanes[MAX_WATERPLANES];
+
+ float screenscale[2];
+ float screencenter[2];
+}
+r_waterstate;
+
// shadow volume bsp struct with automatically growing nodes buffer
svbsp_t r_svbsp;
"varying vec3 VectorT; // direction of T texcoord (sometimes crudely called binormal)\n"
"varying vec3 VectorR; // direction of R texcoord (surface normal)\n"
"\n"
+"#ifdef USEWATER\n"
+"varying vec4 ModelViewProjectionPosition;\n"
+"//varying vec4 ModelViewProjectionPosition_svector;\n"
+"//varying vec4 ModelViewProjectionPosition_tvector;\n"
+"#endif\n"
+"\n"
"\n"
"\n"
"\n"
" VectorR = gl_MultiTexCoord3.xyz;\n"
"#endif\n"
"\n"
-" // transform vertex to camera space, using ftransform to match non-VS\n"
+"//#ifdef USEWATER\n"
+"// ModelViewProjectionPosition = gl_Vertex * gl_ModelViewProjectionMatrix;\n"
+"// //ModelViewProjectionPosition_svector = (gl_Vertex + vec4(gl_MultiTexCoord1.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
+"// //ModelViewProjectionPosition_tvector = (gl_Vertex + vec4(gl_MultiTexCoord2.xyz, 0)) * gl_ModelViewProjectionMatrix - ModelViewProjectionPosition;\n"
+"//#endif\n"
+"\n"
+"// transform vertex to camera space, using ftransform to match non-VS\n"
" // rendering\n"
" gl_Position = ftransform();\n"
+"#ifdef USEWATER\n"
+" ModelViewProjectionPosition = gl_Position;\n"
+"#endif\n"
"}\n"
"\n"
"#endif // VERTEX_SHADER\n"
"uniform sampler2D Texture_Lightmap;\n"
"uniform sampler2D Texture_Deluxemap;\n"
"uniform sampler2D Texture_Glow;\n"
+"uniform sampler2D Texture_Reflection;\n"
+"uniform sampler2D Texture_Refraction;\n"
"\n"
"uniform myhvec3 LightColor;\n"
"uniform myhvec3 AmbientColor;\n"
"uniform myhvec3 Color_Shirt;\n"
"uniform myhvec3 FogColor;\n"
"\n"
+"#ifdef USEWATER\n"
+"uniform vec4 DistortScaleRefractReflect;\n"
+"uniform vec4 ScreenScaleRefractReflect;\n"
+"uniform vec4 ScreenCenterRefractReflect;\n"
+"uniform myhvec3 RefractColor;\n"
+"uniform myhvec3 ReflectColor;\n"
+"#endif\n"
+"\n"
"uniform myhalf GlowScale;\n"
"uniform myhalf SceneBrightness;\n"
"#ifdef USECONTRASTBOOST\n"
" color.rgb = mix(FogColor, color.rgb, myhalf(texture2D(Texture_FogMask, myhvec2(length(EyeVectorModelSpace)*FogRangeRecip, 0.0))));\n"
"#endif\n"
"\n"
+"#ifdef USEWATER\n"
+"#ifdef MODE_LIGHTSOURCE\n"
+" color.rgb *= color.a;\n"
+"#else\n"
+" myhalf Fresnel = myhalf(max(pow(min(1, 1.0 - normalize(EyeVector).z), 5), 0.1));\n"
+" vec4 ScreenScaleRefractReflectIW = ScreenScaleRefractReflect * (1.0 / ModelViewProjectionPosition.w);\n"
+" //vec4 ScreenTexCoord = (ModelViewProjectionPosition.xyxy + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect * 100) * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect;\n"
+" vec4 ScreenTexCoord = ModelViewProjectionPosition.xyxy * ScreenScaleRefractReflectIW + ScreenCenterRefractReflect + normalize(myhvec3(texture2D(Texture_Normal, TexCoord)) - myhvec3(0.5)).xyxy * DistortScaleRefractReflect;\n"
+" color.rgb = mix(mix(myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)) * RefractColor, myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)) * ReflectColor, Fresnel), color.rgb, color.a);\n"
+" //color.rgb = myhvec3(texture2D(Texture_Refraction, ScreenTexCoord.xy)); // testing only\n"
+" //color.rgb = myhvec3(texture2D(Texture_Reflection, ScreenTexCoord.zw)); // testing only\n"
+" //vec4 RefractionPosition = ModelViewProjectionPosition + ModelViewProjectionPosition_svector * distort.x + ModelViewProjectionPosition_tvector * distort.y;\n"
+" //vec4 ReflectionPosition = ModelViewProjectionPosition + ModelViewProjectionPosition_svector * distort.w + ModelViewProjectionPosition_tvector * distort.z;\n"
+" //color.rgb += mix(myhvec3(texture2DProj(Texture_Refraction, RefractionPosition)) * RefractColor, myhvec3(texture2DProj(Texture_Reflection, ReflectionPosition)) * ReflectColor, Fresnel);\n"
+"#endif\n"
+"#endif\n"
+"\n"
"#ifdef USECONTRASTBOOST\n"
" color.rgb = color.rgb * SceneBrightness / (ContrastBoostCoeff * color.rgb + myhvec3(1, 1, 1));\n"
"#else\n"
{"#define MODE_LIGHTDIRECTIONMAP_MODELSPACE\n", " lightdirectionmap_modelspace"},
{"#define MODE_LIGHTDIRECTIONMAP_TANGENTSPACE\n", " lightdirectionmap_tangentspace"},
