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fteqw/engine/gl/gl_rmain.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_main.c
#include "quakedef.h"
#ifdef GLQUAKE
#include "glquake.h"
#include "renderque.h"
#include "shader.h"
void R_RenderBrushPoly (msurface_t *fa);
#define PROJECTION_DISTANCE 200
#define MAX_STENCIL_ENTS 128
extern int gl_stencilbits;
extern int r_visframecount; // bumped when going to a new PVS
extern int r_framecount; // used for dlight push checking
//mplane_t frustum[4];
//
// view origin
//
//vec3_t vup;
//vec3_t vpn;
//vec3_t vright;
//vec3_t r_origin;
extern cvar_t gl_part_flame;
extern cvar_t r_bloom;
extern cvar_t r_wireframe_smooth;
cvar_t gl_affinemodels = CVAR("gl_affinemodels","0");
cvar_t gl_finish = CVAR("gl_finish","0");
cvar_t gl_dither = CVAR("gl_dither", "1");
extern cvar_t r_stereo_separation;
extern cvar_t r_stereo_convergence;
extern cvar_t r_stereo_method;
extern cvar_t r_postprocshader, r_fxaa, r_graphics;
extern cvar_t r_hdr_framebuffer;
extern cvar_t gl_screenangle;
extern cvar_t gl_mindist;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
extern cvar_t vid_srgb;
extern cvar_t ffov;
extern cvar_t gl_motionblur;
extern cvar_t gl_motionblurscale;
extern cvar_t r_tessellation;
extern cvar_t gl_ati_truform_type;
extern cvar_t r_tessellation_level;
extern cvar_t gl_blendsprites;
extern cvar_t r_portaldrawplanes;
extern cvar_t r_portalonly;
#ifdef R_XFLIP
cvar_t r_xflip = CVAR("leftisright", "0");
#endif
extern cvar_t scr_fov;
shader_t *scenepp_rescaled;
shader_t *scenepp_antialias;
shader_t *scenepp_waterwarp;
shader_t *scenepp_gamma;
// post processing stuff
texid_t sceneblur_texture;
texid_t scenepp_texture_warp;
texid_t scenepp_texture_edge;
texid_t scenepp_postproc_cube;
int scenepp_postproc_cube_size;
fbostate_t fbo_gameview;
fbostate_t fbo_postproc;
fbostate_t fbo_postproc_cube;
// KrimZon - init post processing - called in GL_CheckExtensions, when they're called
// I put it here so that only this file need be changed when messing with the post
// processing shaders
void GL_InitSceneProcessingShaders_WaterWarp (void)
{
scenepp_waterwarp = NULL;
if (gl_config.arb_shader_objects)
{
scenepp_waterwarp = R_RegisterShader("waterwarp", SUF_NONE,
"{\n"
"program underwaterwarp\n"
"{\n"
"map $sourcecolour\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"}\n"
"}\n"
);
scenepp_waterwarp->defaulttextures->upperoverlay = scenepp_texture_warp;
scenepp_waterwarp->defaulttextures->loweroverlay = scenepp_texture_edge;
}
}
void GL_ShutdownPostProcessing(void)
{
GLBE_FBO_Destroy(&fbo_gameview);
GLBE_FBO_Destroy(&fbo_postproc);
GLBE_FBO_Destroy(&fbo_postproc_cube);
R_BloomShutdown();
}
void GL_InitSceneProcessingShaders (void)
{
if (gl_config.arb_shader_objects)
{
GL_InitSceneProcessingShaders_WaterWarp();
}
scenepp_gamma = R_RegisterShader("fte_scenegamma", 0,
"{\n"
"program defaultgammacb\n"
"affine\n"
"{\n"
"map $sourcecolour\n"
"nodepthtest\n"
"}\n"
"}\n"
);
scenepp_rescaled = R_RegisterShader("fte_rescaler", 0,
"{\n"
"program default2d\n"
"affine\n"
"{\n"
"map $sourcecolour\n"
"nodepthtest\n"
"}\n"
"}\n"
);
scenepp_antialias = R_RegisterShader("fte_ppantialias", 0,
"{\n"
"program fxaa\n"
"affine\n"
"{\n"
"map $sourcecolour\n"
"nodepthtest\n"
"}\n"
"}\n"
);
r_wireframe_smooth.modified = true;
gl_dither.modified = true; //fixme: bad place for this, but hey
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
vid_srgb.modified = true;
}
#define PP_WARP_TEX_SIZE 64
#define PP_AMP_TEX_SIZE 64
#define PP_AMP_TEX_BORDER 4
void GL_SetupSceneProcessingTextures (void)
{
int i, x, y;
unsigned char pp_warp_tex[PP_WARP_TEX_SIZE*PP_WARP_TEX_SIZE*4];
unsigned char pp_edge_tex[PP_AMP_TEX_SIZE*PP_AMP_TEX_SIZE*4];
scenepp_postproc_cube = r_nulltex;
TEXASSIGN(sceneblur_texture, Image_CreateTexture("***postprocess_blur***", NULL, 0));
if (!gl_config.arb_shader_objects)
return;
TEXASSIGN(scenepp_texture_warp, Image_CreateTexture("***postprocess_warp***", NULL, IF_NOMIPMAP|IF_NOGAMMA|IF_LINEAR));
TEXASSIGN(scenepp_texture_edge, Image_CreateTexture("***postprocess_edge***", NULL, IF_NOMIPMAP|IF_NOGAMMA|IF_LINEAR));
// init warp texture - this specifies offset in
for (y=0; y<PP_WARP_TEX_SIZE; y++)
{
for (x=0; x<PP_WARP_TEX_SIZE; x++)
{
float fx, fy;
i = (x + y*PP_WARP_TEX_SIZE) * 4;
fx = sin(((double)y / PP_WARP_TEX_SIZE) * M_PI * 2);
fy = cos(((double)x / PP_WARP_TEX_SIZE) * M_PI * 2);
pp_warp_tex[i ] = (fx+1.0f)*127.0f;
pp_warp_tex[i+1] = (fy+1.0f)*127.0f;
pp_warp_tex[i+2] = 0;
pp_warp_tex[i+3] = 0xff;
}
}
Image_Upload(scenepp_texture_warp, TF_RGBX32, pp_warp_tex, NULL, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, IF_LINEAR|IF_NOMIPMAP|IF_NOGAMMA);
// TODO: init edge texture - this is ampscale * 2, with ampscale calculated
// init warp texture - this specifies offset in
for (y=0; y<PP_AMP_TEX_SIZE; y++)
{
for (x=0; x<PP_AMP_TEX_SIZE; x++)
{
float fx = 1, fy = 1;
i = (x + y*PP_AMP_TEX_SIZE) * 4;
if (x < PP_AMP_TEX_BORDER)
{
fx = (float)x / PP_AMP_TEX_BORDER;
}
if (x > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER)
{
fx = (PP_AMP_TEX_SIZE - (float)x) / PP_AMP_TEX_BORDER;
}
if (y < PP_AMP_TEX_BORDER)
{
fy = (float)y / PP_AMP_TEX_BORDER;
}
if (y > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER)
{
fy = (PP_AMP_TEX_SIZE - (float)y) / PP_AMP_TEX_BORDER;
}
//avoid any sudden changes.
