From: havoc Date: Sun, 16 Oct 2011 09:11:52 +0000 (+0000) Subject: renamed r_bloomstate to r_fb because it contains framebuffer settings X-Git-Tag: xonotic-v0.6.0~163^2~133 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=9fb392ea7f82bb41cfb866837cc9e9cade57eb4b;p=xonotic%2Fdarkplaces.git renamed r_bloomstate to r_fb because it contains framebuffer settings moved r_waterstate to r_fb.water git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11424 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/client.h b/client.h index 57d50dd1..f8acbcdd 100644 --- a/client.h +++ b/client.h @@ -1661,7 +1661,7 @@ typedef struct r_refdef_view_s // which color components to allow (for anaglyph glasses) int colormask[4]; - // global RGB color multiplier for rendering, this is required by HDR + // global RGB color multiplier for rendering float colorscale; // whether to call R_ClearScreen before rendering stuff @@ -1670,7 +1670,7 @@ typedef struct r_refdef_view_s qboolean isoverlay; // whether to draw r_showtris and such, this is only true for the main - // view render, all secondary renders (HDR, mirrors, portals, cameras, + // view render, all secondary renders (mirrors, portals, cameras, // distortion effects, etc) omit such debugging information qboolean showdebug; diff --git a/gl_rmain.c b/gl_rmain.c index 82a75fb4..2468c3d6 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -230,36 +230,7 @@ extern cvar_t v_glslgamma_2d; extern qboolean v_flipped_state; -static struct r_bloomstate_s -{ - qboolean enabled; - qboolean hdr; - - int bloomwidth, bloomheight; - - textype_t texturetype; - int viewfbo; // used to check if r_viewfbo cvar has changed - - int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working - rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero - rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero - - int screentexturewidth, screentextureheight; - rtexture_t *texture_screen; /// \note also used for motion blur if enabled! - - int bloomtexturewidth, bloomtextureheight; - rtexture_t *texture_bloom; - - // arrays for rendering the screen passes - float screentexcoord2f[8]; - float bloomtexcoord2f[8]; - float offsettexcoord2f[8]; - - r_viewport_t viewport; -} -r_bloomstate; - -r_waterstate_t r_waterstate; +r_framebufferstate_t r_fb; /// shadow volume bsp struct with automatically growing nodes buffer svbsp_t r_svbsp; @@ -2600,8 +2571,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, else hlslPSSetParameter3f(D3DPSREGISTER_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); hlslPSSetParameter4f(D3DPSREGISTER_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); - hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); - hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); + hlslPSSetParameter4f(D3DPSREGISTER_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]); + hlslPSSetParameter4f(D3DPSREGISTER_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]); hlslPSSetParameter4f(D3DPSREGISTER_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]); hlslPSSetParameter4f(D3DPSREGISTER_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]); hlslPSSetParameter1f(D3DPSREGISTER_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); @@ -2613,7 +2584,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, hlslPSSetParameter2f(D3DPSREGISTER_ShadowMap_TextureScale, r_shadow_shadowmap_texturescale[0], r_shadow_shadowmap_texturescale[1]); hlslPSSetParameter4f(D3DPSREGISTER_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); hlslPSSetParameter3f(D3DPSREGISTER_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); - hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); + hlslPSSetParameter1f(D3DPSREGISTER_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); hlslPSSetParameter3f(D3DPSREGISTER_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); if (rsurface.texture->pantstexture) hlslPSSetParameter3f(D3DPSREGISTER_Color_Pants, rsurface.colormap_pantscolor[0], rsurface.colormap_pantscolor[1], rsurface.colormap_pantscolor[2]); @@ -2753,8 +2724,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, qglUniform3f(r_glsl_permutation->loc_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); } if (r_glsl_permutation->loc_DistortScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); - if (r_glsl_permutation->loc_ScreenScaleRefractReflect >= 0) qglUniform4f(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) qglUniform4f(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_ScreenScaleRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]); + if (r_glsl_permutation->loc_ScreenCenterRefractReflect >= 0) qglUniform4f(r_glsl_permutation->loc_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]); if (r_glsl_permutation->loc_RefractColor >= 0) qglUniform4f(r_glsl_permutation->loc_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]); if (r_glsl_permutation->loc_ReflectColor >= 0) qglUniform4f(r_glsl_permutation->loc_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]); if (r_glsl_permutation->loc_ReflectFactor >= 0) qglUniform1f(r_glsl_permutation->loc_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); @@ -2769,7 +2740,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, if (r_glsl_permutation->loc_ShadowMap_Parameters >= 0) qglUniform4f(r_glsl_permutation->loc_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); if (r_glsl_permutation->loc_Color_Glow >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); - if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); + if (r_glsl_permutation->loc_Alpha >= 0) qglUniform1f(r_glsl_permutation->loc_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); if (r_glsl_permutation->loc_EyePosition >= 0) qglUniform3f(r_glsl_permutation->loc_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); if (r_glsl_permutation->loc_Color_Pants >= 0) { @@ -2900,8 +2871,8 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, else DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_FogColor, r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2]); DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_DistortScaleRefractReflect, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_refractdistort.value * rsurface.texture->refractfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor, r_water_reflectdistort.value * rsurface.texture->reflectfactor); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_waterstate.screenscale[0], r_waterstate.screenscale[1], r_waterstate.screenscale[0], r_waterstate.screenscale[1]); - DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_waterstate.screencenter[0], r_waterstate.screencenter[1], r_waterstate.screencenter[0], r_waterstate.screencenter[1]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenScaleRefractReflect, r_fb.water.screenscale[0], r_fb.water.screenscale[1], r_fb.water.screenscale[0], r_fb.water.screenscale[1]); + DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ScreenCenterRefractReflect, r_fb.water.screencenter[0], r_fb.water.screencenter[1], r_fb.water.screencenter[0], r_fb.water.screencenter[1]); DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_RefractColor, rsurface.texture->refractcolor4f[0], rsurface.texture->refractcolor4f[1], rsurface.texture->refractcolor4f[2], rsurface.texture->refractcolor4f[3] * rsurface.texture->lightmapcolor[3]); DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ReflectColor, rsurface.texture->reflectcolor4f[0], rsurface.texture->reflectcolor4f[1], rsurface.texture->reflectcolor4f[2], rsurface.texture->reflectcolor4f[3] * rsurface.texture->lightmapcolor[3]); DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_ReflectFactor, rsurface.texture->reflectmax - rsurface.texture->reflectmin); @@ -2916,7 +2887,7 @@ void R_SetupShader_Surface(const vec3_t lightcolorbase, qboolean modellighting, DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ShadowMap_Parameters, r_shadow_shadowmap_parameters[0], r_shadow_shadowmap_parameters[1], r_shadow_shadowmap_parameters[2], r_shadow_shadowmap_parameters[3]); DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_Color_Glow, rsurface.glowmod[0], rsurface.glowmod[1], rsurface.glowmod[2]); - DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); + DPSOFTRAST_Uniform1f(DPSOFTRAST_UNIFORM_Alpha, rsurface.texture->lightmapcolor[3] * ((rsurface.texture->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) ? rsurface.texture->r_water_wateralpha : 1)); DPSOFTRAST_Uniform3f(DPSOFTRAST_UNIFORM_EyePosition, rsurface.localvieworigin[0], rsurface.localvieworigin[1], rsurface.localvieworigin[2]); if (DPSOFTRAST_UNIFORM_Color_Pants >= 0) { @@ -4078,8 +4049,7 @@ void gl_main_start(void) r_texture_fogheighttexture = NULL; r_texture_gammaramps = NULL; //r_texture_fogintensity = NULL; - memset(&r_bloomstate, 0, sizeof(r_bloomstate)); - memset(&r_waterstate, 0, sizeof(r_waterstate)); + memset(&r_fb, 0, sizeof(r_fb)); r_glsl_permutation = NULL; memset(r_glsl_permutationhash, 0, sizeof(r_glsl_permutationhash)); Mem_ExpandableArray_NewArray(&r_glsl_permutationarray, r_main_mempool, sizeof(r_glsl_permutation_t), 256); @@ -4157,8 +4127,7 @@ void gl_main_shutdown(void) r_texture_gammaramps = NULL; r_texture_numcubemaps = 0; //r_texture_fogintensity = NULL; - memset(&r_bloomstate, 0, sizeof(r_bloomstate)); - memset(&r_waterstate, 0, sizeof(r_waterstate)); + memset(&r_fb, 0, sizeof(r_fb)); R_GLSL_Restart_f(); r_glsl_permutation = NULL; @@ -4946,8 +4915,8 @@ static void R_View_UpdateEntityVisible (void) entity_render_t *ent; renderimask = r_refdef.envmap ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) - : r_waterstate.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) - : (chase_active.integer || r_waterstate.renderingscene) ? RENDER_VIEWMODEL + : r_fb.water.hideplayer ? (RENDER_EXTERIORMODEL | RENDER_VIEWMODEL) + : (chase_active.integer || r_fb.water.renderingscene) ? RENDER_VIEWMODEL : RENDER_EXTERIORMODEL; if (!r_drawviewmodel.integer) renderimask |= RENDER_VIEWMODEL; @@ -5371,8 +5340,8 @@ void R_GetScaledViewSize(int width, int height, int *outwidth, int *outheight) void R_Mesh_SetMainRenderTargets(void) { - if (r_bloomstate.fbo_framebuffer) - R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL); + if (r_fb.fbo_framebuffer) + R_Mesh_SetRenderTargets(r_fb.fbo_framebuffer, r_fb.texture_framebufferdepth, r_fb.texture_framebuffercolor, NULL, NULL, NULL); else R_Mesh_ResetRenderTargets(); } @@ -5603,10 +5572,10 @@ static void R_Water_StartFrame(void) } // allocate textures as needed - if (r_waterstate.texturewidth != texturewidth || r_waterstate.textureheight != textureheight || r_waterstate.camerawidth != camerawidth || r_waterstate.cameraheight != cameraheight) + if (r_fb.water.texturewidth != texturewidth || r_fb.water.textureheight != textureheight || r_fb.water.camerawidth != camerawidth || r_fb.water.cameraheight != cameraheight) { - r_waterstate.maxwaterplanes = MAX_WATERPLANES; - for (i = 0, p = r_waterstate.waterplanes;i < r_waterstate.maxwaterplanes;i++, p++) + r_fb.water.maxwaterplanes = MAX_WATERPLANES; + for (i = 0, p = r_fb.water.waterplanes;i < r_fb.water.maxwaterplanes;i++, p++) { if (p->texture_refraction) R_FreeTexture(p->texture_refraction); @@ -5618,33 +5587,33 @@ static void R_Water_StartFrame(void) R_FreeTexture(p->texture_camera); p->texture_camera = NULL; } - memset(&r_waterstate, 0, sizeof(r_waterstate)); - r_waterstate.texturewidth = texturewidth; - r_waterstate.textureheight = textureheight; - r_waterstate.camerawidth = camerawidth; - r_waterstate.cameraheight = cameraheight; + memset(&r_fb.water, 0, sizeof(r_fb.water)); + r_fb.water.texturewidth = texturewidth; + r_fb.water.textureheight = textureheight; + r_fb.water.camerawidth = camerawidth; + r_fb.water.cameraheight = cameraheight; } - if (r_waterstate.texturewidth) + if (r_fb.water.texturewidth) { int scaledwidth, scaledheight; - r_waterstate.enabled = true; + r_fb.water.enabled = true; - // when doing a reduced render (HDR) we want to use a smaller area - r_waterstate.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width); - r_waterstate.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height); - R_GetScaledViewSize(r_waterstate.waterwidth, r_waterstate.waterheight, &scaledwidth, &scaledheight); + // water resolution is usually reduced + r_fb.water.waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width); + r_fb.water.waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height); + R_GetScaledViewSize(r_fb.water.waterwidth, r_fb.water.waterheight, &scaledwidth, &scaledheight); // set up variables that will be used in shader setup - r_waterstate.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth; - r_waterstate.screenscale[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight; - r_waterstate.