{"#define MODE_LIGHTDIRECTION\n", " lightdirection"},
+ {"#define USEWATER\n", " water"},
{"#define USEGLOW\n", " glow"},
{"#define USEFOG\n", " fog"},
{"#define USECOLORMAPPING\n", " colormapping"},
p->loc_Texture_Lightmap = qglGetUniformLocationARB(p->program, "Texture_Lightmap");
p->loc_Texture_Deluxemap = qglGetUniformLocationARB(p->program, "Texture_Deluxemap");
p->loc_Texture_Glow = qglGetUniformLocationARB(p->program, "Texture_Glow");
+ p->loc_Texture_Refraction = qglGetUniformLocationARB(p->program, "Texture_Refraction");
+ p->loc_Texture_Reflection = qglGetUniformLocationARB(p->program, "Texture_Reflection");
p->loc_FogColor = qglGetUniformLocationARB(p->program, "FogColor");
p->loc_LightPosition = qglGetUniformLocationARB(p->program, "LightPosition");
p->loc_EyePosition = qglGetUniformLocationARB(p->program, "EyePosition");
p->loc_SpecularColor = qglGetUniformLocationARB(p->program, "SpecularColor");
p->loc_LightDir = qglGetUniformLocationARB(p->program, "LightDir");
p->loc_ContrastBoostCoeff = qglGetUniformLocationARB(p->program, "ContrastBoostCoeff");
+ p->loc_DistortScaleRefractReflect = qglGetUniformLocationARB(p->program, "DistortScaleRefractReflect");
+ p->loc_ScreenScaleRefractReflect = qglGetUniformLocationARB(p->program, "ScreenScaleRefractReflect");
+ p->loc_ScreenCenterRefractReflect = qglGetUniformLocationARB(p->program, "ScreenCenterRefractReflect");
+ p->loc_RefractColor = qglGetUniformLocationARB(p->program, "RefractColor");
+ p->loc_ReflectColor = qglGetUniformLocationARB(p->program, "ReflectColor");
// initialize the samplers to refer to the texture units we use
if (p->loc_Texture_Normal >= 0) qglUniform1iARB(p->loc_Texture_Normal, 0);
if (p->loc_Texture_Color >= 0) qglUniform1iARB(p->loc_Texture_Color, 1);
if (p->loc_Texture_Deluxemap >= 0) qglUniform1iARB(p->loc_Texture_Deluxemap, 8);
if (p->loc_Texture_Glow >= 0) qglUniform1iARB(p->loc_Texture_Glow, 9);
if (p->loc_Texture_Attenuation >= 0) qglUniform1iARB(p->loc_Texture_Attenuation, 10);
+ if (p->loc_Texture_Refraction >= 0) qglUniform1iARB(p->loc_Texture_Refraction, 11);
+ if (p->loc_Texture_Reflection >= 0) qglUniform1iARB(p->loc_Texture_Reflection, 12);
CHECKGLERROR
qglUseProgramObjectARB(0);CHECKGLERROR
}
}
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+ permutation |= SHADERPERMUTATION_USEWATER;
}
else if (rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT)
{
}
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+ permutation |= SHADERPERMUTATION_USEWATER;
}
else if (modellighting)
{
}
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+ permutation |= SHADERPERMUTATION_USEWATER;
}
else
{
}
if(r_glsl_contrastboost.value > 1 || r_glsl_contrastboost.value < 0)
permutation |= SHADERPERMUTATION_CONTRASTBOOST;
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+ permutation |= SHADERPERMUTATION_USEWATER;
}
if (!r_glsl_permutations[permutation & SHADERPERMUTATION_MASK].program)
{
//if (r_glsl_permutation->loc_Texture_Lightmap >= 0) R_Mesh_TexBind(7, R_GetTexture(r_texture_white));
//if (r_glsl_permutation->loc_Texture_Deluxemap >= 0) R_Mesh_TexBind(8, R_GetTexture(r_texture_blanknormalmap));
if (r_glsl_permutation->loc_Texture_Glow >= 0) R_Mesh_TexBind(9, R_GetTexture(rsurface.texture->currentskinframe->glow));
+ if (r_glsl_permutation->loc_Texture_Refraction >= 0) R_Mesh_TexBind(11, R_GetTexture(r_texture_white)); // changed per surface
+ if (r_glsl_permutation->loc_Texture_Reflection >= 0) R_Mesh_TexBind(12, R_GetTexture(r_texture_white)); // changed per surface
if (r_glsl_permutation->loc_GlowScale >= 0) qglUniform1fARB(r_glsl_permutation->loc_GlowScale, r_hdr_glowintensity.value);
if (r_glsl_permutation->loc_ContrastBoostCoeff >= 0)
{
if (r_glsl_permutation->loc_FogRangeRecip >= 0) qglUniform1fARB(r_glsl_permutation->loc_FogRangeRecip, r_refdef.fograngerecip);
if (r_glsl_permutation->loc_SpecularPower >= 0) qglUniform1fARB(r_glsl_permutation->loc_SpecularPower, rsurface.texture->specularpower);
if (r_glsl_permutation->loc_OffsetMapping_Scale >= 0) qglUniform1fARB(r_glsl_permutation->loc_OffsetMapping_Scale, r_glsl_offsetmapping_scale.value);
