From 413d0b4aa169829f1c464b2bcde781972af138a2 Mon Sep 17 00:00:00 2001 From: havoc Date: Mon, 23 May 2011 15:49:45 +0000 Subject: [PATCH] honor ent->shadertime in all material handling (tcmod, etc) do frame looping properly on q3 shader animmap (no more precision issues) wrap tcmod scroll so that it does not have precision breakdown changed rsurface.ent_shadertime to rsurface.shadertime which is now relative time (what should be used) git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@11164 d7cf8633-e32d-0410-b094-e92efae38249 --- gl_rmain.c | 50 +++++++++++++++++++++++++++----------------------- render.h | 2 +- 2 files changed, 28 insertions(+), 24 deletions(-) diff --git a/gl_rmain.c b/gl_rmain.c index 6695383d..eb9da63c 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -7385,7 +7385,7 @@ static qboolean R_TestQ3WaveFunc(q3wavefunc_t func, const float *parms) static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) { double index, f; - index = parms[2] + r_refdef.scene.time * parms[3]; + index = parms[2] + rsurface.shadertime * parms[3]; index -= floor(index); switch (func & ((1 << Q3WAVEFUNC_USER_SHIFT) - 1)) { @@ -7421,7 +7421,8 @@ static float R_EvaluateQ3WaveFunc(q3wavefunc_t func, const float *parms) void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *tcmod, int currentmaterialflags) { int w, h, idx; - float f; + double f; + double offsetd[2]; float tcmat[12]; matrix4x4_t matrix, temp; switch(tcmod->tcmod) @@ -7440,19 +7441,22 @@ void R_tcMod_ApplyToMatrix(matrix4x4_t *texmatrix, q3shaderinfo_layer_tcmod_t *t break; case Q3TCMOD_ROTATE: Matrix4x4_CreateTranslate(&matrix, 0.5, 0.5, 0); - Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * r_refdef.scene.time, 0, 0, 1); + Matrix4x4_ConcatRotate(&matrix, tcmod->parms[0] * rsurface.shadertime, 0, 0, 1); Matrix4x4_ConcatTranslate(&matrix, -0.5, -0.5, 0); break; case Q3TCMOD_SCALE: Matrix4x4_CreateScale3(&matrix, tcmod->parms[0], tcmod->parms[1], 1); break; case Q3TCMOD_SCROLL: - Matrix4x4_CreateTranslate(&matrix, tcmod->parms[0] * r_refdef.scene.time, tcmod->parms[1] * r_refdef.scene.time, 0); + // extra care is needed because of precision breakdown with large values of time + offsetd[0] = tcmod->parms[0] * rsurface.shadertime; + offsetd[1] = tcmod->parms[1] * rsurface.shadertime; + Matrix4x4_CreateTranslate(&matrix, offsetd[0] - floor(offsetd[0]), offsetd[1] - floor(offsetd[1]), 0); break; case Q3TCMOD_PAGE: // poor man's animmap (to store animations into a single file, useful for HTTP downloaded textures) w = (int) tcmod->parms[0]; h = (int) tcmod->parms[1]; - f = r_refdef.scene.time / (tcmod->parms[2] * w * h); + f = rsurface.shadertime / (tcmod->parms[2] * w * h); f = f - floor(f); idx = (int) floor(f * w * h); Matrix4x4_CreateTranslate(&matrix, (idx % w) / tcmod->parms[0], (idx / w) / tcmod->parms[1], 0); @@ -7530,7 +7534,7 @@ texture_t *R_GetCurrentTexture(texture_t *t) if (model->skinscenes) { if (model->skinscenes[s].framecount > 1) - s = model->skinscenes[s].firstframe + (unsigned int) (r_refdef.scene.time * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; + s = model->skinscenes[s].firstframe + (unsigned int) (rsurface.shadertime * model->skinscenes[s].framerate) % model->skinscenes[s].framecount; else s = model->skinscenes[s].firstframe; } @@ -7541,9 +7545,9 @@ texture_t *R_GetCurrentTexture(texture_t *t) // use an alternate animation if the entity's frame is not 0, // and only if the texture has an alternate animation if (rsurface.ent_alttextures && t->anim_total[1]) - t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[1]) : 0]; + t = t->anim_frames[1][(t->anim_total[1] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[1]) : 0]; else - t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(r_refdef.scene.time * 5.0f) % t->anim_total[0]) : 0]; + t = t->anim_frames[0][(t->anim_total[0] >= 2) ? ((int)(rsurface.shadertime * 5.0f) % t->anim_total[0]) : 0]; } texture->currentframe = t; } @@ -7563,12 +7567,12 @@ texture_t *R_GetCurrentTexture(texture_t *t) R_LoadQWSkin(&r_qwskincache[i], cl.scores[i].qw_skin); t->currentskinframe = r_qwskincache[i].skinframe; if (t->currentskinframe == NULL) - t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes]; + t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)]; } else if (t->numskinframes >= 2) - t->currentskinframe = t->skinframes[(unsigned int)(t->skinframerate * (cl.time - rsurface.ent_shadertime)) % t->numskinframes]; + t->currentskinframe = t->skinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->skinframerate, t->numskinframes)]; if (t->backgroundnumskinframes >= 2) - t->backgroundcurrentskinframe = t->backgroundskinframes[(unsigned int)(t->backgroundskinframerate * (cl.time - rsurface.ent_shadertime)) % t->backgroundnumskinframes]; + t->backgroundcurrentskinframe = t->backgroundskinframes[LoopingFrameNumberFromDouble(rsurface.shadertime * t->backgroundskinframerate, t->backgroundnumskinframes)]; t->currentmaterialflags = t->basematerialflags; t->currentalpha = rsurface.colormod[3]; @@ -7813,8 +7817,8 @@ void RSurf_ActiveWorldEntity(void) memset(rsurface.userwavefunc_param, 0, sizeof(rsurface.userwavefunc_param)); rsurface.ent_skinnum = 0; rsurface.ent_qwskin = -1; - rsurface.ent_shadertime = 0; rsurface.ent_flags = r_refdef.scene.worldentity->flags; + rsurface.shadertime = r_refdef.scene.time; rsurface.matrix = identitymatrix; rsurface.inversematrix = identitymatrix; rsurface.matrixscale = 1; @@ -7924,8 +7928,8 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q memcpy(rsurface.userwavefunc_param, ent->userwavefunc_param, sizeof(rsurface.userwavefunc_param)); rsurface.ent_skinnum = ent->skinnum; rsurface.ent_qwskin = (ent->entitynumber <= cl.maxclients && ent->entitynumber >= 1 && cls.protocol == PROTOCOL_QUAKEWORLD && cl.scores[ent->entitynumber - 1].qw_skin[0] && !strcmp(ent->model->name, "progs/player.mdl")) ? (ent->entitynumber - 1) : -1; - rsurface.ent_shadertime = ent->shadertime; rsurface.ent_flags = ent->flags; + rsurface.shadertime = r_refdef.scene.time - ent->shadertime; rsurface.matrix = ent->matrix; rsurface.inversematrix = ent->inversematrix; rsurface.matrixscale = Matrix4x4_ScaleFromMatrix(&rsurface.matrix); @@ -8093,8 +8097,8 @@ void RSurf_ActiveCustomEntity(const matrix4x4_t *matrix, const matrix4x4_t *inve rsurface.skeleton = NULL; rsurface.ent_skinnum = 0; rsurface.ent_qwskin = -1; - rsurface.ent_shadertime = shadertime; rsurface.ent_flags = entflags; + rsurface.shadertime = r_refdef.scene.time - shadertime; rsurface.modelnumvertices = numvertices; rsurface.modelnumtriangles = numtriangles; rsurface.matrix = *matrix; @@ -8879,9 +8883,9 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const float vertex[3]; float *normal = rsurface.batchnormal3f + 3*j; VectorScale(rsurface.batchvertex3f + 3*j, 0.98f, vertex); - normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); - normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); - normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], r_refdef.scene.time * deform->parms[1]); + normal[0] = rsurface.batchnormal3f[j*3+0] + deform->parms[0] * noise4f( vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]); + normal[1] = rsurface.batchnormal3f[j*3+1] + deform->parms[0] * noise4f( 