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_waterstate.texturewidth; - r_waterstate.screencenter[1] = 0.5f * (float)scaledheight / (float)r_waterstate.textureheight; + r_fb.water.screenscale[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth; + r_fb.water.screenscale[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight; + r_fb.water.screencenter[0] = 0.5f * (float)scaledwidth / (float)r_fb.water.texturewidth; + r_fb.water.screencenter[1] = 0.5f * (float)scaledheight / (float)r_fb.water.textureheight; } - r_waterstate.maxwaterplanes = MAX_WATERPLANES; - r_waterstate.numwaterplanes = 0; + r_fb.water.maxwaterplanes = MAX_WATERPLANES; + r_fb.water.numwaterplanes = 0; } void R_Water_AddWaterPlane(msurface_t *surface, int entno) @@ -5700,7 +5669,7 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno) // find a matching plane if there is one bestplaneindex = -1; bestplanescore = 1048576.0f; - for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) + for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++) { if(p->camera_entity == t->camera_entity) { @@ -5713,14 +5682,14 @@ void R_Water_AddWaterPlane(msurface_t *surface, int entno) } } planeindex = bestplaneindex; - p = r_waterstate.waterplanes + planeindex; + p = r_fb.water.waterplanes + planeindex; // if this surface does not fit any known plane rendered this frame, add one - if ((planeindex < 0 || bestplanescore > 0.001f) && r_waterstate.numwaterplanes < r_waterstate.maxwaterplanes) + if ((planeindex < 0 || bestplanescore > 0.001f) && r_fb.water.numwaterplanes < r_fb.water.maxwaterplanes) { // store the new plane - planeindex = r_waterstate.numwaterplanes++; - p = r_waterstate.waterplanes + planeindex; + planeindex = r_fb.water.numwaterplanes++; + p = r_fb.water.waterplanes + planeindex; p->plane = plane; // clear materialflags and pvs p->materialflags = 0; @@ -5792,19 +5761,19 @@ static void R_Water_ProcessPlanes(void) } // make sure enough textures are allocated - for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) + for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++) { if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { 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_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + p->texture_refraction = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_refraction", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); if (!p->texture_refraction) goto error; } else if (p->materialflags & MATERIALFLAG_CAMERA) { if (!p->texture_camera) - p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_waterstate.camerawidth, r_waterstate.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL); + p->texture_camera = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_camera", planeindex), r_fb.water.camerawidth, r_fb.water.cameraheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR, -1, NULL); if (!p->texture_camera) goto error; } @@ -5812,7 +5781,7 @@ static void R_Water_ProcessPlanes(void) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { if (!p->texture_reflection) - p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_waterstate.texturewidth, r_waterstate.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + p->texture_reflection = R_LoadTexture2D(r_main_texturepool, va("waterplane%i_reflection", planeindex), r_fb.water.texturewidth, r_fb.water.textureheight, NULL, TEXTYPE_COLORBUFFER, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); if (!p->texture_reflection) goto error; } @@ -5821,12 +5790,12 @@ static void R_Water_ProcessPlanes(void) // render views r_refdef.view = originalview; r_refdef.view.showdebug = false; - r_refdef.view.width = r_waterstate.waterwidth; - r_refdef.view.height = r_waterstate.waterheight; + r_refdef.view.width = r_fb.water.waterwidth; + r_refdef.view.height = r_fb.water.waterheight; r_refdef.view.useclipplane = true; myview = r_refdef.view; - r_waterstate.renderingscene = true; - for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) + r_fb.water.renderingscene = true; + for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++) { if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { @@ -5855,7 +5824,7 @@ static void R_Water_ProcessPlanes(void) memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.scene.worldmodel->brush.num_pvsclusterbytes); } - r_waterstate.hideplayer = r_water_hideplayer.integer >= 2; + r_fb.water.hideplayer = r_water_hideplayer.integer >= 2; R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); if(r_water_scissormode.integer & 2) @@ -5867,7 +5836,7 @@ static void R_Water_ProcessPlanes(void) R_RenderScene(); R_Mesh_CopyToTexture(p->texture_reflection, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); - r_waterstate.hideplayer = false; + r_fb.water.hideplayer = false; } // render the normal view scene and copy into texture @@ -5882,7 +5851,7 @@ static void R_Water_ProcessPlanes(void) continue; // FIXME the plane then still may get rendered but with broken texture, but it sure won't be visible } - r_waterstate.hideplayer = r_water_hideplayer.integer >= 1; + r_fb.water.hideplayer = r_water_hideplayer.integer >= 1; r_refdef.view.clipplane = p->plane; VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal); @@ -5891,7 +5860,7 @@ static void R_Water_ProcessPlanes(void) if((p->materialflags & MATERIALFLAG_CAMERA) && p->camera_entity) { // we need to perform a matrix transform to render the view... so let's get the transformation matrix - r_waterstate.hideplayer = false; // we don't want to hide the player model from these ones + r_fb.water.hideplayer = false; // we don't want to hide the player model from these ones CL_VM_TransformView(p->camera_entity - MAX_EDICTS, &r_refdef.view.matrix, &r_refdef.view.clipplane, visorigin); R_RenderView_UpdateViewVectors(); if(r_refdef.scene.worldmodel && r_refdef.scene.worldmodel->brush.FatPVS) @@ -5914,7 +5883,7 @@ static void R_Water_ProcessPlanes(void) R_RenderScene(); R_Mesh_CopyToTexture(p->texture_refraction, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); - r_waterstate.hideplayer = false; + r_fb.water.hideplayer = false; } else if (p->materialflags & MATERIALFLAG_CAMERA) { @@ -5924,8 +5893,8 @@ static void R_Water_ProcessPlanes(void) VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal); r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist; - r_refdef.view.width = r_waterstate.camerawidth; - r_refdef.view.height = r_waterstate.cameraheight; + r_refdef.view.width = r_fb.water.camerawidth; + r_refdef.view.height = r_fb.water.cameraheight; r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0); r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0); r_refdef.view.ortho_x = 90; // abused as angle by VM_CL_R_SetView @@ -5957,7 +5926,7 @@ static void R_Water_ProcessPlanes(void) PlaneClassify(&r_refdef.view.clipplane); - r_waterstate.hideplayer = false; + r_fb.water.hideplayer = false; R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); @@ -5965,12 +5934,12 @@ static void R_Water_ProcessPlanes(void) R_RenderScene(); R_Mesh_CopyToTexture(p->texture_camera, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); - r_waterstate.hideplayer = false; + r_fb.water.hideplayer = false; } } if(vid.renderpath==RENDERPATH_SOFT) DPSOFTRAST_ClipPlane(0, 0, 0, 1); - r_waterstate.renderingscene = false; + r_fb.water.renderingscene = false; r_refdef.view = originalview; R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); @@ -5978,7 +5947,7 @@ static void R_Water_ProcessPlanes(void) goto finish; error: r_refdef.view = originalview; - r_waterstate.renderingscene = false; + r_fb.water.renderingscene = false; Cvar_SetValueQuick(&r_water, 0); Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n"); finish: @@ -6042,26 +6011,26 @@ void R_Bloom_StartFrame(void) // set bloomwidth and bloomheight to the bloom resolution that will