+ if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_DistortScaleRefractReflect, r_glsl_water_refractdistort.value, r_glsl_water_refractdistort.value, r_glsl_water_reflectdistort.value, r_glsl_water_reflectdistort.value);
+ if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]);
+ if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4fARB(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]);
+ if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_RefractColor, r_glsl_water_refractcolor_r.value, r_glsl_water_refractcolor_g.value, r_glsl_water_refractcolor_b.value);
+ if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform3fARB(r_glsl_permutation->loc_ReflectColor, r_glsl_water_reflectcolor_r.value, r_glsl_water_reflectcolor_g.value, r_glsl_water_reflectcolor_b.value);
CHECKGLERROR
return permutation;
}
}
R_BuildFogTexture();
memset(&r_bloomstate, 0, sizeof(r_bloomstate));
+ memset(&r_waterstate, 0, sizeof(r_waterstate));
memset(r_glsl_permutations, 0, sizeof(r_glsl_permutations));
memset(&r_svbsp, 0, sizeof (r_svbsp));
}
r_texture_whitecube = NULL;
r_texture_normalizationcube = NULL;
memset(&r_bloomstate, 0, sizeof(r_bloomstate));
+ memset(&r_waterstate, 0, sizeof(r_waterstate));
R_GLSL_Restart_f();
}
Cvar_RegisterVariable(&r_glsl_offsetmapping);
Cvar_RegisterVariable(&r_glsl_offsetmapping_reliefmapping);
Cvar_RegisterVariable(&r_glsl_offsetmapping_scale);
+ Cvar_RegisterVariable(&r_glsl_water);
+ Cvar_RegisterVariable(&r_glsl_water_resolutionmultiplier);
+ Cvar_RegisterVariable(&r_glsl_water_clippingplanebias);
+ Cvar_RegisterVariable(&r_glsl_water_refractcolor_r);
+ Cvar_RegisterVariable(&r_glsl_water_refractcolor_g);
+ Cvar_RegisterVariable(&r_glsl_water_refractcolor_b);
+ Cvar_RegisterVariable(&r_glsl_water_reflectcolor_r);
+ Cvar_RegisterVariable(&r_glsl_water_reflectcolor_g);
+ Cvar_RegisterVariable(&r_glsl_water_reflectcolor_b);
+ Cvar_RegisterVariable(&r_glsl_water_refractdistort);
+ Cvar_RegisterVariable(&r_glsl_water_reflectdistort);
Cvar_RegisterVariable(&r_glsl_deluxemapping);
Cvar_RegisterVariable(&r_lerpsprites);
Cvar_RegisterVariable(&r_lerpmodels);
{
int i;
mplane_t *p;
- for (i = 0;i < 4;i++)
+ for (i = 0;i < r_view.numfrustumplanes;i++)
{
p = r_view.frustum + i;
switch(p->signbits)
if (!r_drawentities.integer)
return;
- renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : (chase_active.integer ? 0 : RENDER_EXTERIORMODEL);
+ renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) : ((chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL);
if (r_refdef.worldmodel && r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs)
{
// worldmodel can check visibility
return sky;
}
-void R_DrawNoModel(entity_render_t *ent);
-void R_DrawModels(void)
+static void R_DrawNoModel(entity_render_t *ent);
+static void R_DrawModels(void)
{
int i;
entity_render_t *ent;
}
}
-void R_DrawModelsDepth(void)
+static void R_DrawModelsDepth(void)
{
int i;
entity_render_t *ent;
}
}
+static void R_DrawModelsAddWaterPlanes(void)
+{
+ int i;
+ entity_render_t *ent;
+
+ if (!r_drawentities.integer)
+ return;
+
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ if (!r_viewcache.entityvisible[i])
+ continue;
+ ent = r_refdef.entities[i];
+ r_refdef.stats.entities++;
+ if (ent->model && ent->model->DrawAddWaterPlanes != NULL)
+ ent->model->DrawAddWaterPlanes(ent);
+ }
+}
+
static void R_View_SetFrustum(void)
{
+ int i;
double slopex, slopey;
// break apart the view matrix into vectors for various purposes
r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y;
r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip;
}
+ r_view.numfrustumplanes = 5;
- PlaneClassify(&r_view.frustum[0]);
- PlaneClassify(&r_view.frustum[1]);
- PlaneClassify(&r_view.frustum[2]);
- PlaneClassify(&r_view.frustum[3]);
- PlaneClassify(&r_view.frustum[4]);
+ if (r_view.useclipplane)
+ {
+ r_view.numfrustumplanes = 6;
+ r_view.frustum[5] = r_view.clipplane;
+ }
+
+ for (i = 0;i < r_view.numfrustumplanes;i++)
+ PlaneClassify(r_view.frustum + i);
// LordHavoc: note to all quake engine coders, Quake had a special case
// for 90 degrees which assumed a square view (wrong), so I removed it,