fx=sin(fx*M_PI*0.5);
fy=sin(fy*M_PI*0.5);
//lame
fx = fy = min(fx, fy);
pp_edge_tex[i ] = fx * 255;
pp_edge_tex[i+1] = fy * 255;
pp_edge_tex[i+2] = 0;
pp_edge_tex[i+3] = 0xff;
}
}
Image_Upload(scenepp_texture_edge, TF_RGBX32, pp_edge_tex, NULL, PP_AMP_TEX_SIZE, PP_AMP_TEX_SIZE, IF_LINEAR|IF_NOMIPMAP|IF_NOGAMMA);
}
void R_RotateForEntity (float *m, float *modelview, const entity_t *e, const model_t *mod)
{
if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
{
float em[16];
float vm[16];
if (e->flags & RF_WEAPONMODELNOBOB)
{
vm[0] = vpn[0];
vm[1] = vpn[1];
vm[2] = vpn[2];
vm[3] = 0;
vm[4] = -vright[0];
vm[5] = -vright[1];
vm[6] = -vright[2];
vm[7] = 0;
vm[8] = vup[0];
vm[9] = vup[1];
vm[10] = vup[2];
vm[11] = 0;
vm[12] = r_refdef.vieworg[0];
vm[13] = r_refdef.vieworg[1];
vm[14] = r_refdef.vieworg[2];
vm[15] = 1;
}
else
{
vm[0] = r_refdef.playerview->vw_axis[0][0];
vm[1] = r_refdef.playerview->vw_axis[0][1];
vm[2] = r_refdef.playerview->vw_axis[0][2];
vm[3] = 0;
vm[4] = r_refdef.playerview->vw_axis[1][0];
vm[5] = r_refdef.playerview->vw_axis[1][1];
vm[6] = r_refdef.playerview->vw_axis[1][2];
vm[7] = 0;
vm[8] = r_refdef.playerview->vw_axis[2][0];
vm[9] = r_refdef.playerview->vw_axis[2][1];
vm[10] = r_refdef.playerview->vw_axis[2][2];
vm[11] = 0;
vm[12] = r_refdef.playerview->vw_origin[0];
vm[13] = r_refdef.playerview->vw_origin[1];
vm[14] = r_refdef.playerview->vw_origin[2];
vm[15] = 1;
}
em[0] = e->axis[0][0];
em[1] = e->axis[0][1];
em[2] = e->axis[0][2];
em[3] = 0;
em[4] = e->axis[1][0];
em[5] = e->axis[1][1];
em[6] = e->axis[1][2];
em[7] = 0;
em[8] = e->axis[2][0];
em[9] = e->axis[2][1];
em[10] = e->axis[2][2];
em[11] = 0;
em[12] = e->origin[0];
em[13] = e->origin[1];
em[14] = e->origin[2];
em[15] = 1;
Matrix4_Multiply(vm, em, m);
}
else
{
m[0] = e->axis[0][0];
m[1] = e->axis[0][1];
m[2] = e->axis[0][2];
m[3] = 0;
m[4] = e->axis[1][0];
m[5] = e->axis[1][1];
m[6] = e->axis[1][2];
m[7] = 0;
m[8] = e->axis[2][0];
m[9] = e->axis[2][1];
m[10] = e->axis[2][2];
m[11] = 0;
m[12] = e->origin[0];
m[13] = e->origin[1];
m[14] = e->origin[2];
m[15] = 1;
}
if (e->scale != 1 && e->scale != 0) //hexen 2 stuff
{
#ifdef HEXEN2
float z;
float escale;
escale = e->scale;
switch(e->drawflags&SCALE_TYPE_MASK)
{
default:
case SCALE_TYPE_UNIFORM:
VectorScale((m+0), escale, (m+0));
VectorScale((m+4), escale, (m+4));
VectorScale((m+8), escale, (m+8));
break;
case SCALE_TYPE_XYONLY:
VectorScale((m+0), escale, (m+0));
VectorScale((m+4), escale, (m+4));
break;
case SCALE_TYPE_ZONLY:
VectorScale((m+8), escale, (m+8));
break;
}
if (mod && (e->drawflags&SCALE_TYPE_MASK) != SCALE_TYPE_XYONLY)
{
switch(e->drawflags&SCALE_ORIGIN_MASK)
{
case SCALE_ORIGIN_CENTER:
z = ((mod->maxs[2] + mod->mins[2]) * (1-escale))/2;
VectorMA((m+12), z, e->axis[2], (m+12));
break;
case SCALE_ORIGIN_BOTTOM:
VectorMA((m+12), mod->mins[2]*(1-escale), e->axis[2], (m+12));
break;
case SCALE_ORIGIN_TOP:
VectorMA((m+12), -mod->maxs[2], e->axis[2], (m+12));
break;
}
}
#else
VectorScale((m+0), e->scale, (m+0));
VectorScale((m+4), e->scale, (m+4));
VectorScale((m+8), e->scale, (m+8));
#endif
}
else if (mod && !strcmp(mod->name, "progs/eyes.mdl"))
{
/*resize eyes, to make them easier to see*/
m[14] -= (22 + 8);
VectorScale((m+0), 2, (m+0));
VectorScale((m+4), 2, (m+4));
VectorScale((m+8), 2, (m+8));
}
if (mod && !ruleset_allow_larger_models.ival && mod->clampscale != 1 && mod->type == mod_alias)
{ //possibly this should be on a per-frame basis, but that's a real pain to do
Con_DPrintf("Rescaling %s by %f\n", mod->name, mod->clampscale);
VectorScale((m+0), mod->clampscale, (m+0));
VectorScale((m+4), mod->clampscale, (m+4));
VectorScale((m+8), mod->clampscale, (m+8));
}
Matrix4_Multiply(r_refdef.m_view, m, modelview);
}
//==================================================================================
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean R_GameRectIsFullscreen(void);
/*
=============
R_SetupGL
=============
*/
void R_SetupGL (float stereooffset, int i)
{
int x, x2, y2, y, w, h;
vec3_t newa;
float fov_x, fov_y;
float fovv_x, fovv_y;
if (!r_refdef.recurse)
{
newa[0] = r_refdef.viewangles[0];
newa[1] = r_refdef.viewangles[1];
newa[2] = r_refdef.viewangles[2] + gl_screenangle.value;
if (r_refdef.stereomethod)
newa[1] += r_stereo_convergence.value * (i?0.5:-0.5); //can we get away with this cheapness? rip 6dof
if (0)
{
vec3_t paxis[3];
AngleVectors (newa, paxis[0], paxis[1], paxis[2]);
//R_ConcatRotations(r_refdef.headaxis, paxis, vpn);
VectorMA(vec3_origin, r_refdef.headaxis[0][0], paxis[0], vpn);
VectorMA(vpn, r_refdef.headaxis[0][1], paxis[1], vpn);
VectorMA(vpn, r_refdef.headaxis[0][2], paxis[2], vpn);
VectorMA(vec3_origin, r_refdef.headaxis[1][0], paxis[0], vright);
VectorMA(vright, r_refdef.headaxis[1][1], paxis[1], vright);
VectorMA(vright, r_refdef.headaxis[1][2], paxis[2], vright);
VectorMA(vec3_origin, r_refdef.headaxis[2][0], paxis[0], vup);
VectorMA(vup, r_refdef.headaxis[2][1], paxis[1], vup);
VectorMA(vup, r_refdef.headaxis[2][2], paxis[2], vup);
}
else
AngleVectors (newa, vpn, vright, vup);
VectorMA(r_refdef.vieworg, stereooffset, vright, r_origin);
VectorAdd(r_origin, r_refdef.eyeoffset, r_origin);
//
// set up viewpoint
//
if (r_refdef.flags & (RDF_ALLPOSTPROC|RDF_RENDERSCALE))
{
//with fbo postprocessing, we disable all viewport.
r_refdef.pxrect.x = 0;
r_refdef.pxrect.y = 0;
r_refdef.pxrect.width = vid.fbpwidth;
r_refdef.pxrect.height = vid.fbpheight;
r_refdef.pxrect.maxheight = vid.fbpheight;
}
else if (*r_refdef.rt_destcolour[0].texname)
{
//with fbo rendering, we disable all virtual scaling.
x = r_refdef.vrect.x;
x2 = r_refdef.vrect.x + r_refdef.vrect.width;
y = r_refdef.vrect.y;
y2 = r_refdef.vrect.y + r_refdef.vrect.height;
w = x2 - x;
h = y2 - y;
r_refdef.pxrect.x = x;
r_refdef.pxrect.y = y;
r_refdef.pxrect.width = w;
r_refdef.pxrect.height = h;
r_refdef.pxrect.maxheight = vid.fbpheight;
}
else
{
x = floor(r_refdef.vrect.x * (float)vid.fbpwidth/(float)vid.width);
x2 = ceil((r_refdef.vrect.x + r_refdef.vrect.width) * (float)vid.fbpwidth/(float)vid.width);
y = floor(r_refdef.vrect.y * (float)vid.fbpheight/(float)vid.height);
y2 = ceil((r_refdef.vrect.y + r_refdef.vrect.height) * (float)vid.fbpheight/(float)vid.height);
// fudge around because of frac screen scale
/* if (x > 0)
x--;
if (x2 < vid.fbpwidth)
x2++;
if (y2 < vid.fbpheight)
y2++;
if (y > 0)
y--;
*/
w = x2 - x;
h = y2 - y;
if (r_refdef.stereomethod == STEREO_CROSSEYED
#ifdef FTE_TARGET_WEB
|| r_refdef.stereomethod == STEREO_WEBVR
#endif
)
{
w /= 2;
if (i)
x += vid.fbpwidth/2;
}
r_refdef.pxrect.x = x;
r_refdef.pxrect.y = y;
r_refdef.pxrect.width = w;
r_refdef.pxrect.height = h;
r_refdef.pxrect.maxheight = vid.fbpheight;
}
fov_x = r_refdef.fov_x;
fov_y = r_refdef.fov_y;
fovv_x = r_refdef.fovv_x;
fovv_y = r_refdef.fovv_y;
if ((*r_refdef.rt_destcolour[0].texname || *r_refdef.rt_depth.texname) && strcmp(r_refdef.rt_destcolour[0].texname, "megascreeny"))
{
r_refdef.pxrect.y = r_refdef.pxrect.maxheight - (r_refdef.pxrect.height+r_refdef.pxrect.y);
fov_y *= -1;
fovv_y *= -1;
r_refdef.flipcull ^= SHADER_CULL_FLIP;
}
else if ((r_refdef.flags & RDF_UNDERWATER) && !(r_refdef.flags & RDF_WATERWARP))
{
fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
fovv_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
fovv_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
}
GL_ViewportUpdate();
#ifdef FTE_TARGET_WEB
if (r_refdef.stereomethod == STEREO_WEBVR)
{
float vm[16], em[16];
emscriptenfte_getvreyedata(i, r_refdef.m_projection_std, em);
memcpy(r_refdef.m_projection_view, r_refdef.m_projection_std, sizeof(r_refdef.m_projection_view));
Matrix4x4_Identity(em);
Matrix4x4_CM_ModelViewMatrixFromAxis(vm, vpn, vright, vup, r_origin);
Matrix4_Multiply(vm, em, r_refdef.m_view);
//fixme: read the axis+org back out...
// Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_origin);
}
else
#endif
{
if (r_refdef.useperspective)
{
int stencilshadows = Sh_StencilShadowsActive();
if ((!stencilshadows || !gl_stencilbits) && r_refdef.maxdist)//gl_nv_range_clamp)
{
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
// yfov = (2.0 * tan (scr_fov.value/360*M_PI)) / screenaspect;
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov.value*2)/M_PI;
// MYgluPerspective (yfov, screenaspect, 4, 4096);
Matrix4x4_CM_Projection_Far(r_refdef.m_projection_std, fov_x, fov_y, r_refdef.mindist, r_refdef.maxdist, false);
Matrix4x4_CM_Projection_Far(r_refdef.m_projection_view, fovv_x, fovv_y, r_refdef.mindist, r_refdef.maxdist, false);
}
else
{
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection_std, fov_x, fov_y, r_refdef.mindist, false);
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection_view, fovv_x, fovv_y, r_refdef.mindist, false);
}
}
else
{
Matrix4x4_CM_Orthographic(r_refdef.m_projection_std, -fov_x/2, fov_x/2, -fov_y/2, fov_y/2, r_refdef.mindist, r_refdef.maxdist?r_refdef.maxdist:9999);
memcpy(r_refdef.m_projection_view, r_refdef.m_projection_std, sizeof(r_refdef.m_projection_view));
}
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_origin);
r_refdef.m_projection_view[2+4*0] *= 0.333;
r_refdef.m_projection_view[2+4*1] *= 0.333;
r_refdef.m_projection_view[2+4*2] *= 0.333;
r_refdef.m_projection_view[2+4*3] *= 0.333;
r_refdef.m_projection_view[14] -= 0.666;
//FIXME: bias, so that we use -1 to -.333 range instead of -.333 to 0.333
}
}
if (qglLoadMatrixf)
{
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(r_refdef.m_projection_std);
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf(r_refdef.m_view);
}
#ifdef GL_LINE_SMOOTH
if (!gl_config.gles && r_wireframe_smooth.modified)
{
r_wireframe_smooth.modified = false;
if (r_wireframe_smooth.ival)
{
qglEnable(GL_LINE_SMOOTH);
if (qglHint)
qglHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
}
else
{
qglDisable(GL_LINE_SMOOTH);
if (qglHint)
qglHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
}
}
#endif
if (!gl_config.gles && gl_dither.modified)
{
gl_dither.modified = false;
if (gl_dither.ival)
{
qglEnable(GL_DITHER);
}
else
{
qglDisable(GL_DITHER);
}
}
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void Surf_SetupFrame(void);
/*
================
R_RenderScene
r_refdef must be set before the first call
================
*/
void R_RenderScene (void)
{
float stereooffset[2];
int stereoframes = 1;
int stereomode;
int i;
int tmpvisents = cl_numvisedicts; /*world rendering is allowed to add additional ents, but we don't want to keep them for recursive views*/
int cull = r_refdef.flipcull;
stereomode = r_refdef.stereomethod;
if (stereomode == STEREO_QUAD)
{
#ifdef GL_STEREO
GLint glb;
qglGetIntegerv(GL_STEREO, &glb);
if (!glb || !qglDrawBuffer)
#endif
stereomode = STEREO_OFF; //we are not a stereo context, so no stereoscopic rendering (this encourages it to otherwise be left enabled, which means the user is more likely to spot that they asked it to give a slower context.
}
if (r_refdef.recurse || !stereomode || !r_stereo_separation.value)
{
stereooffset[0] = 0;
stereoframes = 1;
stereomode = STEREO_OFF;
}
else
{
stereooffset[0] = -0.5*r_stereo_separation.value;
stereooffset[1] = +0.5*r_stereo_separation.value;
stereoframes = 2;
}
for (i = 0; i < stereoframes; i++)
{
switch (stereomode)
{
default:
case STEREO_OFF: //off
if (i)
return;
break;
#ifdef GL_STEREO
case STEREO_QUAD: //proper gl stereo rendering
if (stereooffset[i] < 0)
qglDrawBuffer(GL_BACK_LEFT);
else
qglDrawBuffer(GL_BACK_RIGHT);
break;
#endif
case STEREO_RED_CYAN: //red/cyan(green+blue)
if (stereooffset[i] < 0)
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
else
qglColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
break;
case STEREO_RED_BLUE: //red/blue
if (stereooffset[i] < 0)
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
else
qglColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE);
break;
case STEREO_RED_GREEN: //red/green
if (stereooffset[i] < 0)
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
else
qglColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE);
break;
#ifdef FTE_TARGET_WEB
case STEREO_WEBVR:
stereooffset[i] = 0; //webgl overrides our separation.
break;
#endif
case STEREO_CROSSEYED: //eyestrain
break;
case STEREO_LEFTONLY:
if (i != 0)
continue;
break;
case STEREO_RIGHTONLY:
if (i != 1)
continue;
//fixme: depth buffer doesn't need clearing
break;
}
if (i)
{
GL_ForceDepthWritable();
qglClear (GL_DEPTH_BUFFER_BIT);
}
TRACE(("dbg: calling R_SetupGL\n"));
R_SetupGL (stereooffset[i], i);
TRACE(("dbg: calling R_SetFrustrum\n"));
if (!r_refdef.recurse)
R_SetFrustum (r_refdef.m_projection_std, r_refdef.m_view);
RQ_BeginFrame();
TRACE(("dbg: calling Surf_DrawWorld\n"));
Surf_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
// R_DrawDecals();
TRACE(("dbg: calling R_RenderDlights\n"));
R_RenderDlights ();
if (r_refdef.recurse)
RQ_RenderBatch();
else
RQ_RenderBatchClear();
cl_numvisedicts = tmpvisents;
}
switch (stereomode)
{
default:
case STEREO_OFF:
case STEREO_LEFTONLY:
case STEREO_RIGHTONLY:
break;
case STEREO_QUAD:
qglDrawBuffer(GL_BACK);
break;
case STEREO_RED_BLUE: //green should have already been cleared.
case STEREO_RED_GREEN: //blue should have already been cleared.
case STEREO_RED_CYAN:
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
break;
case 5:
break;
}
r_refdef.flipcull = cull;
}
/*generates a new modelview matrix, as well as vpn vectors*/
static void R_MirrorMatrix(plane_t *plane)
{
float mirror[16];
float view[16];
float result[16];
vec3_t pnorm;
VectorNegate(plane->normal, pnorm);
mirror[0] = 1-2*pnorm[0]*pnorm[0];
mirror[1] = -2*pnorm[0]*pnorm[1];
mirror[2] = -2*pnorm[0]*pnorm[2];
mirror[3] = 0;
mirror[4] = -2*pnorm[1]*pnorm[0];
mirror[5] = 1-2*pnorm[1]*pnorm[1];
mirror[6] = -2*pnorm[1]*pnorm[2] ;
mirror[7] = 0;
mirror[8] = -2*pnorm[2]*pnorm[0];
mirror[9] = -2*pnorm[2]*pnorm[1];
mirror[10] = 1-2*pnorm[2]*pnorm[2];
mirror[11] = 0;
mirror[12] = -2*pnorm[0]*plane->dist;
mirror[13] = -2*pnorm[1]*plane->dist;
mirror[14] = -2*pnorm[2]*plane->dist;
mirror[15] = 1;
view[0] = vpn[0];
view[1] = vpn[1];
view[2] = vpn[2];
view[3] = 0;
view[4] = -vright[0];
view[5] = -vright[1];
view[6] = -vright[2];
view[7] = 0;
view[8] = vup[0];
view[9] = vup[1];
view[10] = vup[2];
view[11] = 0;
view[12] = r_refdef.vieworg[0];
view[13] = r_refdef.vieworg[1];
view[14] = r_refdef.vieworg[2];
view[15] = 1;
VectorMA(r_refdef.vieworg, 0.25, plane->normal, r_refdef.pvsorigin);
Matrix4_Multiply(mirror, view, result);
vpn[0] = result[0];
vpn[1] = result[1];
vpn[2] = result[2];
vright[0] = -result[4];
vright[1] = -result[5];
vright[2] = -result[6];
vup[0] = result[8];
vup[1] = result[9];
vup[2] = result[10];
r_refdef.vieworg[0] = result[12];
r_refdef.vieworg[1] = result[13];
r_refdef.vieworg[2] = result[14];
}
static entity_t *R_FindPortalCamera(entity_t *rent)
{
int i;
for (i = 0; i < cl_numvisedicts; i++)
{
if (cl_visedicts[i].rtype == RT_PORTALCAMERA)
{
if (cl_visedicts[i].keynum == rent->keynum )
return &cl_visedicts[i];
}
}
return NULL;
}
static entity_t *R_NearestPortal(plane_t *plane)
{
int i;
entity_t *best = NULL;
float dist, bestd = 0;
//for q3-compat, portals on world scan for a visedict to use for their view.