be // used (often less than the screen resolution for faster rendering) - r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height); - r_bloomstate.bloomheight = r_bloomstate.bloomwidth * vid.height / vid.width; - r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, vid.height); - r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, (int)vid.maxtexturesize_2d); - r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, (int)vid.maxtexturesize_2d); + r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, vid.height); + r_fb.bloomheight = r_fb.bloomwidth * vid.height / vid.width; + r_fb.bloomheight = bound(1, r_fb.bloomheight, vid.height); + r_fb.bloomwidth = bound(1, r_fb.bloomwidth, (int)vid.maxtexturesize_2d); + r_fb.bloomheight = bound(1, r_fb.bloomheight, (int)vid.maxtexturesize_2d); // calculate desired texture sizes if (vid.support.arb_texture_non_power_of_two) { screentexturewidth = vid.width; screentextureheight = vid.height; - bloomtexturewidth = r_bloomstate.bloomwidth; - bloomtextureheight = r_bloomstate.bloomheight; + bloomtexturewidth = r_fb.bloomwidth; + bloomtextureheight = r_fb.bloomheight; } else { for (screentexturewidth = 1;screentexturewidth < vid.width ;screentexturewidth *= 2); for (screentextureheight = 1;screentextureheight < vid.height ;screentextureheight *= 2); - for (bloomtexturewidth = 1;bloomtexturewidth < r_bloomstate.bloomwidth ;bloomtexturewidth *= 2); - for (bloomtextureheight = 1;bloomtextureheight < r_bloomstate.bloomheight;bloomtextureheight *= 2); + for (bloomtexturewidth = 1;bloomtexturewidth < r_fb.bloomwidth ;bloomtexturewidth *= 2); + for (bloomtextureheight = 1;bloomtextureheight < r_fb.bloomheight;bloomtextureheight *= 2); } if ((r_hdr.integer || r_bloom.integer || (!R_Stereo_Active() && (r_motionblur.value > 0 || r_damageblur.value > 0))) && ((r_bloom_resolution.integer < 4 || r_bloom_blur.value < 1 || r_bloom_blur.value >= 512) || r_refdef.view.width > (int)vid.maxtexturesize_2d || r_refdef.view.height > (int)vid.maxtexturesize_2d)) @@ -6099,39 +6068,39 @@ void R_Bloom_StartFrame(void) } // allocate textures as needed - if (r_bloomstate.screentexturewidth != screentexturewidth - || r_bloomstate.screentextureheight != screentextureheight - || r_bloomstate.bloomtexturewidth != bloomtexturewidth - || r_bloomstate.bloomtextureheight != bloomtextureheight - || r_bloomstate.texturetype != textype - || r_bloomstate.viewfbo != r_viewfbo.integer) - { - if (r_bloomstate.texture_bloom) - R_FreeTexture(r_bloomstate.texture_bloom); - r_bloomstate.texture_bloom = NULL; - if (r_bloomstate.texture_screen) - R_FreeTexture(r_bloomstate.texture_screen); - r_bloomstate.texture_screen = NULL; - if (r_bloomstate.fbo_framebuffer) - R_Mesh_DestroyFramebufferObject(r_bloomstate.fbo_framebuffer); - r_bloomstate.fbo_framebuffer = 0; - if (r_bloomstate.texture_framebuffercolor) - R_FreeTexture(r_bloomstate.texture_framebuffercolor); - r_bloomstate.texture_framebuffercolor = NULL; - if (r_bloomstate.texture_framebufferdepth) - R_FreeTexture(r_bloomstate.texture_framebufferdepth); - r_bloomstate.texture_framebufferdepth = NULL; - r_bloomstate.screentexturewidth = screentexturewidth; - r_bloomstate.screentextureheight = screentextureheight; - if (r_bloomstate.screentexturewidth && r_bloomstate.screentextureheight) - r_bloomstate.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + if (r_fb.screentexturewidth != screentexturewidth + || r_fb.screentextureheight != screentextureheight + || r_fb.bloomtexturewidth != bloomtexturewidth + || r_fb.bloomtextureheight != bloomtextureheight + || r_fb.texturetype != textype + || r_fb.viewfbo != r_viewfbo.integer) + { + if (r_fb.texture_bloom) + R_FreeTexture(r_fb.texture_bloom); + r_fb.texture_bloom = NULL; + if (r_fb.texture_screen) + R_FreeTexture(r_fb.texture_screen); + r_fb.texture_screen = NULL; + if (r_fb.fbo_framebuffer) + R_Mesh_DestroyFramebufferObject(r_fb.fbo_framebuffer); + r_fb.fbo_framebuffer = 0; + if (r_fb.texture_framebuffercolor) + R_FreeTexture(r_fb.texture_framebuffercolor); + r_fb.texture_framebuffercolor = NULL; + if (r_fb.texture_framebufferdepth) + R_FreeTexture(r_fb.texture_framebufferdepth); + r_fb.texture_framebufferdepth = NULL; + r_fb.screentexturewidth = screentexturewidth; + r_fb.screentextureheight = screentextureheight; + if (r_fb.screentexturewidth && r_fb.screentextureheight) + r_fb.texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); if (r_viewfbo.integer >= 1 && vid.support.ext_framebuffer_object) { // FIXME: choose depth bits based on a cvar - r_bloomstate.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, 24, false); - r_bloomstate.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_bloomstate.screentexturewidth, r_bloomstate.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); - r_bloomstate.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL); - R_Mesh_SetRenderTargets(r_bloomstate.fbo_framebuffer, r_bloomstate.texture_framebufferdepth, r_bloomstate.texture_framebuffercolor, NULL, NULL, NULL); + r_fb.texture_framebufferdepth = R_LoadTextureShadowMap2D(r_main_texturepool, "framebufferdepth", r_fb.screentexturewidth, r_fb.screentextureheight, 24, false); + r_fb.texture_framebuffercolor = R_LoadTexture2D(r_main_texturepool, "framebuffercolor", r_fb.screentexturewidth, r_fb.screentextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + r_fb.fbo_framebuffer = R_Mesh_CreateFramebufferObject(r_fb.texture_framebufferdepth, r_fb.texture_framebuffercolor, NULL, NULL, NULL); + R_Mesh_SetRenderTargets(r_fb.fbo_framebuffer, r_fb.texture_framebufferdepth, r_fb.texture_framebuffercolor, NULL, NULL, NULL); #ifndef USE_GLES2 // render depth into one texture and normalmap into the other if (qglDrawBuffer) @@ -6145,42 +6114,42 @@ void R_Bloom_StartFrame(void) } #endif } - r_bloomstate.bloomtexturewidth = bloomtexturewidth; - r_bloomstate.bloomtextureheight = bloomtextureheight; - if (r_bloomstate.bloomtexturewidth && r_bloomstate.bloomtextureheight) - r_bloomstate.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_bloomstate.bloomtexturewidth, r_bloomstate.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); - r_bloomstate.viewfbo = r_viewfbo.integer; - r_bloomstate.texturetype = textype; + r_fb.bloomtexturewidth = bloomtexturewidth; + r_fb.bloomtextureheight = bloomtextureheight; + if (r_fb.bloomtexturewidth && r_fb.bloomtextureheight) + r_fb.texture_bloom = R_LoadTexture2D(r_main_texturepool, "bloom", r_fb.bloomtexturewidth, r_fb.bloomtextureheight, NULL, textype, TEXF_RENDERTARGET | TEXF_FORCELINEAR | TEXF_CLAMP, -1, NULL); + r_fb.viewfbo = r_viewfbo.integer; + r_fb.texturetype = textype; } // when doing a reduced render (HDR) we want to use a smaller area - r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height); - r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width; - r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height); - r_bloomstate.bloomwidth = bound(1, r_bloomstate.bloomwidth, r_bloomstate.bloomtexturewidth); - r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_bloomstate.bloomtextureheight); + r_fb.