void R_View_Update(void)
{
R_View_SetFrustum();
- R_View_WorldVisibility();
+ R_View_WorldVisibility(r_view.useclipplane);
R_View_UpdateEntityVisible();
}
-void R_SetupView(const matrix4x4_t *matrix)
+void R_SetupView(void)
{
if (!r_view.useperspective)
GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip);
else
GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip);
- GL_SetupView_Orientation_FromEntity(matrix);
+ GL_SetupView_Orientation_FromEntity(&r_view.matrix);
+
+ if (r_view.useclipplane)
+ {
+ // LordHavoc: couldn't figure out how to make this approach the
+ vec_t dist = r_view.clipplane.dist - r_glsl_water_clippingplanebias.value;
+ vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal);
+ if (viewdist < r_view.clipplane.dist + r_glsl_water_clippingplanebias.value)
+ dist = r_view.clipplane.dist;
+ GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist);
+ }
}
void R_ResetViewRendering2D(void)
// GL is weird because it's bottom to top, r_view.y is top to bottom
qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
- R_SetupView(&r_view.matrix);
+ R_SetupView();
GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height);
GL_Color(1, 1, 1, 1);
GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
qglStencilMask(~0);CHECKGLERROR
qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR
- GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace(r_view.cullface_back);
}
/*
"#endif // FRAGMENT_SHADER\n"
*/
-void R_RenderScene(void);
+void R_RenderScene(qboolean addwaterplanes);
+
+static void R_Water_StartFrame(void)
+{
+ int i;
+ int texturewidth, textureheight;
+ r_waterstate_waterplane_t *p;
+
+ r_waterstate.maxwaterplanes = 0;
+
+ // set waterwidth and waterheight to the water resolution that will be
+ // used (often less than the screen resolution for faster rendering)
+ r_waterstate.waterwidth = (int)bound(1, r_view.width * r_glsl_water_resolutionmultiplier.value, r_view.width);
+ r_waterstate.waterheight = (int)bound(1, r_view.height * r_glsl_water_resolutionmultiplier.value, r_view.height);
+
+ // calculate desired texture sizes
+ if (gl_support_arb_texture_non_power_of_two)
+ {
+ texturewidth = r_waterstate.waterwidth;
+ textureheight = r_waterstate.waterheight;
+ }
+ else
+ {
+ for (texturewidth = 1;texturewidth < r_waterstate.waterwidth ;texturewidth *= 2);
+ for (textureheight = 1;textureheight < r_waterstate.waterheight;textureheight *= 2);
+ }
+
+ if (!r_glsl_water.integer)
+ texturewidth = textureheight = 0;
+
+ // allocate textures as needed
+ if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight)
+ {
+ for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++)
+ {
+ if (p->texture_refraction)
+ R_FreeTexture(p->texture_refraction);
+ p->texture_refraction = NULL;
+ if (p->texture_reflection)
+ R_FreeTexture(p->texture_reflection);
+ p->texture_reflection = NULL;
+ }
+ r_waterstate.texturewidth = texturewidth;
+ r_waterstate.textureheight = textureheight;
+ }
+
+ if ((!texturewidth && !textureheight) || texturewidth > gl_max_texture_size || textureheight > gl_max_texture_size)
+ {
+ // can't use water if the parameters are too weird
+ // can't use water if the card does not support the texture size
+ memset(&r_waterstate, 0, sizeof(r_waterstate));
+ return;
+ }
+
+ r_waterstate.enabled = true;
+
+ r_waterstate.maxwaterplanes = MAX_WATERPLANES;
+
+ // set up variables that will be used in shader setup
+ r_waterstate.screenscale[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
+ r_waterstate.screenscale[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
+ r_waterstate.screencenter[0] = 0.5f * (float)r_waterstate.waterwidth / (float)r_waterstate.texturewidth;
+ r_waterstate.screencenter[1] = 0.5f * (float)r_waterstate.waterheight / (float)r_waterstate.textureheight;
+}
+
+static void R_Water_AddWaterPlane(msurface_t *surface)
+{
+ int triangleindex, planeindex;
+ const int *e;
+ vec3_t vert[3];
+ vec3_t normal;
+ r_waterstate_waterplane_t *p;
+ // just use the first triangle with a valid normal for any decisions
+ VectorClear(normal);