for (i = 0; i < cl_numvisedicts; i++)
{
if (cl_visedicts[i].rtype == RT_PORTALSURFACE)
{
dist = DotProduct(cl_visedicts[i].origin, plane->normal)-plane->dist;
dist = fabs(dist);
if (dist < 64 && (!best || dist < bestd))
best = &cl_visedicts[i];
}
}
return best;
}
static void TransformCoord(vec3_t in, vec3_t planea[3], vec3_t planeo, vec3_t viewa[3], vec3_t viewo, vec3_t result)
{
int i;
vec3_t local;
vec3_t transformed;
float d;
local[0] = in[0] - planeo[0];
local[1] = in[1] - planeo[1];
local[2] = in[2] - planeo[2];
VectorClear(transformed);
for ( i = 0 ; i < 3 ; i++ )
{
d = DotProduct(local, planea[i]);
VectorMA(transformed, d, viewa[i], transformed);
}
result[0] = transformed[0] + viewo[0];
result[1] = transformed[1] + viewo[1];
result[2] = transformed[2] + viewo[2];
}
static void TransformDir(vec3_t in, vec3_t planea[3], vec3_t viewa[3], vec3_t result)
{
int i;
float d;
vec3_t tmp;
VectorCopy(in, tmp);
VectorClear(result);
for ( i = 0 ; i < 3 ; i++ )
{
d = DotProduct(tmp, planea[i]);
VectorMA(result, d, viewa[i], result);
}
}
void R_ObliqueNearClip(float *viewmat, mplane_t *wplane);
void CL_DrawDebugPlane(float *normal, float dist, float r, float g, float b, qboolean enqueue);
void GLR_DrawPortal(batch_t *batch, batch_t **blist, batch_t *depthmasklist[2], int portaltype)
{
entity_t *view, *surfent;
// GLdouble glplane[4];
plane_t plane, oplane;
float vmat[16];
refdef_t oldrefdef;
vec3_t r;
int i;
mesh_t *mesh = batch->mesh[batch->firstmesh];
pvsbuffer_t newvis;
float ivmat[16], trmat[16];
fix colormod added frag message filter, and dedicated frag tracker. added 'windowed consoles' for social-type stuff without depending upon csqc mods for it. added in_deviceids command which allows listing/renumbering device ids. slider widgets now support inverted ranges, so gamma selection isn't so weird. fix top/bottom colour selection bug. software banding feature is now part of the 'software' preset (now that it supports mipmaps). support for loading .maps, and editing their brushes etc (with appropriate qc mod). 'map mymap.map' to use. expect problems with missing wads and replacement textures overriding them and messing up texture scales. snd_inactive is now default. fix threading issue with wavs, no more error from 0-sample-but-otherwise-valid wavs. added -makeinstaller option to embed a manifest inside the exe (and icon). the resulting program will insist on installing the game if its run from outside a valid basedir. framegroup support for q1mdl. textures are now loaded on multiple worker threads, for reduced load times. moo har har. netgraph shows packet+byte rates too. added r_lightstylescale, pretty similar to contrast, but doesn't impose any framerate cost, but may have overbrighting issues. r_softwarebanding now works on q2bsp too. fixed crepuscular lights. gzip transfer encoding is performed while downloading, instead of inducing stalls. FINALLY fix ezquake download compat issue (dimman found the issue). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4851 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-04-14 23:12:17 +00:00
if (!mesh->xyz_array)
return;
if (!mesh->normals_array)
{
VectorSet(plane.normal, 0, 0, 1);
}
else
{
VectorCopy(mesh->normals_array[0], plane.normal);
}
if (batch->ent == &r_worldentity)
{
plane.dist = DotProduct(mesh->xyz_array[0], plane.normal);
}
else
{
vec3_t point;
VectorCopy(plane.normal, oplane.normal);
//rotate the surface normal around its entity's matrix
plane.normal[0] = oplane.normal[0]*batch->ent->axis[0][0] + oplane.normal[1]*batch->ent->axis[1][0] + oplane.normal[2]*batch->ent->axis[2][0];
plane.normal[1] = oplane.normal[0]*batch->ent->axis[0][1] + oplane.normal[1]*batch->ent->axis[1][1] + oplane.normal[2]*batch->ent->axis[2][1];
plane.normal[2] = oplane.normal[0]*batch->ent->axis[0][2] + oplane.normal[1]*batch->ent->axis[1][2] + oplane.normal[2]*batch->ent->axis[2][2];
//rotate some point on the mesh around its entity's matrix
point[0] = mesh->xyz_array[0][0]*batch->ent->axis[0][0] + mesh->xyz_array[0][1]*batch->ent->axis[1][0] + mesh->xyz_array[0][2]*batch->ent->axis[2][0] + batch->ent->origin[0];
point[1] = mesh->xyz_array[0][0]*batch->ent->axis[0][1] + mesh->xyz_array[0][1]*batch->ent->axis[1][1] + mesh->xyz_array[0][2]*batch->ent->axis[2][1] + batch->ent->origin[1];
point[2] = mesh->xyz_array[0][0]*batch->ent->axis[0][2] + mesh->xyz_array[0][1]*batch->ent->axis[1][2] + mesh->xyz_array[0][2]*batch->ent->axis[2][2] + batch->ent->origin[2];
//now we can figure out the plane dist
plane.dist = DotProduct(point, plane.normal);
}
//if we're too far away from the surface, don't draw anything
if (batch->shader->flags & SHADER_AGEN_PORTAL)
{
/*there's a portal alpha blend on that surface, that fades out after this distance*/
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist > batch->shader->portaldist)
return;
}
//if we're behind it, then also don't draw anything. for our purposes, behind is when the entire near clipplane is behind.
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist < -r_refdef.mindist)
return;
if (r_refdef.recurse >= R_MAX_RECURSE-1)
{
GLBE_SelectMode(BEM_DEPTHDARK);
GLBE_SubmitBatch(batch);
GLBE_SelectMode(BEM_STANDARD);
return;
}
TRACE(("GLR_DrawPortal: portal type %i\n", portaltype));
oldrefdef = r_refdef;
r_refdef.recurse+=1;
r_refdef.externalview = true;
switch(portaltype)
{
case 1: /*fbo explicit mirror (fucked depth, working clip plane)*/
//fixme: pvs is surely wrong?
// r_refdef.flipcull ^= SHADER_CULL_FLIP;
R_MirrorMatrix(&plane);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
VectorCopy(mesh->xyz_array[0], r_refdef.pvsorigin);
for (i = 1; i < mesh->numvertexes; i++)
VectorAdd(r_refdef.pvsorigin, mesh->xyz_array[i], r_refdef.pvsorigin);
VectorScale(r_refdef.pvsorigin, 1.0/mesh->numvertexes, r_refdef.pvsorigin);
break;
case 2: /*fbo refraction (fucked depth, working clip plane)*/
case 3: /*screen copy refraction (screen depth, fucked clip planes)*/
/*refraction image (same view, just with things culled*/
r_refdef.externalview = oldrefdef.externalview;
VectorNegate(plane.normal, plane.normal);
plane.dist = -plane.dist;
//use the player's origin for r_viewleaf, because there's not much we can do anyway*/
VectorCopy(r_origin, r_refdef.pvsorigin);
if (cl.worldmodel && cl.worldmodel->funcs.ClusterPVS && !r_novis.ival)
{
int clust, i, j;
float d;
vec3_t point;
r_refdef.forcevis = true;
r_refdef.forcedvis = NULL;
newvis.buffer = alloca(newvis.buffersize=cl.worldmodel->pvsbytes);
for (i = batch->firstmesh; i < batch->meshes; i++)
{
mesh = batch->mesh[i];
VectorClear(point);
for (j = 0; j < mesh->numvertexes; j++)
VectorAdd(point, mesh->xyz_array[j], point);
VectorScale(point, 1.0f/mesh->numvertexes, point);
d = DotProduct(point, plane.normal) - plane.dist;
d += 0.1; //an epsilon on the far side
VectorMA(point, d, plane.normal, point);
clust = cl.worldmodel->funcs.ClusterForPoint(cl.worldmodel, point);
if (i == batch->firstmesh)
r_refdef.forcedvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clust, &newvis, PVM_REPLACE);
else
r_refdef.forcedvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clust, &newvis, PVM_MERGE);
}
// memset(newvis, 0xff, pvsbytes);
}
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
break;
case 0: /*q3 portal*/
default:
#ifdef CSQC_DAT
if (CSQC_SetupToRenderPortal(batch->ent->keynum))
{
oplane = plane;
//transform the old surface plane into the new view matrix
Matrix4_Invert(r_refdef.m_view, ivmat);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
Matrix4_Multiply(ivmat, vmat, trmat);
plane.normal[0] = -(oplane.normal[0] * trmat[0] + oplane.normal[1] * trmat[1] + oplane.normal[2] * trmat[2]);
plane.normal[1] = -(oplane.normal[0] * trmat[4] + oplane.normal[1] * trmat[5] + oplane.normal[2] * trmat[6]);
plane.normal[2] = -(oplane.normal[0] * trmat[8] + oplane.normal[1] * trmat[9] + oplane.normal[2] * trmat[10]);
plane.dist = -oplane.dist + trmat[12]*oplane.normal[0] + trmat[13]*oplane.normal[1] + trmat[14]*oplane.normal[2];
if (Cvar_Get("temp_useplaneclip", "1", 0, "temp")->ival)
portaltype = 1; //make sure the near clipplane is used.
break;
}
#endif
surfent = batch->ent;
if (batch->ent->keynum)
view = R_FindPortalCamera(batch->ent);
else
{
view = R_NearestPortal(&plane);
if (view)
{ //for q3bsps where the portal surface is embedded in the bsp itself, we need an extra leyer of indirection.
entity_t *oc = R_FindPortalCamera(view);
if(oc)
{
surfent = view;
view = oc;
}
}
}
if (view && view->rtype == RT_PORTALCAMERA)
{ //q1-style portal, where the portal is defined via attachments
//the portal plane itself is assumed to be facing directly forwards from the entity that we're drawing, and with the same origin.
oplane = plane;
TransformCoord(r_refdef.vieworg, surfent->axis, surfent->origin, view->axis, view->origin, r_refdef.vieworg);
TransformDir(vpn, surfent->axis, view->axis, vpn);
TransformDir(vright, surfent->axis, view->axis, vright);
TransformDir(vup, surfent->axis, view->axis, vup);
//transform the old surface plane into the new view matrix
Matrix4_Invert(r_refdef.m_view, ivmat);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
Matrix4_Multiply(ivmat, vmat, trmat);
plane.normal[0] = -(oplane.normal[0] * trmat[0] + oplane.normal[1] * trmat[1] + oplane.normal[2] * trmat[2]);
plane.normal[1] = -(oplane.normal[0] * trmat[4] + oplane.normal[1] * trmat[5] + oplane.normal[2] * trmat[6]);
plane.normal[2] = -(oplane.normal[0] * trmat[8] + oplane.normal[1] * trmat[9] + oplane.normal[2] * trmat[10]);
plane.dist = -oplane.dist + trmat[12]*oplane.normal[0] + trmat[13]*oplane.normal[1] + trmat[14]*oplane.normal[2];
portaltype = 1; //make sure the near clipplane is used.
break;
}
//portal surfaces with the same origin+oldorigin are explicit mirrors, and skipped in this case.