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.height); + r_fb.bloomheight = r_fb.bloomwidth * r_refdef.view.height / r_refdef.view.width; + r_fb.bloomheight = bound(1, r_fb.bloomheight, r_refdef.view.height); + r_fb.bloomwidth = bound(1, r_fb.bloomwidth, r_fb.bloomtexturewidth); + r_fb.bloomheight = bound(1, r_fb.bloomheight, r_fb.bloomtextureheight); // set up a texcoord array for the full resolution screen image // (we have to keep this around to copy back during final render) - r_bloomstate.screentexcoord2f[0] = 0; - r_bloomstate.screentexcoord2f[1] = (float)viewheight / (float)r_bloomstate.screentextureheight; - r_bloomstate.screentexcoord2f[2] = (float)viewwidth / (float)r_bloomstate.screentexturewidth; - r_bloomstate.screentexcoord2f[3] = (float)viewheight / (float)r_bloomstate.screentextureheight; - r_bloomstate.screentexcoord2f[4] = (float)viewwidth / (float)r_bloomstate.screentexturewidth; - r_bloomstate.screentexcoord2f[5] = 0; - r_bloomstate.screentexcoord2f[6] = 0; - r_bloomstate.screentexcoord2f[7] = 0; + r_fb.screentexcoord2f[0] = 0; + r_fb.screentexcoord2f[1] = (float)viewheight / (float)r_fb.screentextureheight; + r_fb.screentexcoord2f[2] = (float)viewwidth / (float)r_fb.screentexturewidth; + r_fb.screentexcoord2f[3] = (float)viewheight / (float)r_fb.screentextureheight; + r_fb.screentexcoord2f[4] = (float)viewwidth / (float)r_fb.screentexturewidth; + r_fb.screentexcoord2f[5] = 0; + r_fb.screentexcoord2f[6] = 0; + r_fb.screentexcoord2f[7] = 0; // set up a texcoord array for the reduced resolution bloom image // (which will be additive blended over the screen image) - r_bloomstate.bloomtexcoord2f[0] = 0; - r_bloomstate.bloomtexcoord2f[1] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; - r_bloomstate.bloomtexcoord2f[2] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; - r_bloomstate.bloomtexcoord2f[3] = (float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; - r_bloomstate.bloomtexcoord2f[4] = (float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; - r_bloomstate.bloomtexcoord2f[5] = 0; - r_bloomstate.bloomtexcoord2f[6] = 0; - r_bloomstate.bloomtexcoord2f[7] = 0; + r_fb.bloomtexcoord2f[0] = 0; + r_fb.bloomtexcoord2f[1] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight; + r_fb.bloomtexcoord2f[2] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth; + r_fb.bloomtexcoord2f[3] = (float)r_fb.bloomheight / (float)r_fb.bloomtextureheight; + r_fb.bloomtexcoord2f[4] = (float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth; + r_fb.bloomtexcoord2f[5] = 0; + r_fb.bloomtexcoord2f[6] = 0; + r_fb.bloomtexcoord2f[7] = 0; switch(vid.renderpath) { @@ -6198,24 +6167,24 @@ void R_Bloom_StartFrame(void) int i; for (i = 0;i < 4;i++) { - r_bloomstate.screentexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.screentexturewidth; - r_bloomstate.screentexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.screentextureheight; - r_bloomstate.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_bloomstate.bloomtexturewidth; - r_bloomstate.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_bloomstate.bloomtextureheight; + r_fb.screentexcoord2f[i*2+0] += 0.5f / (float)r_fb.screentexturewidth; + r_fb.screentexcoord2f[i*2+1] += 0.5f / (float)r_fb.screentextureheight; + r_fb.bloomtexcoord2f[i*2+0] += 0.5f / (float)r_fb.bloomtexturewidth; + r_fb.bloomtexcoord2f[i*2+1] += 0.5f / (float)r_fb.bloomtextureheight; } } break; } - if ((r_hdr.integer || r_bloom.integer) && r_bloomstate.bloomwidth) + if ((r_hdr.integer || r_bloom.integer) && r_fb.bloomwidth) { - r_bloomstate.enabled = true; - r_bloomstate.hdr = r_hdr.integer != 0 && !r_bloomstate.fbo_framebuffer; + r_fb.enabled = true; + r_fb.hdr = r_hdr.integer != 0 && !r_fb.fbo_framebuffer; } - R_Viewport_InitOrtho(&r_bloomstate.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_bloomstate.bloomheight - r_refdef.view.y, r_bloomstate.bloomwidth, r_bloomstate.bloomheight, 0, 0, 1, 1, -10, 100, NULL); + R_Viewport_InitOrtho(&r_fb.viewport, &identitymatrix, r_refdef.view.x, vid.height - r_fb.bloomheight - r_refdef.view.y, r_fb.bloomwidth, r_fb.bloomheight, 0, 0, 1, 1, -10, 100, NULL); - if (r_bloomstate.fbo_framebuffer) + if (r_fb.fbo_framebuffer) r_refdef.view.clear = true; } @@ -6226,7 +6195,7 @@ void R_Bloom_CopyBloomTexture(float colorscale) // scale down screen texture to the bloom texture size CHECKGLERROR R_Mesh_SetMainRenderTargets(); - R_SetViewport(&r_bloomstate.viewport); + R_SetViewport(&r_fb.viewport); GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that... @@ -6238,28 +6207,28 @@ void R_Bloom_CopyBloomTexture(float colorscale) case RENDERPATH_GLES1: case RENDERPATH_GLES2: case RENDERPATH_SOFT: - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f); + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f); break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: - R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f); + R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f); break; } // TODO: do boxfilter scale-down in shader? - R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true); + R_SetupShader_Generic(r_fb.texture_screen, NULL, GL_MODULATE, 1, false, true); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight; // we now have a bloom image in the framebuffer // copy it into the bloom image texture for later processing - R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height); - r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height; + R_Mesh_CopyToTexture(r_fb.texture_bloom, 0, 0, r_fb.viewport.x, r_fb.viewport.y, r_fb.viewport.width, r_fb.viewport.height); + r_refdef.stats.bloom_copypixels += r_fb.viewport.width * r_fb.viewport.height; } void R_Bloom_CopyHDRTexture(void) { - R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); + R_Mesh_CopyToTexture(r_fb.texture_bloom, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; } @@ -6274,7 +6243,7 @@ void R_Bloom_MakeTexture(void) // we have a bloom image in the framebuffer CHECKGLERROR - R_SetViewport(&r_bloomstate.viewport); + R_SetViewport(&r_fb.viewport); for (x = 1;x < min(r_bloom_colorexponent.value, 32);) { @@ -6282,24 +6251,24 @@ void R_Bloom_MakeTexture(void) r = bound(0, r_bloom_colorexponent.value / x, 1); GL_BlendFunc(GL_DST_COLOR, GL_SRC_COLOR); GL_Color(r,r,r,1); - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.bloomtexcoord2f); - R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true); + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.bloomtexcoord2f); + R_SetupShader_Generic(r_fb.texture_bloom, NULL, GL_MODULATE, 1, false, true); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight; // copy the