From: Rudolf Polzer Date: Wed, 3 Jan 2024 20:01:01 +0000 (-0800) Subject: Bring back a very simple r_showsurfaces 3. X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=fbdf0014c3ccdb84ba23340912e5049dd383e14f;p=xonotic%2Fdarkplaces.git Bring back a very simple r_showsurfaces 3. Sadly I don't quite understand r_showsurfaces 2 enough to bring it back, so we've got a gap now. --- diff --git a/gl_rmain.c b/gl_rmain.c index 770e3264..5f7f1c10 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -82,7 +82,7 @@ cvar_t r_transparent_useplanardistance = {CF_CLIENT, "r_transparent_useplanardis cvar_t r_showoverdraw = {CF_CLIENT, "r_showoverdraw", "0", "shows overlapping geometry"}; cvar_t r_showbboxes = {CF_CLIENT, "r_showbboxes", "0", "shows bounding boxes of server entities, value controls opacity scaling (1 = 10%, 10 = 100%)"}; cvar_t r_showbboxes_client = {CF_CLIENT, "r_showbboxes_client", "0", "shows bounding boxes of clientside qc entities, value controls opacity scaling (1 = 10%, 10 = 100%)"}; -cvar_t r_showsurfaces = {CF_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 2 shows triangle draw order (for analyzing whether meshes are optimized for vertex cache)"}; +cvar_t r_showsurfaces = {CF_CLIENT, "r_showsurfaces", "0", "1 shows surfaces as different colors, or a value of 3 shows an approximation to vertex or object color (for a very approximate view of the game)"}; cvar_t r_showtris = {CF_CLIENT, "r_showtris", "0", "shows triangle outlines, value controls brightness (can be above 1)"}; cvar_t r_shownormals = {CF_CLIENT, "r_shownormals", "0", "shows per-vertex surface normals and tangent vectors for bumpmapped lighting"}; cvar_t r_showlighting = {CF_CLIENT, "r_showlighting", "0", "shows areas lit by lights, useful for finding out why some areas of a map render slowly (bright orange = lots of passes = slow), a value of 2 disables depth testing which can be interesting but not very useful"}; @@ -1922,7 +1922,7 @@ void R_SetupShader_Surface(const float rtlightambient[3], const float rtlightdif if (r_glsl_permutation->loc_Color_Ambient >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Ambient, rtlightambient[0], rtlightambient[1], rtlightambient[2]); if (r_glsl_permutation->loc_Color_Diffuse >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Diffuse, rtlightdiffuse[0], rtlightdiffuse[1], rtlightdiffuse[2]); if (r_glsl_permutation->loc_Color_Specular >= 0) qglUniform3f(r_glsl_permutation->loc_Color_Specular, rtlightspecular[0], rtlightspecular[1], rtlightspecular[2]); - + // additive passes are only darkened by fog, not tinted if (r_glsl_permutation->loc_FogColor >= 0) qglUniform3f(r_glsl_permutation->loc_FogColor, 0, 0, 0); @@ -3828,7 +3828,7 @@ qbool R_AnimCache_GetEntity(entity_render_t *ent, qbool wantnormals, qbool wantt r_refdef.stats[r_stat_animcache_skeletal_bones] += model->num_bones; r_refdef.stats[r_stat_animcache_skeletal_maxbones] = max(r_refdef.stats[r_stat_animcache_skeletal_maxbones], model->num_bones); ent->animcache_skeletaltransform3x4 = (float *)R_FrameData_Alloc(sizeof(float[3][4]) * model->num_bones); - Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); + Mod_Skeletal_BuildTransforms(model, ent->frameblend, ent->skeleton, NULL, ent->animcache_skeletaltransform3x4); // note: this can fail if the buffer is at the grow limit ent->animcache_skeletaltransform3x4size = sizeof(float[3][4]) * model->num_bones; ent->animcache_skeletaltransform3x4buffer = R_BufferData_Store(ent->animcache_skeletaltransform3x4size, ent->animcache_skeletaltransform3x4, R_BUFFERDATA_UNIFORM, &ent->animcache_skeletaltransform3x4offset); @@ -4985,7 +4985,7 @@ static void R_Water_ProcessPlanes(int fbo, rtexture_t *depthtexture, rtexture_t r_refdef.view.usecustompvs = true; r_refdef.scene.worldmodel->brush.FatPVS(r_refdef.scene.worldmodel, visorigin, 2, r_refdef.viewcache.world_pvsbits, (r_refdef.viewcache.world_numclusters+7)>>3, false); } - + // camera needs no clipplane r_refdef.view.useclipplane = false; // TODO: is the camera origin always valid? if so we don't need to clear this @@ -5278,22 +5278,22 @@ static void R_MotionBlurView(int viewfbo, rtexture_t *viewdepthtexture, rtexture { // declare variables float blur_factor, blur_mouseaccel, blur_velocity; - static float blur_average; + static float blur_average; static vec3_t blur_oldangles; // used to see how quickly the mouse is moving // set a goal for the factoring - blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) + blur_velocity = bound(0, (VectorLength(cl.movement_velocity) - r_motionblur_velocityfactor_minspeed.value) / max(1, r_motionblur_velocityfactor_maxspeed.value - r_motionblur_velocityfactor_minspeed.value), 1); - blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) + blur_mouseaccel = bound(0, ((fabs(VectorLength(cl.viewangles) - VectorLength(blur_oldangles)) * 10) - r_motionblur_mousefactor_minspeed.value) / max(1, r_motionblur_mousefactor_maxspeed.value - r_motionblur_mousefactor_minspeed.value), 1); - blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) + blur_factor = ((blur_velocity * r_motionblur_velocityfactor.value) + (blur_mouseaccel * r_motionblur_mousefactor.value)); // from the goal, pick an averaged value between goal and last value cl.motionbluralpha = bound(0, (cl.time - cl.oldtime) / max(0.001, r_motionblur_averaging.value), 1); blur_average = blur_average * (1 - cl.motionbluralpha) + blur_factor * cl.motionbluralpha; - // enforce minimum amount of blur + // enforce minimum amount of blur blur_factor = blur_average * (1 - r_motionblur_minblur.value) + r_motionblur_minblur.value; //Con_Printf("motionblur: direct factor: %f, averaged factor: %f, velocity: %f, mouse accel: %f \n", blur_factor, blur_average, blur_velocity, blur_mouseaccel); @@ -6060,7 +6060,7 @@ static const unsigned short bboxelements[36] = }; #define BBOXEDGES 13 -static const float bboxedges[BBOXEDGES][6] = +static const float bboxedges[BBOXEDGES][6] = { // whole box { 0, 0, 0, 1, 1, 1 }, @@ -8801,6 +8801,8 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const int k; const msurface_t *surface; float surfacecolor4f[4]; + float c[4]; + texture_t *t = rsurface.texture; // R_Mesh_ResetTextureState(); R_SetupShader_Generic_NoTexture(false, false); @@ -8808,18 +8810,70 @@ static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, const GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(writedepth); - RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ARRAY_TEXCOORD | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist); - vi = 0; - for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + switch (r_showsurfaces.integer) { - surface = texturesurfacelist[texturesurfaceindex]; - k = (int)(((size_t)surface) / sizeof(msurface_t)); - Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1); - for (j = 0;j < surface->num_vertices;j++) - { - Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi); - vi++; - } + case 1: + default: + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist); + vi = 0; + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + k = (int)(((size_t)surface) / sizeof(msurface_t)); + Vector4Set(surfacecolor4f, (k & 0xF) * (1.0f / 16.0f), (k & 0xF0) * (1.0f / 256.0f), (k & 0xF00) * (1.0f / 4096.0f), 1); + for (j = 0;j < surface->num_vertices;j++) + { + Vector4Copy(surfacecolor4f, rsurface.batchlightmapcolor4f + 4 * vi); + vi++; + } + } + break; + case 3: + if(t && t->currentskinframe) + { + Vector4Copy(t->currentskinframe->avgcolor, c); + c[3] *= t->currentalpha; + } + else + { + Vector4Set(c, 1, 0, 1, 1); + } + if (t->pantstexture || t->shirttexture) + { + VectorMAM(0.7, t->render_colormap_pants, 0.3, t->render_colormap_shirt, c); + } + VectorScale(c, 2 * r_refdef.view.colorscale, c); + if(t->currentmaterialflags & MATERIALFLAG_WATERALPHA) + c[3] *= r_wateralpha.value; + RSurf_PrepareVerticesForBatch(BATCHNEED_ARRAY_VERTEX | BATCHNEED_ARRAY_VERTEXCOLOR | BATCHNEED_ALWAYSCOPY, texturenumsurfaces, texturesurfacelist); + vi = 0; + if (rsurface.modellightmapcolor4f) + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + for (j = 0;j < surface->num_vertices;j++) + { + float *ptr = rsurface.batchlightmapcolor4f + 4 * vi; + Vector4Multiply(ptr, c, ptr); + vi++; + } + } + } + else + { + for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++) + { + surface = texturesurfacelist[texturesurfaceindex]; + for (j = 0;j < surface->num_vertices;j++) + { + float *ptr = rsurface.batchlightmapcolor4f + 4 * vi; + Vector4Copy(c, ptr); + vi++; + } + } + } + break; } R_Mesh_PrepareVertices_Generic_Arrays(rsurface.batchnumvertices, rsurface.batchvertex3f, rsurface.batchlightmapcolor4f, rsurface.batchtexcoordtexture2f); RSurf_DrawBatch(); @@ -10097,7 +10151,7 @@ void R_DrawModelSurfaces(entity_render_t *ent, qbool skysurfaces, qbool writedep // Now check if update flags are set on any surfaces that are visible if (r_q1bsp_lightmap_updates_hidden_surfaces.integer) { - /* + /* * We can do less frequent texture uploads (approximately 10hz for animated * lightstyles) by rebuilding lightmaps on surfaces that are not currently visible. * For optimal efficiency, this includes the submodels of the worldmodel, so we