if (view && view->rtype == RT_PORTALSURFACE && !VectorCompare(view->origin, view->oldorigin))
{ //q3-style portal, where a single entity provides orientation+two origins
float d;
vec3_t paxis[3], porigin, vaxis[3], vorg;
void PerpendicularVector( vec3_t dst, const vec3_t src );
oplane = plane;
/*calculate where the surface is meant to be*/
VectorCopy(mesh->normals_array[0], paxis[0]);
PerpendicularVector(paxis[1], paxis[0]);
CrossProduct(paxis[0], paxis[1], paxis[2]);
d = DotProduct(view->origin, plane.normal) - plane.dist;
VectorMA(view->origin, -d, paxis[0], porigin);
/*grab the camera origin*/
VectorNegate(view->axis[0], vaxis[0]);
VectorNegate(view->axis[1], vaxis[1]);
VectorCopy(view->axis[2], vaxis[2]);
VectorCopy(view->oldorigin, vorg);
VectorCopy(vorg, r_refdef.pvsorigin);
/*rotate it a bit*/
if (view->framestate.g[FS_REG].frame[1]) //oldframe
{
if (view->framestate.g[FS_REG].frame[0]) //newframe
d = realtime * view->framestate.g[FS_REG].frame[0]; //newframe
else
d = view->skinnum + sin(realtime)*4;
}
else
d = view->skinnum;
if (d)
{
vec3_t rdir;
VectorCopy(vaxis[1], rdir);
RotatePointAroundVector(vaxis[1], vaxis[0], rdir, d);
CrossProduct(vaxis[0], vaxis[1], vaxis[2]);
}
TransformCoord(oldrefdef.vieworg, paxis, porigin, vaxis, vorg, r_refdef.vieworg);
TransformDir(vpn, paxis, vaxis, vpn);
TransformDir(vright, paxis, vaxis, vright);
TransformDir(vup, paxis, vaxis, vup);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
//transform the old surface plane into the new view matrix
if (Matrix4_Invert(r_refdef.m_view, ivmat))
{
Matrix4_Multiply(ivmat, vmat, trmat);
plane.normal[0] = -(oplane.normal[0] * trmat[0] + oplane.normal[1] * trmat[1] + oplane.normal[2] * trmat[2]);
plane.normal[1] = -(oplane.normal[0] * trmat[4] + oplane.normal[1] * trmat[5] + oplane.normal[2] * trmat[6]);
plane.normal[2] = -(oplane.normal[0] * trmat[8] + oplane.normal[1] * trmat[9] + oplane.normal[2] * trmat[10]);
plane.dist = -oplane.dist + trmat[12]*oplane.normal[0] + trmat[13]*oplane.normal[1] + trmat[14]*oplane.normal[2];
portaltype = 1;
}
break;
}
//fixme: q3 gamecode has explicit mirrors. we 'should' just ignore the surface if we've not seen it yet.
//a portal with no portal entity, or a portal rentity with an origin equal to its oldorigin, is a mirror.
R_MirrorMatrix(&plane);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
VectorCopy(mesh->xyz_array[0], r_refdef.pvsorigin);
for (i = 1; i < mesh->numvertexes; i++)
VectorAdd(r_refdef.pvsorigin, mesh->xyz_array[i], r_refdef.pvsorigin);
VectorScale(r_refdef.pvsorigin, 1.0/mesh->numvertexes, r_refdef.pvsorigin);
portaltype = 1;
break;
}
/*FIXME: can we get away with stenciling the screen?*/
/*Add to frustum culling instead of clip planes?*/
/* if (qglClipPlane && portaltype)
{
GLdouble glplane[4];
glplane[0] = plane.normal[0];
glplane[1] = plane.normal[1];
glplane[2] = plane.normal[2];
glplane[3] = plane.dist;
qglClipPlane(GL_CLIP_PLANE0, glplane);
qglEnable(GL_CLIP_PLANE0);
}
*/ //fixme: we can probably scissor a smaller frusum
R_SetFrustum (r_refdef.m_projection_std, vmat);
if (r_refdef.frustum_numplanes < MAXFRUSTUMPLANES)
{
extern int SignbitsForPlane (mplane_t *out);
mplane_t fp;
VectorCopy(plane.normal, fp.normal);
fp.dist = plane.dist;
// if (DotProduct(fp.normal, vpn) < 0)
// {
// VectorNegate(fp.normal, fp.normal);
// fp.dist *= -1;
// }
fp.type = PLANE_ANYZ;
fp.signbits = SignbitsForPlane (&fp);
if (portaltype == 1 || portaltype == 2)
R_ObliqueNearClip(vmat, &fp);
//our own culling should be an epsilon forwards so we don't still draw things behind the line due to precision issues.
fp.dist += 0.01;
r_refdef.frustum[r_refdef.frustum_numplanes++] = fp;
}
#if 1
if (depthmasklist)
{
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
/*we can only do this AFTER the oblique perspective matrix is calculated, to avoid depth inconsistancies, while we still have the old view matrix*/
int i;
batch_t *dmask = NULL;
if (qglLoadMatrixf)
{
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(r_refdef.m_projection_std);
qglMatrixMode(GL_MODELVIEW);
}
//portals to mask are relative to the old view still.
currententity = NULL;
if (gl_config.arb_depth_clamp)
qglEnable(GL_DEPTH_CLAMP_ARB); //ignore the near clip plane(ish), this means nearer portals can still mask further ones.
GL_ForceDepthWritable();
GLBE_SelectMode(BEM_DEPTHONLY);
for (i = 0; i < 2; i++)
{
for (dmask = depthmasklist[i]; dmask; dmask = dmask->next)
{
if (dmask == batch)
continue;
// if (dmask->meshes == dmask->firstmesh)
// continue;
GLBE_SubmitBatch(dmask);
}
}
GLBE_SelectMode(BEM_STANDARD);
if (gl_config.arb_depth_clamp)
qglDisable(GL_DEPTH_CLAMP_ARB);
currententity = NULL;
}
#endif
// r_refdef = oldrefdef;
// return;
//now determine the stuff the backend will use.
memcpy(r_refdef.m_view, vmat, sizeof(float)*16);
added r_meshpitch cvar that allows for fixing the unfixable mesh pitch bug from vanilla... needs a better name... do note that this will break pretty much any mod, so this is really only for TCs designed to use it. Its likely that I missed places. nqsv: added support for spectators with nq clients. the angles are a bit rough, but hey. need to do something about frags so nq clients know who's a spectator. use 'cmd observe' to get an nq client to spectate on an fte server (then attack/jump behave the same as in qw clients). nqsv: rewrote EF_MUZZLEFLASH handling, so svc_muzzleflash is now translated properly to EF_MUZZLEFLASH, and vice versa. No more missing muzzleflashes! added screenshot_cubemap, so you can actually pre-generate cubemaps with fte (which can be used for reflections or whatever). misc fixes (server crash, a couple of other less important ones). external files based on a model's name will now obey r_replacemodels properly, instead of needing to use foo.mdl_0.skin for foo.md3. identify <playernum> should now use the correct masked ip, instead of abrubtly failing (reported by kt) vid_toggle console command should now obey vid_width and vid_height when switching to fullscreen, but only if vid_fullscreen is actually set, which should make it seem better behaved (reported by kt). qcc: cleaned up sym->symboldata[sym->ofs] to be more consistent at all stages. qcc: typedef float vec4[4]; now works to define a float array with 4 elements (however, it will be passed by-value rather than by-reference). qcc: cleaned up optional vs __out ordering issues. qccgui: shift+f3 searches backwards git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5064 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-02-27 09:34:35 +00:00
VectorAngles(vpn, vup, r_refdef.viewangles, false);
VectorCopy(r_refdef.vieworg, r_origin);
//determine r_refdef.flipcull & SHADER_CULL_FLIP based upon whether right is right or not.
CrossProduct(vpn, vup, r);
if (DotProduct(r, vright) < 0)
r_refdef.flipcull |= SHADER_CULL_FLIP;
else
r_refdef.flipcull &= ~SHADER_CULL_FLIP;
if (r_refdef.m_projection_std[5]<0)
r_refdef.flipcull ^= SHADER_CULL_FLIP;
Surf_SetupFrame();
//FIXME: just call Surf_DrawWorld instead?
R_RenderScene();
// if (qglClipPlane)
// qglDisable(GL_CLIP_PLANE0);
if (r_portaldrawplanes.ival)
{
//the front of the plane should generally point away from the camera, and will be drawn in bright green. woo
CL_DrawDebugPlane(plane.normal, plane.dist+0.01, 0.0, 0.5, 0.0, false);
CL_DrawDebugPlane(plane.normal, plane.dist-0.01, 0.0, 0.5, 0.0, false);
//the back of the plane points towards the camera, and will be drawn in blue, for the luls
VectorNegate(plane.normal, plane.normal);
plane.dist *= -1;
CL_DrawDebugPlane(plane.normal, plane.dist+0.01, 0.0, 0.0, 0.2, false);
CL_DrawDebugPlane(plane.normal, plane.dist-0.01, 0.0, 0.0, 0.2, false);
}
r_refdef = oldrefdef;
/*broken stuff*/
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
GLBE_SelectEntity(&r_worldentity);
GL_CullFace(0);//make sure flipcull reversion takes effect
TRACE(("GLR_DrawPortal: portal drawn\n"));
#ifdef warningmsg
#pragma warningmsg("warning: there's a bug with rtlights in portals, culling is broken or something. May also be loading the wrong matrix")
#endif
currententity = NULL;
}
/*
=============
R_Clear
=============
*/
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qboolean R_GameRectIsFullscreen(void)
{
return r_refdef.grect.x == 0 && r_refdef.grect.y == 0 && (unsigned)r_refdef.grect.width == vid.fbvwidth && (unsigned)r_refdef.grect.height == vid.fbvheight;
}
int gldepthfunc = GL_LEQUAL;
qboolean depthcleared;
void R_Clear (qboolean fbo)
{
/*tbh, this entire function should be in the backend*/
{
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
if (!depthcleared || fbo)
{
GL_ForceDepthWritable();
//we no longer clear colour here. we only ever (need to) do that at the start of the frame, and this point can be called multiple times per frame.
//for performance, we clear the depth at the same time we clear colour, so we can skip clearing depth here the first time around each frame.
//but for multiple scenes, we do need to clear depth still.