vertically blurred bloom view to a texture - R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height); - r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height; + R_Mesh_CopyToTexture(r_fb.texture_bloom, 0, 0, r_fb.viewport.x, r_fb.viewport.y, r_fb.viewport.width, r_fb.viewport.height); + r_refdef.stats.bloom_copypixels += r_fb.viewport.width * r_fb.viewport.height; } - range = r_bloom_blur.integer * r_bloomstate.bloomwidth / 320; + range = r_bloom_blur.integer * r_fb.bloomwidth / 320; brighten = r_bloom_brighten.value; - if (r_bloomstate.hdr) + if (r_fb.hdr) brighten *= r_hdr_range.value; brighten = sqrt(brighten); if(range >= 1) brighten *= (3 * range) / (2 * range - 1); // compensate for the "dot particle" - R_SetupShader_Generic(r_bloomstate.texture_bloom, NULL, GL_MODULATE, 1, false, true); + R_SetupShader_Generic(r_fb.texture_bloom, NULL, GL_MODULATE, 1, false, true); for (dir = 0;dir < 2;dir++) { @@ -6311,17 +6280,17 @@ void R_Bloom_MakeTexture(void) { if (!dir){xoffset = 0;yoffset = x;} else {xoffset = x;yoffset = 0;} - xoffset /= (float)r_bloomstate.bloomtexturewidth; - yoffset /= (float)r_bloomstate.bloomtextureheight; + xoffset /= (float)r_fb.bloomtexturewidth; + yoffset /= (float)r_fb.bloomtextureheight; // compute a texcoord array with the specified x and y offset - r_bloomstate.offsettexcoord2f[0] = xoffset+0; - r_bloomstate.offsettexcoord2f[1] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; - r_bloomstate.offsettexcoord2f[2] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; - r_bloomstate.offsettexcoord2f[3] = yoffset+(float)r_bloomstate.bloomheight / (float)r_bloomstate.bloomtextureheight; - r_bloomstate.offsettexcoord2f[4] = xoffset+(float)r_bloomstate.bloomwidth / (float)r_bloomstate.bloomtexturewidth; - r_bloomstate.offsettexcoord2f[5] = yoffset+0; - r_bloomstate.offsettexcoord2f[6] = xoffset+0; - r_bloomstate.offsettexcoord2f[7] = yoffset+0; + r_fb.offsettexcoord2f[0] = xoffset+0; + r_fb.offsettexcoord2f[1] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight; + r_fb.offsettexcoord2f[2] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth; + r_fb.offsettexcoord2f[3] = yoffset+(float)r_fb.bloomheight / (float)r_fb.bloomtextureheight; + r_fb.offsettexcoord2f[4] = xoffset+(float)r_fb.bloomwidth / (float)r_fb.bloomtexturewidth; + r_fb.offsettexcoord2f[5] = yoffset+0; + r_fb.offsettexcoord2f[6] = xoffset+0; + r_fb.offsettexcoord2f[7] = yoffset+0; // this r value looks like a 'dot' particle, fading sharply to // black at the edges // (probably not realistic but looks good enough) @@ -6331,15 +6300,15 @@ void R_Bloom_MakeTexture(void) if(range >= 1) r *= (1 - x*x/(float)(range*range)); GL_Color(r, r, r, 1); - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.offsettexcoord2f); + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.offsettexcoord2f); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); - r_refdef.stats.bloom_drawpixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; + r_refdef.stats.bloom_drawpixels += r_fb.bloomwidth * r_fb.bloomheight; GL_BlendFunc(GL_ONE, GL_ONE); } // copy the vertically blurred bloom view to a texture - R_Mesh_CopyToTexture(r_bloomstate.texture_bloom, 0, 0, r_bloomstate.viewport.x, r_bloomstate.viewport.y, r_bloomstate.viewport.width, r_bloomstate.viewport.height); - r_refdef.stats.bloom_copypixels += r_bloomstate.viewport.width * r_bloomstate.viewport.height; + R_Mesh_CopyToTexture(r_fb.texture_bloom, 0, 0, r_fb.viewport.x, r_fb.viewport.y, r_fb.viewport.width, r_fb.viewport.height); + r_refdef.stats.bloom_copypixels += r_fb.viewport.width * r_fb.viewport.height; } } @@ -6349,15 +6318,15 @@ void R_HDR_RenderBloomTexture(void) float oldcolorscale; qboolean oldwaterstate; - oldwaterstate = r_waterstate.enabled; + oldwaterstate = r_fb.water.enabled; oldcolorscale = r_refdef.view.colorscale; oldwidth = r_refdef.view.width; oldheight = r_refdef.view.height; - r_refdef.view.width = r_bloomstate.bloomwidth; - r_refdef.view.height = r_bloomstate.bloomheight; + r_refdef.view.width = r_fb.bloomwidth; + r_refdef.view.height = r_fb.bloomheight; if(r_hdr.integer < 2) - r_waterstate.enabled = false; + r_fb.water.enabled = false; // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance. // TODO: add exposure compensation features @@ -6377,13 +6346,13 @@ void R_HDR_RenderBloomTexture(void) R_TimeReport("visibility"); // only do secondary renders with HDR if r_hdr is 2 or higher - r_waterstate.numwaterplanes = 0; - if (r_waterstate.enabled) + r_fb.water.numwaterplanes = 0; + if (r_fb.water.enabled) R_RenderWaterPlanes(); r_refdef.view.showdebug = true; R_RenderScene(); - r_waterstate.numwaterplanes = 0; + r_fb.water.numwaterplanes = 0; R_ResetViewRendering2D(); @@ -6391,7 +6360,7 @@ void R_HDR_RenderBloomTexture(void) R_Bloom_MakeTexture(); // restore the view settings - r_waterstate.enabled = oldwaterstate; + r_fb.water.enabled = oldwaterstate; r_refdef.view.width = oldwidth; r_refdef.view.height = oldheight; r_refdef.view.colorscale = oldcolorscale; @@ -6417,13 +6386,13 @@ static void R_BlendView(void) case RENDERPATH_SOFT: case RENDERPATH_GLES2: permutation = - (r_bloomstate.texture_bloom ? SHADERPERMUTATION_BLOOM : 0) + (r_fb.texture_bloom ? SHADERPERMUTATION_BLOOM : 0) | (r_refdef.viewblend[3] > 0 ? SHADERPERMUTATION_VIEWTINT : 0) | ((v_glslgamma.value && !vid_gammatables_trivial) ? SHADERPERMUTATION_GAMMARAMPS : 0) | (r_glsl_postprocess.integer ? SHADERPERMUTATION_POSTPROCESSING : 0) | ((!R_Stereo_ColorMasking() && r_glsl_saturation.value != 1) ? SHADERPERMUTATION_SATURATION : 0); - if (r_bloomstate.texture_screen) + if (r_fb.texture_screen) { // make sure the buffer is available if (r_bloom_blur.value < 1) { Cvar_SetValueQuick(&r_bloom_blur, 1); } @@ -6483,15 +6452,15 @@ static void R_BlendView(void) case RENDERPATH_GLES1: case RENDERPATH_GLES2: case RENDERPATH_SOFT: - R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_bloomstate.screentexcoord2f); + R_Mesh_PrepareVertices_Generic_Arrays(4, r_screenvertex3f, NULL, r_fb.screentexcoord2f); break; case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: - R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_bloomstate.screentexcoord2f); + R_Mesh_PrepareVertices_Generic_Arrays(4, r_d3dscreenvertex3f, NULL, r_fb.screentexcoord2f); break; } - R_SetupShader_Generic(r_bloomstate.texture_screen, NULL, GL_MODULATE, 1, false, true); + R_SetupShader_Generic(r_fb.texture_screen, NULL, GL_MODULATE, 1, false, true); R_Mesh_Draw(0, 4, 0, 2, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0); r_refdef.stats.bloom_drawpixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; } @@ -6501,10 +6470,10 @@ static void R_BlendView(void) } // copy view into the screen texture - R_Mesh_CopyToTexture(r_bloomstate.