+ for (triangleindex = 0, e = rsurface.modelelement3i + surface->num_firsttriangle * 3;triangleindex < surface->num_triangles;triangleindex++, e += 3)
+ {
+ Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[0]*3, vert[0]);
+ Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[1]*3, vert[1]);
+ Matrix4x4_Transform(&rsurface.matrix, rsurface.modelvertex3f + e[2]*3, vert[2]);
+ TriangleNormal(vert[0], vert[1], vert[2], normal);
+ if (VectorLength2(normal) >= 0.001)
+ break;
+ }
+ for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+ if (fabs(PlaneDiff(vert[0], &p->plane)) < 1 && fabs(PlaneDiff(vert[1], &p->plane)) < 1 && fabs(PlaneDiff(vert[2], &p->plane)) < 1)
+ break;
+ // if this triangle does not fit any known plane rendered this frame, render textures for it
+ if (planeindex >= r_waterstate.numwaterplanes && planeindex < r_waterstate.maxwaterplanes)
+ {
+ // store the new plane
+ r_waterstate.numwaterplanes++;
+ VectorCopy(normal, p->plane.normal);
+ VectorNormalize(p->plane.normal);
+ p->plane.dist = DotProduct(vert[0], p->plane.normal);
+ PlaneClassify(&p->plane);
+ // flip the plane if it does not face the viewer
+ if (PlaneDiff(r_view.origin, &p->plane) < 0)
+ {
+ VectorNegate(p->plane.normal, p->plane.normal);
+ p->plane.dist *= -1;
+ PlaneClassify(&p->plane);
+ }
+ }
+}
+
+static void R_Water_ProcessPlanes(void)
+{
+ r_view_t originalview;
+ int planeindex;
+ r_waterstate_waterplane_t *p;
+
+ for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+ {
+ if (!p->texture_refraction)
+ {
+ p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_RGBA, TEXF_FORCELINEAR | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
+ }
+
+ originalview = r_view;
+ r_view.showdebug = false;
+ r_view.width = r_waterstate.waterwidth;
+ r_view.height = r_waterstate.waterheight;
+ r_view.useclipplane = true;
+
+ r_view.clipplane = p->plane;
+ VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal);
+ r_view.clipplane.dist = -r_view.clipplane.dist;
+ PlaneClassify(&r_view.clipplane);
+ r_waterstate.renderingscene = true;
+ // render the normal view scene and copy into texture
+ // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted)
+ R_RenderScene(false);
+
+ // copy view into the screen texture
+ R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction));
+ GL_ActiveTexture(0);
+ CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+
+ // render reflected scene and copy into texture
+ Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2);
+ r_view.clipplane = p->plane;
+ // reverse the cullface settings for this render
+ r_view.cullface_front = GL_FRONT;
+ r_view.cullface_back = GL_BACK;
+
+ R_ResetViewRendering3D();
+ R_ClearScreen();
+
+ R_RenderScene(false);
+
+ R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection));
+ GL_ActiveTexture(0);
+ CHECKGLERROR
+ qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+
+ R_ResetViewRendering3D();
+ R_ClearScreen();
+
+ r_view = originalview;
+ r_waterstate.renderingscene = false;
+ }
+}
void R_Bloom_StartFrame(void)
{
r_view.colorscale = r_bloom_colorscale.value * r_hdr_scenebrightness.value;
if (r_hdr.integer)
r_view.colorscale /= r_hdr_range.value;
- R_RenderScene();
+ r_waterstate.numwaterplanes = 0;
+ R_RenderScene(r_waterstate.enabled);
r_view.showdebug = true;
R_ResetViewRendering2D();
}
}
-void R_RenderScene(void);
+void R_RenderScene(qboolean addwaterplanes);
matrix4x4_t r_waterscrollmatrix;
R_Shadow_UpdateWorldLightSelection();
+ R_Bloom_StartFrame();
+ R_Water_StartFrame();
+
CHECKGLERROR
if (r_timereport_active)
R_TimeReport("setup");
- R_View_Update();
- if (r_timereport_active)
- R_TimeReport("visibility");
-
R_ResetViewRendering3D();
R_ClearScreen();
if (r_timereport_active)
R_TimeReport("clear");
- R_Bloom_StartFrame();
-
r_view.showdebug = true;
// this produces a bloom texture to be used in R_BlendView() later
R_HDR_RenderBloomTexture();
r_view.colorscale = r_hdr_scenebrightness.value;
- R_RenderScene();
+ r_waterstate.numwaterplanes = 0;
+ R_RenderScene(r_waterstate.enabled);
R_BlendView();
if (r_timereport_active)
extern cvar_t cl_locs_show;
static void R_DrawLocs(void);
static void R_DrawEntityBBoxes(void);
-void R_RenderScene(void)