//fbos always get cleared depth, just in case (colour fbos may contain junk, but hey).
if (fbo && r_clear.ival)
qglClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
else
qglClear (GL_DEPTH_BUFFER_BIT);
}
if (!fbo)
depthcleared = false;
gldepthmin = 0;
gldepthmax = 1;
gldepthfunc=GL_LEQUAL;
}
}
#if 0
void GLR_SetupFog (void)
{
if (r_viewleaf)// && r_viewcontents != FTECONTENTS_EMPTY)
{
// static fogcolour;
float fogcol[4]={0};
float fogperc;
float fogdist;
fogperc=0;
fogdist=512;
switch(r_viewcontents)
{
case FTECONTENTS_WATER:
fogcol[0] = 64/255.0;
fogcol[1] = 128/255.0;
fogcol[2] = 192/255.0;
fogperc=0.2;
fogdist=512;
break;
case FTECONTENTS_SLIME:
fogcol[0] = 32/255.0;
fogcol[1] = 192/255.0;
fogcol[2] = 92/255.0;
fogperc=1;
fogdist=256;
break;
case FTECONTENTS_LAVA:
fogcol[0] = 192/255.0;
fogcol[1] = 32/255.0;
fogcol[2] = 64/255.0;
fogperc=1;
fogdist=128;
break;
default:
fogcol[0] = 192/255.0;
fogcol[1] = 192/255.0;
fogcol[2] = 192/255.0;
fogperc=1;
fogdist=1024;
break;
}
if (fogperc)
{
qglFogi(GL_FOG_MODE, GL_LINEAR);
qglFogfv(GL_FOG_COLOR, fogcol);
qglFogf(GL_FOG_DENSITY, fogperc);
qglFogf(GL_FOG_START, 1);
qglFogf(GL_FOG_END, fogdist);
qglEnable(GL_FOG);
}
}
}
#endif
static void R_RenderMotionBlur(void)
{
#if !defined(ANDROID) && !defined(NACL)
int vwidth = 1, vheight = 1;
float vs, vt, cs, ct;
shader_t *shader;
//figure out the size of our texture.
if (sh_config.texture_non_power_of_two_pic)
{ //we can use any size, supposedly
vwidth = vid.pixelwidth;
vheight = vid.pixelheight;
}
else
{ //limit the texture size to square and use padding.
while (vwidth < vid.pixelwidth)
vwidth *= 2;
while (vheight < vid.pixelheight)
vheight *= 2;
}
//blend the last frame onto the scene
//the maths is because our texture is over-sized (must be power of two)
cs = vs = (float)vid.pixelwidth / vwidth * 0.5;
ct = vt = (float)vid.pixelheight / vheight * 0.5;
vs *= gl_motionblurscale.value;
vt *= gl_motionblurscale.value;
//render using our texture
shader = R_RegisterShader("postproc_motionblur", SUF_NONE,
"{\n"
"program default2d\n"
"{\n"
"map $sourcecolour\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
GLBE_FBO_Sources(sceneblur_texture, r_nulltex);
R2D_ImageColours(1, 1, 1, gl_motionblur.value);
R2D_Image(0, 0, vid.width, vid.height, cs-vs, ct+vt, cs+vs, ct-vt, shader);
GLBE_RenderToTextureUpdate2d(false);
//grab the current image so we can feed that back into the next frame.
GL_MTBind(0, GL_TEXTURE_2D, sceneblur_texture);
//copy the image into the texture so that we can play with it next frame too!
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, vwidth, vheight, 0);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#endif
}
#if 1
#include "shader.h"
/*FIXME: we could use geometry shaders to draw to all 6 faces at once*/
qboolean R_RenderScene_Cubemap(void)
{
int cmapsize = 512;
int i;
static vec3_t ang[6] =
{ {0, -90, 0}, {0, 90, 0},
{90, 0, 0}, {-90, 0, 0},
{0, 0, 0}, {0, -180, 0} };
vec3_t saveang;
vec3_t saveorg;
vrect_t vrect;
pxrect_t prect;
shader_t *shader;
int facemask;
extern cvar_t r_projection;
int oldfbo = -1;
qboolean usefbo = true; //this appears to be a 20% speedup in my tests.
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
qboolean fboreset = false;
int osm = r_refdef.stereomethod;
/*needs glsl*/
if (!gl_config.arb_shader_objects)
return false;
if (!*ffov.string || !strcmp(ffov.string, "0"))
ffov.value = scr_fov.value;
facemask = 0;
switch(r_projection.ival)
{
default: //invalid.
return false;
case PROJ_STEREOGRAPHIC:
shader = R_RegisterShader("postproc_stereographic", SUF_NONE,
"{\n"
"program postproc_stereographic\n"
"{\n"
"map $sourcecube\n"
"}\n"
"}\n"
);
facemask |= 1<<4; /*front view*/
if (ffov.value > 70)
{
facemask |= (1<<0) | (1<<1); /*side/top*/
if (ffov.value > 85)
facemask |= (1<<2) | (1<<3); /*bottom views*/
if (ffov.value > 300)
facemask |= 1<<5; /*back view*/
}
break;
case PROJ_FISHEYE:
shader = R_RegisterShader("postproc_fisheye", SUF_NONE,
"{\n"
"program postproc_fisheye\n"
"{\n"
"map $sourcecube\n"
"}\n"
"}\n"
);
//fisheye view sees up to a full sphere
facemask |= 1<<4; /*front view*/
if (ffov.value > 77)
facemask |= (1<<0) | (1<<1) | (1<<2) | (1<<3); /*side/top/bottom views*/
if (ffov.value > 270)
facemask |= 1<<5; /*back view*/
break;
case PROJ_PANORAMA:
shader = R_RegisterShader("postproc_panorama", SUF_NONE,
"{\n"
"program postproc_panorama\n"
"{\n"
"map $sourcecube\n"
"}\n"
"}\n"
);
//panoramic view needs at most the four sides
facemask |= 1<<4; /*front view*/
if (ffov.value > 90)
{
facemask |= (1<<0) | (1<<1); /*side views*/
if (ffov.value > 270)
facemask |= 1<<5; /*back view*/
}
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
facemask = 0x3f;
break;
case PROJ_LAEA:
shader = R_RegisterShader("postproc_laea", SUF_NONE,
"{\n"
"program postproc_laea\n"
"{\n"
"map $sourcecube\n"
"}\n"
"}\n"
);
facemask |= 1<<4; /*front view*/
if (ffov.value > 90)
{
facemask |= (1<<0) | (1<<1) | (1<<2) | (1<<3); /*side/top/bottom views*/
if (ffov.value > 270)
facemask |= 1<<5; /*back view*/
}
break;
case PROJ_EQUIRECTANGULAR:
shader = R_RegisterShader("postproc_equirectangular", SUF_NONE,
"{\n"
"program postproc_equirectangular\n"
"{\n"
"map $sourcecube\n"
"}\n"
"}\n"
);
facemask = 0x3f;
#if 0
facemask |= 1<<4; /*front view*/
if (ffov.value > 90)
{
facemask |= (1<<0) | (1<<1) | (1<<2) | (1<<3); /*side/top/bottom views*/
if (ffov.value > 270)
facemask |= 1<<5; /*back view*/
}
#endif
break;
}
//FIXME: we should be able to rotate the view
vrect = r_refdef.vrect;
prect = r_refdef.pxrect;
// prect.x = (vrect.x * vid.pixelwidth)/vid.width;
// prect.width = (vrect.width * vid.pixelwidth)/vid.width;
// prect.y = (vrect.y * vid.pixelheight)/vid.height;
// prect.height = (vrect.height * vid.pixelheight)/vid.height;
if (sh_config.texture_non_power_of_two_pic)
{
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (usefbo)
{
cmapsize = prect.width > prect.height?prect.width:prect.height;
if (cmapsize > 4096)//sh_config.texture_maxsize)
cmapsize = 4096;//sh_config.texture_maxsize;
}
else
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
cmapsize = prect.width < prect.height?prect.width:prect.height;
}
else if (!usefbo)
{
while (cmapsize > prect.width || cmapsize > prect.height)
{
cmapsize /= 2;
}
}
if (usefbo)
{
r_refdef.flags |= RDF_FISHEYE;
vid.fbpwidth = vid.fbpheight = cmapsize;
}
//FIXME: gl_max_size
VectorCopy(r_refdef.vieworg, saveorg);
VectorCopy(r_refdef.viewangles, saveang);
saveang[2] = 0;
r_refdef.stereomethod = STEREO_OFF;
if (!TEXVALID(scenepp_postproc_cube) || cmapsize != scenepp_postproc_cube_size)
{
if (!TEXVALID(scenepp_postproc_cube))
{
scenepp_postproc_cube = Image_CreateTexture("***fish***", NULL, IF_CUBEMAP|IF_RENDERTARGET|IF_CLAMP|IF_LINEAR);
qglGenTextures(1, &scenepp_postproc_cube->num);
}
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
else
{
qglDeleteTextures(1, &scenepp_postproc_cube->num);
scenepp_postproc_cube->num = 0;
GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, scenepp_postproc_cube);
qglGenTextures(1, &scenepp_postproc_cube->num);
}
GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, scenepp_postproc_cube);
for (i = 0; i < 6; i++)
qglCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, 0, GL_RGB, 0, 0, cmapsize, cmapsize, 0);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
scenepp_postproc_cube_size = cmapsize;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
fboreset = true;
}
vrect = r_refdef.vrect; //save off the old vrect
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
r_refdef.vrect.width = (cmapsize * vid.fbvwidth) / vid.fbpwidth;
r_refdef.vrect.height = (cmapsize * vid.fbvheight) / vid.fbpheight;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = prect.y;
ang[0][0] = -saveang[0];
ang[0][1] = -90;
ang[0][2] = -saveang[0];
ang[1][0] = -saveang[0];
ang[1][1] = 90;
ang[1][2] = saveang[0];
ang[5][0] = -saveang[0]*2;
//in theory, we could use a geometry shader to duplicate the polygons to each face.
//that would of course require that every bit of glsl had such a geometry shader.