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); + R_Mesh_CopyToTexture(r_fb.texture_screen, 0, 0, r_refdef.view.viewport.x, r_refdef.view.viewport.y, r_refdef.view.viewport.width, r_refdef.view.viewport.height); r_refdef.stats.bloom_copypixels += r_refdef.view.viewport.width * r_refdef.view.viewport.height; } - else if (!r_bloomstate.texture_bloom) + else if (!r_fb.texture_bloom) { // we may still have to do view tint... if (r_refdef.viewblend[3] >= (1.0f / 256.0f)) @@ -6520,7 +6489,7 @@ static void R_BlendView(void) break; // no screen processing, no bloom, skip it } - if (r_bloomstate.texture_bloom && !r_bloomstate.hdr) + if (r_fb.texture_bloom && !r_fb.hdr) { // render simple bloom effect // copy the screen and shrink it and darken it for the bloom process @@ -6550,13 +6519,13 @@ static void R_BlendView(void) { case RENDERPATH_GL20: case RENDERPATH_GLES2: - R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f); R_SetupShader_SetPermutationGLSL(SHADERMODE_POSTPROCESS, permutation); - if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_bloomstate.texture_screen); - if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_bloomstate.texture_bloom ); + if (r_glsl_permutation->tex_Texture_First >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_First , r_fb.texture_screen); + if (r_glsl_permutation->tex_Texture_Second >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_Second , r_fb.texture_bloom ); if (r_glsl_permutation->tex_Texture_GammaRamps >= 0) R_Mesh_TexBind(r_glsl_permutation->tex_Texture_GammaRamps, r_texture_gammaramps ); if (r_glsl_permutation->loc_ViewTintColor >= 0) qglUniform4f(r_glsl_permutation->loc_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); + if (r_glsl_permutation->loc_PixelSize >= 0) qglUniform2f(r_glsl_permutation->loc_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight); if (r_glsl_permutation->loc_UserVec1 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); if (r_glsl_permutation->loc_UserVec2 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); if (r_glsl_permutation->loc_UserVec3 >= 0) qglUniform4f(r_glsl_permutation->loc_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); @@ -6568,13 +6537,13 @@ static void R_BlendView(void) case RENDERPATH_D3D9: #ifdef SUPPORTD3D // D3D has upside down Y coords, the easiest way to flip this is to flip the screen vertices rather than the texcoords, so we just use a different array for that... - R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_d3dscreenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f); R_SetupShader_SetPermutationHLSL(SHADERMODE_POSTPROCESS, permutation); - R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen); - R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom ); + R_Mesh_TexBind(GL20TU_FIRST , r_fb.texture_screen); + R_Mesh_TexBind(GL20TU_SECOND , r_fb.texture_bloom ); R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); hlslPSSetParameter4f(D3DPSREGISTER_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); + hlslPSSetParameter2f(D3DPSREGISTER_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight); hlslPSSetParameter4f(D3DPSREGISTER_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); hlslPSSetParameter4f(D3DPSREGISTER_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); hlslPSSetParameter4f(D3DPSREGISTER_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); @@ -6591,13 +6560,13 @@ static void R_BlendView(void) Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; case RENDERPATH_SOFT: - R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_bloomstate.screentexcoord2f, r_bloomstate.bloomtexcoord2f); + R_Mesh_PrepareVertices_Mesh_Arrays(4, r_screenvertex3f, NULL, NULL, NULL, NULL, r_fb.screentexcoord2f, r_fb.bloomtexcoord2f); R_SetupShader_SetPermutationSoft(SHADERMODE_POSTPROCESS, permutation); - R_Mesh_TexBind(GL20TU_FIRST , r_bloomstate.texture_screen); - R_Mesh_TexBind(GL20TU_SECOND , r_bloomstate.texture_bloom ); + R_Mesh_TexBind(GL20TU_FIRST , r_fb.texture_screen); + R_Mesh_TexBind(GL20TU_SECOND , r_fb.texture_bloom ); R_Mesh_TexBind(GL20TU_GAMMARAMPS, r_texture_gammaramps ); DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_ViewTintColor , r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_bloomstate.screentexturewidth, 1.0/r_bloomstate.screentextureheight); + DPSOFTRAST_Uniform2f(DPSOFTRAST_UNIFORM_PixelSize , 1.0/r_fb.screentexturewidth, 1.0/r_fb.screentextureheight); DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec1 , uservecs[0][0], uservecs[0][1], uservecs[0][2], uservecs[0][3]); DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec2 , uservecs[1][0], uservecs[1][1], uservecs[1][2], uservecs[1][3]); DPSOFTRAST_Uniform4f(DPSOFTRAST_UNIFORM_UserVec3 , uservecs[2][0], uservecs[2][1], uservecs[2][2], uservecs[2][3]); @@ -6912,8 +6881,8 @@ void R_RenderView(void) r_refdef.view.showdebug = false; - r_waterstate.enabled = false; - r_waterstate.numwaterplanes = 0; + r_fb.water.enabled = false; + r_fb.water.numwaterplanes = 0; R_RenderScene(); @@ -6953,7 +6922,7 @@ void R_RenderView(void) r_refdef.view.clear = true; // this produces a bloom texture to be used in R_BlendView() later - if (r_bloomstate.hdr) + if (r_fb.hdr) { R_HDR_RenderBloomTexture(); // we have to bump the texture frame again because r_refdef.view.colorscale is cached in the textures @@ -6970,12 +6939,12 @@ void R_RenderView(void) if (r_timereport_active && r_shadow_bouncegrid.integer) R_TimeReport("bouncegrid"); - r_waterstate.numwaterplanes = 0; - if (r_waterstate.enabled) + r_fb.water.numwaterplanes = 0; + if (r_fb.water.enabled) R_RenderWaterPlanes(); R_RenderScene(); - r_waterstate.numwaterplanes = 0; + r_fb.water.numwaterplanes = 0; R_BlendView(); if (r_timereport_active) @@ -7006,7 +6975,7 @@ void R_RenderWaterPlanes(void) if (r_timereport_active) R_TimeReport("watermodels"); - if (r_waterstate.numwaterplanes) + if (r_fb.water.numwaterplanes) { R_Water_ProcessPlanes(); if (r_timereport_active) @@ -7859,9 +7828,9 @@ texture_t *R_GetCurrentTexture(texture_t *t) t->currentalpha = rsurface.colormod[3]; if (t->basematerialflags & MATERIALFLAG_WATERALPHA && (model->brush.supportwateralpha || r_novis.integer || r_trippy.integer)) t->currentalpha *= r_wateralpha.value; - if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_waterstate.enabled && !r_refdef.view.isoverlay) + if(t->basematerialflags & MATERIALFLAG_WATERSHADER && r_fb.water.enabled && !r_refdef.view.isoverlay) t->currentmaterialflags |= MATERIALFLAG_ALPHA | MATERIALFLAG_BLENDED | MATERIALFLAG_NOSHADOW; // we apply wateralpha later - if(!r_waterstate.enabled || r_refdef.view.isoverlay) + if(!r_fb.water.enabled || r_refdef.view.isoverlay) t->currentmaterialflags &= ~(MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA); if (!