+void R_RenderScene(qboolean addwaterplanes)
{
+ if (addwaterplanes)
+ {
+ R_ResetViewRendering3D();
+
+ R_View_Update();
+ if (r_timereport_active)
+ R_TimeReport("watervisibility");
+
+ if (cl.csqc_vidvars.drawworld && r_refdef.worldmodel && r_refdef.worldmodel->Draw)
+ {
+ r_refdef.worldmodel->DrawAddWaterPlanes(r_refdef.worldentity);
+ if (r_timereport_active)
+ R_TimeReport("waterworld");
+ }
+
+ // don't let sound skip if going slow
+ if (r_refdef.extraupdate)
+ S_ExtraUpdate ();
+
+ R_DrawModelsAddWaterPlanes();
+ if (r_timereport_active)
+ R_TimeReport("watermodels");
+
+ R_Water_ProcessPlanes();
+ if (r_timereport_active)
+ R_TimeReport("waterscenes");
+ }
+
+ R_ResetViewRendering3D();
+
// don't let sound skip if going slow
if (r_refdef.extraupdate)
S_ExtraUpdate ();
- R_ResetViewRendering3D();
-
R_MeshQueue_BeginScene();
R_SkyStartFrame();
+ R_View_Update();
+ if (r_timereport_active)
+ R_TimeReport("visibility");
+
Matrix4x4_CreateTranslate(&r_waterscrollmatrix, sin(r_refdef.time) * 0.025 * r_waterscroll.value, sin(r_refdef.time * 0.8f) * 0.025 * r_waterscroll.value, 0);
if (cl.csqc_vidvars.drawworld)
if (r_timereport_active)
R_TimeReport("showlocs");
}
-
+
if (r_drawportals.integer)
{
R_DrawPortals();
if (r_timereport_active)
R_TimeReport("portals");
}
-
+
if (r_showbboxes.value > 0)
{
R_DrawEntityBBoxes();
color[3] *= r_showbboxes.value;
color[3] = bound(0, color[3], 1);
GL_DepthTest(!r_showdisabledepthtest.integer);
- GL_CullFace(GL_BACK);
+ GL_CullFace(r_view.cullface_front);
R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]);
}
SV_VM_End();
GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1);
GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset);
GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
- GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back);
R_Mesh_VertexPointer(nomodelvertex3f, 0, 0);
if (r_refdef.fogenabled)
{
{
scalex1 = -scalex1;
scalex2 = -scalex2;
- GL_CullFace(GL_BACK);
+ GL_CullFace(r_view.cullface_front);
}
else
- GL_CullFace(GL_FRONT);
+ GL_CullFace(r_view.cullface_back);
GL_DepthMask(false);
GL_DepthRange(0, depthshort ? 0.0625 : 1);
t->currentmaterialflags = t->basematerialflags;
t->currentalpha = ent->alpha;
if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer))
+ {
t->currentalpha *= r_wateralpha.value;
+ // if rendering refraction/reflection, disable transparency
+ if (r_waterstate.enabled && (t->currentalpha < 1 || (t->currentmaterialflags & MATERIALFLAG_ALPHA)))
+ t->currentmaterialflags |= MATERIALFLAG_WATERSHADER;
+ }
if (!(ent->flags & RENDER_LIGHT))
t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT;
if (ent->effects & EF_ADDITIVE)
t->currentmaterialflags |= MATERIALFLAG_SHORTDEPTHRANGE;
if (t->backgroundnumskinframes && !(t->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
t->currentmaterialflags |= MATERIALFLAG_VERTEXTEXTUREBLEND;
+ if (t->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+ t->currentmaterialflags &= ~(MATERIALFLAG_ADD | MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_CUSTOMBLEND);
for (i = 0, tcmod = t->tcmods;i < Q3MAXTCMODS && (tcmod->tcmod || i < 1);i++, tcmod++)
{
{
if (r_shadow_glossintensity.value > 0)
{
- t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_black;
- t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_black;
+ t->glosstexture = t->currentskinframe->gloss ? t->currentskinframe->gloss : r_texture_white;
+ t->backgroundglosstexture = (t->backgroundcurrentskinframe && t->backgroundcurrentskinframe->gloss) ? t->backgroundcurrentskinframe->gloss : r_texture_white;
t->specularscale = r_shadow_glossintensity.value;
}
}
}
}
+static void RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit, int refractiontexunit, int reflectiontexunit)
+{
+ int i, planeindex, vertexindex;
+ float d, bestd;
+ vec3_t vert;
+ const float *v;
+ r_waterstate_waterplane_t *p, *bestp;
+ msurface_t *surface;
+ if (r_waterstate.renderingscene)
+ return;
+ for (i = 0;i < texturenumsurfaces;i++)
+ {
+ surface = texturesurfacelist[i];
+ if (lightmaptexunit >= 0)
+ R_Mesh_TexBind(lightmaptexunit, R_GetTexture(surface->lightmaptexture));