//it would at least reduce cpu load quite a bit.
for (i = 0; i < 6; i++)
{
if (!(facemask & (1<<i)))
continue;
if (usefbo)
{
int r = GLBE_FBO_Update(&fbo_postproc_cube, FBO_RB_DEPTH|(fboreset?FBO_RESET:0), &scenepp_postproc_cube, 1, r_nulltex, cmapsize, cmapsize, i);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
fboreset = false;
if (oldfbo < 0)
oldfbo = r;
}
r_refdef.fov_x = 90;
r_refdef.fov_y = 90;
r_refdef.viewangles[0] = saveang[0]+ang[i][0];
r_refdef.viewangles[1] = saveang[1]+ang[i][1];
r_refdef.viewangles[2] = saveang[2]+ang[i][2];
R_Clear (usefbo);
GL_SetShaderState2D(false);
// render normal view
R_RenderScene ();
if (!usefbo)
{
GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, scenepp_postproc_cube);
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
qglCopyTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, 0, 0, 0, 0, vid.fbpheight - (prect.y + cmapsize), cmapsize, cmapsize);
}
}
if (usefbo)
GLBE_FBO_Pop(oldfbo);
r_refdef.vrect = vrect;
r_refdef.pxrect = prect;
VectorCopy(saveorg, r_refdef.vieworg);
r_refdef.stereomethod = osm;
//GL_ViewportUpdate();
GL_Set2D(false);
// go 2d
/* qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity ();
qglOrtho (0, vid.width, vid.height, 0, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
*/
// draw it through the shader
if (r_projection.ival == PROJ_EQUIRECTANGULAR)
{
//note vr screenshots have requirements here
R2D_Image(vrect.x, vrect.y, vrect.width, vrect.height, 0, 1, 1, 0, shader);
}
else if (r_projection.ival == PROJ_PANORAMA)
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
{
float saspect = .5;
float taspect = vrect.height / vrect.width * ffov.value / 90;//(0.5 * vrect.width) / vrect.height;
R2D_Image(vrect.x, vrect.y, vrect.width, vrect.height, -saspect, taspect, saspect, -taspect, shader);
}
else if (vrect.width > vrect.height)
{
float aspect = (0.5 * vrect.height) / vrect.width;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
R2D_Image(vrect.x, vrect.y, vrect.width, vrect.height, -0.5, aspect, 0.5, -aspect, shader);
}
else
{
float aspect = (0.5 * vrect.width) / vrect.height;
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
R2D_Image(vrect.x, vrect.y, vrect.width, vrect.height, -aspect, 0.5, aspect, -0.5, shader);
}
if (R2D_Flush)
R2D_Flush();
//revert the matricies
/* qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
*/
return true;
}
#endif
texid_t R_RenderPostProcess (texid_t sourcetex, int type, shader_t *shader, char *restexname)
{
if (r_refdef.flags & type)
{
r_refdef.flags &= ~type;
if (r_refdef.flags & RDF_ALLPOSTPROC)
{ //there's other post-processing passes that still need to be applied.
//thus we need to write this output to a texture.
int w = (r_refdef.vrect.width * vid.pixelwidth) / vid.width;
int h = (r_refdef.vrect.height * vid.pixelheight) / vid.height;
if (R2D_Flush)
R2D_Flush();
GLBE_FBO_Sources(sourcetex, r_nulltex);
sourcetex = R2D_RT_Configure(restexname, w, h, TF_RGBA32, RT_IMAGEFLAGS);
GLBE_FBO_Update(&fbo_postproc, 0, &sourcetex, 1, r_nulltex, w, h, 0);
R2D_ScalePic(0, 0, r_refdef.vrect.width, r_refdef.vrect.height, shader);
if (R2D_Flush)
R2D_Flush();
GLBE_RenderToTextureUpdate2d(true);
}
else
{ //yay, dump it to the screen
//update stuff now that we're not rendering the 3d scene
if (R2D_Flush)
R2D_Flush();
GLBE_FBO_Sources(sourcetex, r_nulltex);
R2D_ScalePic(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height, shader);
if (R2D_Flush)
R2D_Flush();
}
}
return sourcetex;
}
/*
================
R_RenderView
r_refdef must be set before the first call
================
*/
void GLR_RenderView (void)
{
int dofbo = *r_refdef.rt_destcolour[0].texname || *r_refdef.rt_depth.texname;
double time1 = 0, time2;
texid_t sourcetex = r_nulltex;
shader_t *custompostproc = NULL;
float renderscale; //extreme, but whatever
int oldfbo = 0;
qboolean forcedfb = false;
checkglerror();
if (r_norefresh.value || !vid.fbpwidth || !vid.fbpwidth)
return;
//when loading/bugged, its possible that the world is still loading.
//in this case, don't act as a wallhack (unless the world is meant to be hidden anyway)
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
{
//FIXME: fbo stuff
if (!r_worldentity.model || r_worldentity.model->loadstate != MLS_LOADED || !cl.worldmodel)
{
GL_Set2D (false);
R2D_ImageColours(0, 0, 0, 1);
R2D_FillBlock(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height);
R2D_ImageColours(1, 1, 1, 1);
return;
}
// Sys_Error ("R_RenderView: NULL worldmodel");
}
//check if we're underwater (this also limits damage from stereo wallhacks).
Surf_SetupFrame();
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
r_refdef.flags &= ~(RDF_ALLPOSTPROC|RDF_RENDERSCALE);
if (dofbo || (r_refdef.flags & RDF_NOWORLDMODEL))
renderscale = 1;
else
{
renderscale = r_renderscale.value;
if (R_CanBloom())
r_refdef.flags |= RDF_BLOOM;
}
//check if we can do underwater warp
if (cls.protocol != CP_QUAKE2) //quake2 tells us directly
{
if (r_viewcontents & FTECONTENTS_FLUID)
r_refdef.flags |= RDF_UNDERWATER;
else
r_refdef.flags &= ~RDF_UNDERWATER;
}
if (r_refdef.flags & RDF_UNDERWATER)
{
extern cvar_t r_projection;
if (!r_waterwarp.value || r_projection.ival)
r_refdef.flags &= ~RDF_UNDERWATER; //no warp at all
else if (r_waterwarp.value > 0 && scenepp_waterwarp)
r_refdef.flags |= RDF_WATERWARP; //try fullscreen warp instead if we can
}
Reworked client support for DPP5+. less code now, its much more graceful. added waterfog command. waterfog overrides regular fog only when the view is in water. fixed 64bit printf format specifiers. should work better on winxp64. fixed some spec angle weirdness. fixed viewsize 99.99 weirdness with ezhud. fixed extra offset on the console (exhibited in 64bit builds, but not limited to). fixed .avi playback, can now actually display frames again. reimplemented line sparks. fixed r_editlights_save flipping the light's pitch. fixed issue with oggs failing to load. fixed condump to cope with unicode properly. made sv_bigcoords default except in quake. hexen2 kinda needs it for bsp angle precision. fixed nq server to not stall weirdly on map changes. fixed qwprogs svc_cdtrack not bugging out with nq clients on the server. fixed restart command to load the last map run by the server, instead of start.bsp (when idle) optimised d3d9 renderer a little. now uses less draw calls, especially with complex scenes. seems to get higher framerates than opengl now. fixed d3d9 renderer to not bug out quite so much when run fullscreen (shader subsystem is now correctly initialised). fixed a couple of bugs from font change. also now supports utf-8 in a few more places. r_editlights_reload no longer generates rtlights inside the void. this resolves a few glitches (but should also help framerates a little). fixed so corona-only lights won't generate shadowmaps and waste lots of time. removed lots of #defines from qclib. I should never have made them in the first place, but I was lazy. obviously there's more left that I cba to remove yet. fixed nested calls with variant-vectors. this fixes csaddon's light editor. fixed qcc hc calling conventions using redundant stores. disabled keywords can still be used by using __keyword instead. fixed ftegccgui grep feature. fixed motionless-dog qcc bug. tweaked qcc warnings a little. -Wall is now a viable setting. you should be able to fix all those warnings. fixed qw svc_intermission + dpp5+ clients bug. fixed annoying spam about disconnecting in hexen2. rewrote status command a little to cope with ipv6 addresses more gracefully fixed significant stall when hibernating/debugging a server with a player sitting on it. fixed truelightning. fixed rocketlight overriding pflags. fixed torches vanishing on vid_restart. fixed issue with decal scaling. fixed findentityfield builtin. fixed fteqcc issue with ptr+1 fixed use of arrays inside class functions. fixed/implemented fteqcc emulation of pointer opcodes. added __inout keyword to fteqcc, so that it doesn't feel so horrendous. fixed sizeof(*foo) fixed *struct = struct; fixed recursive structs. fixed fteqcc warning report. fixed sdl2 controller support, hopefully. attempted to implement xinput, including per-player audio playback. slightly fixed relaxed attitude to mouse focus when running fullscreen. fixed weird warnings/errors with 'ent.arrayhead' terms. now generates sane errors. implemented bindmaps (for csqc). fixed crashing bug with eprint builtin. implemented subset of music_playlist_* functionality. significant changes to music playback. fixed some more dpcsqc compat. fixed binds menu. now displays and accepts modifiers. fixed issues with huge lightmaps. fixed protocol determinism with dp clients connecting to fte servers. the initial getchallenge request now inhibits vanilla nq connection requests. implemented support for 'dupe' userinfo key, allowing clients to request client->server packet duplication. should probably queue them tbh. implemented sv_saveentfile command. fixed resume after breaking inside a stepped-over function. fixed erroneous footer after debugging. (I wonder just how many things I broke with these fixes) git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4946 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-07-26 10:56:18 +00:00
if (!r_refdef.globalfog.density)
{
int fogtype = ((r_refdef.flags & RDF_UNDERWATER) && cl.fog[1].density)?1:0;
CL_BlendFog(&r_refdef.globalfog, &cl.oldfog[fogtype], realtime, &cl.fog[fogtype]);
r_refdef.globalfog.density /= 64; //FIXME
}
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
{
if (r_fxaa.ival)
r_refdef.flags |= RDF_ANTIALIAS;
if (*r_postprocshader.string)
custompostproc = R_RegisterCustom(r_postprocshader.string, SUF_NONE, NULL, NULL);
else if (!r_graphics.ival)
custompostproc = R_RegisterShader("postproc_ascii", 0,
"{\n"
"program postproc_ascii\n"
"affine\n"
"{\n"
"map $sourcecolour\n"
"nodepthtest\n"
"}\n"
"}\n"
);
if (custompostproc)
r_refdef.flags |= RDF_CUSTOMPOSTPROC;
if (r_hdr_framebuffer.ival && !(vid.flags & VID_FP16)) //primary use of this cvar is to fix q3shader overbrights (so bright lightmaps can oversaturate then drop below 1 by modulation with the lightmap
forcedfb = true;
if (vid_hardwaregamma.ival == 4 && (v_gamma.value != 1 || v_contrast.value != 1 || v_brightness.value != 0))
r_refdef.flags |= RDF_SCENEGAMMA;
}
//disable stuff if its simply not supported.