(rsurface.ent_flags & RENDER_LIGHT)) t->currentmaterialflags |= MATERIALFLAG_FULLBRIGHT; @@ -9458,7 +9427,7 @@ static int RSurf_FindWaterPlaneForSurface(const msurface_t *surface) r_waterstate_waterplane_t *p; qboolean prepared = false; bestd = 0; - for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) + for (planeindex = 0, p = r_fb.water.waterplanes;planeindex < r_fb.water.numwaterplanes;planeindex++, p++) { if(p->camera_entity != rsurface.texture->camera_entity) continue; @@ -9839,7 +9808,7 @@ extern rtexture_t *r_shadow_prepasslightingdiffusetexture; extern rtexture_t *r_shadow_prepasslightingspeculartexture; static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface_t **texturesurfacelist, qboolean writedepth, qboolean prepass) { - if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))) + if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))) return; if (prepass) { @@ -9872,7 +9841,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface { // render water or distortion background GL_DepthMask(true); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BACKGROUND, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false); RSurf_DrawBatch(); // blend surface on top GL_DepthMask(false); @@ -9883,7 +9852,7 @@ static void R_DrawTextureSurfaceList_GL20(int texturenumsurfaces, const msurface { // render surface with reflection texture as input GL_DepthMask(writedepth && !(rsurface.texture->currentmaterialflags & MATERIALFLAG_BLENDED)); - R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_waterstate.waterplanes + startplaneindex), false); + R_SetupShader_Surface(vec3_origin, (rsurface.texture->currentmaterialflags & MATERIALFLAG_MODELLIGHT) != 0, 1, 1, rsurface.texture->specularscale, RSURFPASS_BASE, end-start, texturesurfacelist + start, (void *)(r_fb.water.waterplanes + startplaneindex), false); RSurf_DrawBatch(); } } @@ -10509,7 +10478,7 @@ static void R_DrawTextureSurfaceList_DepthOnly(int texturenumsurfaces, const msu { if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_NODEPTHTEST | MATERIALFLAG_BLENDED | MATERIALFLAG_ALPHATEST))) return; - if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))) + if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION))) return; RSurf_SetupDepthAndCulling(); RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX, texturenumsurfaces, texturesurfacelist); diff --git a/gl_rsurf.c b/gl_rsurf.c index 08657f66..34aef918 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -1506,7 +1506,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface // VorteX: added MATERIALFLAG_NORTLIGHT if ((rsurface.texture->currentmaterialflags & (MATERIALFLAG_WALL | MATERIALFLAG_FULLBRIGHT | MATERIALFLAG_NORTLIGHT)) != MATERIALFLAG_WALL) continue; - if (r_waterstate.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))) + if (r_fb.water.renderingscene && (rsurface.texture->currentmaterialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION | MATERIALFLAG_REFLECTION | MATERIALFLAG_CAMERA))) continue; if (rsurface.texture->currentmaterialflags & MATERIALFLAGMASK_DEPTHSORTED) { diff --git a/r_shadow.c b/r_shadow.c index 76dd1fab..a3d8220a 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -4690,19 +4690,6 @@ void R_Shadow_DrawLights(void) R_Shadow_RenderMode_End(); } -extern const float r_screenvertex3f[12]; -extern void R_SetupView(qboolean allowwaterclippingplane); -extern void R_ResetViewRendering3D(void); -extern void R_ResetViewRendering2D(void); -extern cvar_t r_shadows; -extern cvar_t r_shadows_darken; -extern cvar_t r_shadows_drawafterrtlighting; -extern cvar_t r_shadows_castfrombmodels; -extern cvar_t r_shadows_throwdistance; -extern cvar_t r_shadows_throwdirection; -extern cvar_t r_shadows_focus; -extern cvar_t r_shadows_shadowmapscale; - void R_Shadow_PrepareModelShadows(void) { int i; @@ -5226,7 +5213,7 @@ void R_Shadow_DrawCoronas(void) size_t range; if (r_coronas.value < (1.0f / 256.0f) && !gl_flashblend.integer) return; - if (r_waterstate.renderingscene) + if (r_fb.water.renderingscene) return; flag = r_refdef.scene.rtworld ? LIGHTFLAG_REALTIMEMODE : LIGHTFLAG_NORMALMODE; R_EntityMatrix(&identitymatrix); diff --git a/r_sprites.c b/r_sprites.c index 486b119f..5e150dad 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -258,7 +258,7 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r // honors scale // honors a global label scaling cvar - if(r_waterstate.renderingscene) // labels are considered HUD items, and don't appear in reflections + if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections return; // See the R_TrackSprite definition for a reason for this copying @@ -281,7 +281,7 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r // honors a global label scaling cvar before the rounding // FIXME assumes that 1qu is 1 pixel in the sprite like in SPR32 format. Should not do that, but instead query the source image! This bug only applies to the roundtopixels case, though. - if(r_waterstate.renderingscene) // labels are considered HUD items, and don't appear in reflections + if(r_fb.water.renderingscene) // labels are considered HUD items, and don't appear in reflections return; // See the R_TrackSprite definition for a reason for this copying diff --git a/render.h b/render.h index 98126b45..439e7465 100644 --- a/render.h +++ b/render.h @@ -113,9 +113,6 @@ extern cvar_t r_showcollisionbrushes_polygonfactor; extern cvar_t r_showcollisionbrushes_polygonoffset; extern cvar_t r_showdisabledepthtest; -// -// view origin -// extern cvar_t r_drawentities; extern cvar_t r_draw2d; extern qboolean r_draw2d_force; @@ -483,7 +480,51 @@ typedef struct r_waterstate_s } r_waterstate_t; -extern r_waterstate_t r_waterstate; +typedef struct r_framebufferstate_s +{ + qboolean enabled; + qboolean hdr; + + int bloomwidth, bloomheight; + + textype_t texturetype; + int viewfbo; // used to check if r_viewfbo cvar has changed + + int fbo_framebuffer; // non-zero if r_viewfbo is enabled and working + rtexture_t *texture_framebuffercolor; // non-NULL if fbo_screen is non-zero + rtexture_t *texture_framebufferdepth; // non-NULL if fbo_screen is non-zero + + int screentexturewidth, screentextureheight; + rtexture_t *texture_screen; /// \note also used for motion blur if enabled! + + int bloomtexturewidth, bloomtextureheight; + rtexture_t *texture_bloom; + + // arrays for rendering the screen passes + float screentexcoord2f[8]; + float bloomtexcoord2f[8]; + float offsettexcoord2f[8]; + + r_viewport_t viewport; + + r_waterstate_t water; +} +r_framebufferstate_t; + +extern r_framebufferstate_t r_fb; + +void R_ResetViewRendering2D(void); +void R_ResetViewRendering3D(void); +void R_SetupView(qboolean allowwaterclippingplane); +extern const float r_screenvertex3f[12]; +extern cvar_t r_shadows; +extern cvar_t r_shadows_darken; +extern cvar_t r_shadows_drawafterrtlighting; +extern cvar_t r_shadows_castfrombmodels; +extern cvar_t r_shadows_throwdistance; +extern cvar_t r_shadows_throwdirection; +extern cvar_t r_shadows_focus; +extern cvar_t r_shadows_shadowmapscale; #endif