+ if (deluxemaptexunit >= 0)
+ R_Mesh_TexBind(deluxemaptexunit, R_GetTexture(surface->deluxemaptexture));
+ // pick the closest matching water plane
+ bestd = 0;
+ bestp = NULL;
+ for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++)
+ {
+ d = 0;
+ for (vertexindex = 0, v = rsurface.modelvertex3f + surface->num_firstvertex * 3;vertexindex < surface->num_vertices;vertexindex++, v += 3)
+ {
+ Matrix4x4_Transform(&rsurface.matrix, v, vert);
+ d += fabs(PlaneDiff(vert, &p->plane));
+ }
+ if (bestd > d || !bestp)
+ {
+ bestd = d;
+ bestp = p;
+ }
+ }
+ if (bestp)
+ {
+ if (refractiontexunit >= 0)
+ R_Mesh_TexBind(refractiontexunit, R_GetTexture(bestp->texture_refraction));
+ if (reflectiontexunit >= 0)
+ R_Mesh_TexBind(reflectiontexunit, R_GetTexture(bestp->texture_reflection));
+ }
+ else
+ {
+ if (refractiontexunit >= 0)
+ R_Mesh_TexBind(refractiontexunit, R_GetTexture(r_texture_black));
+ if (reflectiontexunit >= 0)
+ R_Mesh_TexBind(reflectiontexunit, R_GetTexture(r_texture_black));
+ }
+ GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
+ R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle));
+ }
+}
+
static void RSurf_DrawBatch_WithLightmapSwitching(int texturenumsurfaces, msurface_t **texturesurfacelist, int lightmaptexunit, int deluxemaptexunit)
{
int i;
GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
if (rsurface.mode != RSURFMODE_SHOWSURFACES)
{
rsurface.mode = RSURFMODE_SHOWSURFACES;
GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
GL_DepthMask(true);
// LordHavoc: HalfLife maps have freaky skypolys so don't use
// skymasking on them, and Quake3 never did sky masking (unlike
}
if (rsurface.uselightmaptexture && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_FULLBRIGHT))
- RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
+ {
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+ RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
+ else
+ RSurf_DrawBatch_WithLightmapSwitching(texturenumsurfaces, texturesurfacelist, 7, r_glsl_permutation->loc_Texture_Deluxemap >= 0 ? 8 : -1);
+ }
else
- RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ {
+ if (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+ RSurf_DrawBatch_WithLightmapSwitching_WithWaterTextureSwitching(texturenumsurfaces, texturesurfacelist, -1, -1, r_glsl_permutation->loc_Texture_Refraction >= 0 ? 11 : -1, r_glsl_permutation->loc_Texture_Reflection >= 0 ? 12 : -1);
+ else
+ RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist);
+ }
if (rsurface.texture->backgroundnumskinframes && !(rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED))
{
}
{
if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST)))
return;
+ if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & MATERIALFLAG_WATERSHADER))
+ return;
if (rsurface.mode != RSURFMODE_MULTIPASS)
rsurface.mode = RSURFMODE_MULTIPASS;
if (r_depthfirst.integer == 3)
}
GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
GL_DepthTest(true);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
GL_DepthTest(true);
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(writedepth);
GL_Color(1,1,1,1);
rsurface.mode = RSURFMODE_MULTIPASS;
GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
GL_DepthTest(true);
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(writedepth);
GL_Color(1,1,1,1);
GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1);
GL_PolygonOffset(rsurface.texture->currentpolygonfactor, rsurface.texture->currentpolygonoffset);
GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST));
- GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : GL_FRONT); // quake is backwards, this culls back faces
+ GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back);
GL_BlendFunc(rsurface.texture->currentlayers[0].blendfunc1, rsurface.texture->currentlayers[0].blendfunc2);
GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED));
GL_AlphaTest((rsurface.texture->currentmaterialflags & MATERIALFLAG_ALPHATEST) != 0);
RSurf_CleanUp();
}
-void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly)
+void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surfacelist, int flagsmask, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