if (dofbo || !gl_config.arb_shader_objects || !gl_config.ext_framebuffer_objects || !sh_config.texture_non_power_of_two_pic)
{
forcedfb &= !dofbo && gl_config.ext_framebuffer_objects && sh_config.texture_non_power_of_two_pic;
r_refdef.flags &= ~(RDF_ALLPOSTPROC); //block all of this stuff
}
if (dofbo)
forcedfb = false;
else if (renderscale != 1)
forcedfb = true;
BE_Scissor(NULL);
if (dofbo)
{
unsigned int flags = 0;
texid_t col[R_MAX_RENDERTARGETS], depth = r_nulltex;
unsigned int cw=0, ch=0, dw=0, dh=0;
int mrt;
//3d views generally ignore source colour+depth.
//FIXME: support depth with no colour
for (mrt = 0; mrt < R_MAX_RENDERTARGETS; mrt++)
{
if (*r_refdef.rt_destcolour[mrt].texname)
{
col[mrt] = R2D_RT_GetTexture(r_refdef.rt_destcolour[mrt].texname, &cw, &ch);
if (!TEXVALID(col[mrt]))
break;
}
else
{
col[mrt] = r_nulltex;
break;
}
}
if (*r_refdef.rt_depth.texname)
depth = R2D_RT_GetTexture(r_refdef.rt_depth.texname, &dw, &dh);
if (mrt)
{ //colour (with or without depth)
if (*r_refdef.rt_depth.texname && (dw != cw || dh != ch))
{
Con_Printf("RT: destcolour and depth render targets are of different sizes\n"); //should check rgb/depth modes too I guess.
depth = r_nulltex;
}
vid.fbvwidth = vid.fbpwidth = cw;
vid.fbvheight = vid.fbpheight = ch;
}
else
{ //depth, with no colour
vid.fbvwidth = vid.fbpwidth = dw;
vid.fbvheight = vid.fbpheight = dh;
}
if (TEXVALID(depth))
flags |= FBO_TEX_DEPTH;
else
flags |= FBO_RB_DEPTH;
oldfbo = GLBE_FBO_Update(&fbo_gameview, flags, col, mrt, depth, vid.fbpwidth, vid.fbpheight, 0);
}
else if ((r_refdef.flags & (RDF_ALLPOSTPROC)) || forcedfb)
{
unsigned int rtflags = IF_NOMIPMAP|IF_CLAMP|IF_RENDERTARGET|IF_NOSRGB;
enum uploadfmt fmt;
r_refdef.flags |= RDF_RENDERSCALE;
//the game needs to be drawn to a texture for post processing
if (1)//vid.framebuffer)
{
vid.fbpwidth = (r_refdef.vrect.width * r_refdef.pxrect.width) / vid.width;
vid.fbpheight = (r_refdef.vrect.height * r_refdef.pxrect.height) / vid.height;
}
else
{
vid.fbpwidth = (r_refdef.vrect.width * vid.pixelwidth) / vid.width;
vid.fbpheight = (r_refdef.vrect.height * vid.pixelheight) / vid.height;
}
if (renderscale < 0)
{
renderscale = -renderscale;
rtflags |= IF_NEAREST;
vid.fbpwidth *= renderscale;
vid.fbpheight *= renderscale;
}
else
{
rtflags |= IF_LINEAR;
vid.fbpwidth *= renderscale;
vid.fbpheight *= renderscale;
}
//well... err... meh.
vid.fbpwidth = bound(1, vid.fbpwidth, sh_config.texture2d_maxsize);
vid.fbpheight = bound(1, vid.fbpheight, sh_config.texture2d_maxsize);
vid.fbvwidth = vid.fbpwidth;
vid.fbvheight = vid.fbpheight;
fmt = PTI_RGBA8;
if ((r_refdef.flags&RDF_SCENEGAMMA)||(vid.flags&(VID_SRGBAWARE|VID_FP16))||r_hdr_framebuffer.ival)
{ //gamma ramps really need higher colour precision, otherwise the entire thing looks terrible.
if (sh_config.texfmt[PTI_RGBA16F])
fmt = PTI_RGBA16F;
else if (sh_config.texfmt[PTI_A2BGR10])
fmt = PTI_A2BGR10;
}
sourcetex = R2D_RT_Configure("rt/$lastgameview", vid.fbpwidth, vid.fbpheight, fmt, rtflags);
oldfbo = GLBE_FBO_Update(&fbo_gameview, FBO_RB_DEPTH, &sourcetex, 1, r_nulltex, vid.fbpwidth, vid.fbpheight, 0);
dofbo = true;
}
else if (vid.framebuffer)
{
vid.fbvwidth = vid.width;
vid.fbvheight = vid.height;
vid.fbpwidth = vid.framebuffer->width;
vid.fbpheight = vid.framebuffer->height;
}
else
{
vid.fbvwidth = vid.width;
vid.fbvheight = vid.height;
vid.fbpwidth = vid.pixelwidth;
vid.fbpheight = vid.pixelheight;
}
r_refdef.flipcull = 0;
if (qglPNTrianglesiATI)
{
if (gl_ati_truform_type.ival)
{ //linear
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
}
else
{ //quadric
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
}
qglPNTrianglesfATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, r_tessellation_level.value);
}
if (gl_finish.ival)
{
RSpeedMark();
qglFinish ();
RSpeedEnd(RSPEED_SUBMIT);
}
if (r_speeds.ival)
{
time1 = Sys_DoubleTime ();
}
mvd: cl_autotrack_team cvar locks autotrack to a specific team. getting the team name to match can still be problematic when it contains non-ascii chars however. qw: fix recording mid-map. q2: add support for recording demos on q2 servers. q: fix setattachment not using the correct orientations. q2: now supports splitscreen, as well as increased model and sound limits. cl: fix crosshair not appearing in splitscreen. cl: splitscreen clients now get their own colour tints (like the bf command) snd: tweak audio to be a bit more usable in splitscreen by default. cl: added con_logcenterprint cvar, for shoving a copy of centerprints onto the console. by default only appears in single player. qc: add checkbuiltin builtin. for all those #0 builtins without their own extension name. gl: fix r_dynamic -1 bug that was painfully visible in AD. mdl: validate per-frame bounds of mdl files (stuff that would crash software renderers). sv: fix -port or +sv_port commandline args to override the port correctly. win: attempt to cope with windows symlinks enumerating with the wrong filesizes. gl: fix skyboxes not appearing properly. gl: fix sprite alpha/edge issue resulting in some invisible sprites in AD. gl: fix screenshot_mega, in combination with r_projection. yay for HUGE panoramic screenshots. q2: fix replacement textures issue. qw: fix download demonum/X issue, both in client and server. qw: fix multicast dimensions not always being honoured properly. nq: fix starting angles sometimes being wrong. menusys: I'm finally uploading my menusys library, plus example mod, which I'll now be providing like csaddon is. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4997 fc73d0e0-1445-4013-8a0c-d673dee63da5
2016-01-18 05:22:07 +00:00
if (!(r_refdef.flags & RDF_NOWORLDMODEL) && R_RenderScene_Cubemap())
{
}
else
{
GL_SetShaderState2D(false);
R_Clear (dofbo);
// GLR_SetupFog ();
// render normal view
R_RenderScene ();
}
// qglDisable(GL_FOG);
if (r_speeds.ival)
{
// glFinish ();
time2 = Sys_DoubleTime ();
RQuantAdd(RQUANT_MSECS, (int)((time2-time1)*1000000));
// Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
}
checkglerror();
//update stuff now that we're not rendering the 3d scene
if (dofbo)
GLBE_FBO_Pop(oldfbo);
GLBE_RenderToTextureUpdate2d(false);
GL_Set2D (false);
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
// SCENE POST PROCESSING
if (forcedfb && !(r_refdef.flags & RDF_ALLPOSTPROC))
{
GLBE_FBO_Sources(sourcetex, r_nulltex);
R2D_Image(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height, 0, 1, 1, 0, scenepp_rescaled);
}
else
{
if (r_refdef.flags & RDF_SCENEGAMMA)
{
R2D_ImageColours (v_gamma.value, v_contrast.value, v_brightness.value, 1);
sourcetex = R_RenderPostProcess (sourcetex, RDF_SCENEGAMMA, scenepp_gamma, "rt/$gammaed");
R2D_ImageColours (1, 1, 1, 1);
}
sourcetex = R_RenderPostProcess (sourcetex, RDF_WATERWARP, scenepp_waterwarp, "rt/$waterwarped");
sourcetex = R_RenderPostProcess (sourcetex, RDF_CUSTOMPOSTPROC, custompostproc, "rt/$postproced");
sourcetex = R_RenderPostProcess (sourcetex, RDF_ANTIALIAS, scenepp_antialias, "rt/$antialiased");
if (r_refdef.flags & RDF_BLOOM)
R_BloomBlend(sourcetex, r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height);
}
if (R2D_Flush)
R2D_Flush();
GLBE_FBO_Sources(r_nulltex, r_nulltex);
if (gl_motionblur.value>0 && gl_motionblur.value < 1 && qglCopyTexImage2D)
R_RenderMotionBlur();
checkglerror();
}
#endif