98 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]); + normal[2] = rsurface.batchnormal3f[j*3+2] + deform->parms[0] * noise4f(196 + vertex[0], vertex[1], vertex[2], rsurface.shadertime * deform->parms[1]); VectorNormalize(normal); } if(batchneed & BATCHNEED_ARRAY_VECTOR) // otherwise these can stay NULL @@ -8945,7 +8949,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const // rsurface.batchnormal3f_bufferoffset = 0; for (j = 0;j < batchnumvertices;j++) { - scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + r_refdef.scene.time * deform->parms[2]) * deform->parms[1]; + scale = sin(rsurface.batchtexcoordtexture2f[j*2+0] * deform->parms[0] + rsurface.shadertime * deform->parms[2]) * deform->parms[1]; VectorMA(rsurface.batchvertex3f + 3*j, scale, rsurface.batchnormal3f + 3*j, rsurface.batchvertex3f + 3*j); } // if we get here, BATCHNEED_ARRAY_NORMAL is in batchneed, so no need to check @@ -9039,7 +9043,7 @@ void RSurf_PrepareVerticesForBatch(int batchneed, int texturenumsurfaces, const if (rsurface.texture->tcmods[0].tcmod == Q3TCMOD_TURBULENT) { amplitude = rsurface.texture->tcmods[0].parms[1]; - animpos = rsurface.texture->tcmods[0].parms[2] + r_refdef.scene.time * rsurface.texture->tcmods[0].parms[3]; + animpos = rsurface.texture->tcmods[0].parms[2] + rsurface.shadertime * rsurface.texture->tcmods[0].parms[3]; // rsurface.batchtexcoordtexture2f = R_FrameData_Alloc(batchnumvertices * sizeof(float[2])); // rsurface.batchtexcoordtexture2f_vertexbuffer = NULL; // rsurface.batchtexcoordtexture2f_bufferoffset = 0; @@ -10862,10 +10866,10 @@ static void R_DrawModelDecals_FadeEntity(entity_render_t *ent) lifetime = cl_decals_time.value + cl_decals_fadetime.value; if (decalsystem->lastupdatetime) - frametime = (cl.time - decalsystem->lastupdatetime); + frametime = (r_refdef.scene.time - decalsystem->lastupdatetime); else frametime = 0; - decalsystem->lastupdatetime = cl.time; + decalsystem->lastupdatetime = r_refdef.scene.time; decal = decalsystem->decals; numdecals = decalsystem->numdecals; @@ -10942,7 +10946,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) else RSurf_ActiveModelEntity(ent, false, false, false); - decalsystem->lastupdatetime = cl.time; + decalsystem->lastupdatetime = r_refdef.scene.time; decal = decalsystem->decals; faderate = 1.0f / max(0.001f, cl_decals_fadetime.value); @@ -11026,7 +11030,7 @@ static void R_DrawModelDecals_Entity(entity_render_t *ent) // now render the decals all at once // (this assumes they all use one particle font texture!) - RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, rsurface.ent_shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false); + RSurf_ActiveCustomEntity(&rsurface.matrix, &rsurface.inversematrix, rsurface.ent_flags, ent->shadertime, 1, 1, 1, 1, numdecals*3, decalsystem->vertex3f, decalsystem->texcoord2f, NULL, NULL, NULL, decalsystem->color4f, numtris, decalsystem->element3i, decalsystem->element3s, false, false); // R_Mesh_ResetTextureState(); R_Mesh_PrepareVertices_Generic_Arrays(numtris * 3, decalsystem->vertex3f, decalsystem->color4f, decalsystem->texcoord2f); GL_DepthMask(false); diff --git a/render.h b/render.h index 76c2e3f7..b354034a 100644 --- a/render.h +++ b/render.h @@ -327,8 +327,8 @@ typedef struct rsurfacestate_s int ent_skinnum; int ent_qwskin; int ent_flags; - float ent_shadertime; int ent_alttextures; // used by q1bsp animated textures (pressed buttons) + double shadertime; // r_refdef.scene.time - ent->shadertime // transform matrices to render this entity and effects on this entity matrix4x4_t matrix; matrix4x4_t inversematrix; -- 2.39.2