{
int i, j;
vec3_t tempcenter, center;
texture_t *texture;
+ // if we're rendering water textures (extra scene renders), use a separate loop to avoid burdening the main one
+ if (addwaterplanes)
+ {
+ for (i = 0;i < numsurfaces;i++)
+ if (surfacelist[i]->texture->currentframe->currentmaterialflags & MATERIALFLAG_WATERSHADER)
+ R_Water_AddWaterPlane(surfacelist[i]);
+ return;
+ }
// break the surface list down into batches by texture and use of lightmapping
for (i = 0;i < numsurfaces;i = j)
{
}
extern void R_BuildLightMap(const entity_render_t *ent, msurface_t *surface);
-void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
+void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
{
int i, j, endj, f, flagsmask;
int counttriangles = 0;
RSurf_ActiveWorldEntity();
// update light styles
- if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
+ if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
{
for (i = 0;i < model->brushq1.light_styles;i++)
{
}
R_UpdateAllTextureInfo(r_refdef.worldentity);
- flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+ flagsmask = addwaterplanes ? MATERIALFLAG_WATERSHADER : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
f = 0;
t = NULL;
rsurface.uselightmaptexture = false;
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+ R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
numsurfacelist = 0;
}
}
}
}
if (numsurfacelist)
- R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+ R_QueueSurfaceList(r_refdef.worldentity, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
r_refdef.stats.entities_triangles += counttriangles;
RSurf_CleanUp();
- if (r_showcollisionbrushes.integer && r_view.showdebug && !skysurfaces && !depthonly)
- R_DrawCollisionBrushes(r_refdef.worldentity);
+ if (r_view.showdebug)
+ {
+ if (r_showcollisionbrushes.integer && !skysurfaces && !addwaterplanes && !depthonly)
+ R_DrawCollisionBrushes(r_refdef.worldentity);
- if ((r_showtris.integer || r_shownormals.integer) && r_view.showdebug && !depthonly)
- R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
+ if ((r_showtris.integer || r_shownormals.integer) && !addwaterplanes && !depthonly)
+ R_DrawTrianglesAndNormals(r_refdef.worldentity, r_showtris.integer, r_shownormals.integer, flagsmask);
+ }
}
-void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly)
+void R_DrawModelSurfaces(entity_render_t *ent, qboolean skysurfaces, qboolean writedepth, qboolean depthonly, qboolean addwaterplanes)
{
int i, f, flagsmask;
int counttriangles = 0;
RSurf_ActiveModelEntity(ent, true, r_glsl.integer && gl_support_fragment_shader && !depthonly);
// update light styles
- if (!skysurfaces && !depthonly && model->brushq1.light_styleupdatechains)
+ if (!skysurfaces && !depthonly && !addwaterplanes && model->brushq1.light_styleupdatechains)
{
for (i = 0;i < model->brushq1.light_styles;i++)
{
}
R_UpdateAllTextureInfo(ent);
- flagsmask = skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL);
+ flagsmask = addwaterplanes ? MATERIALFLAG_WATERSHADER : (skysurfaces ? MATERIALFLAG_SKY : (MATERIALFLAG_WATER | MATERIALFLAG_WALL));
f = 0;
t = NULL;
rsurface.uselightmaptexture = false;
counttriangles += surface->num_triangles;
if (numsurfacelist >= maxsurfacelist)
{
- R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+ R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
numsurfacelist = 0;
}
}
}
if (numsurfacelist)
- R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly);
+ R_QueueSurfaceList(ent, numsurfacelist, surfacelist, flagsmask, writedepth, depthonly, addwaterplanes);
r_refdef.stats.entities_triangles += counttriangles;
RSurf_CleanUp();
if (r_view.showdebug)
{
- if (r_showcollisionbrushes.integer && !skysurfaces && !depthonly)
+ if (r_showcollisionbrushes.integer && !skysurfaces && !addwaterplanes && !depthonly)
R_DrawCollisionBrushes(ent);
- if ((r_showtris.integer || r_shownormals.integer) && !depthonly)
+ if ((r_showtris.integer || r_shownormals.integer) && !addwaterplanes && !depthonly)
R_DrawTrianglesAndNormals(ent, r_showtris.integer, r_shownormals.integer, flagsmask);
}
}