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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"
#include "gl_draw.h"
void R_RenderBrushPoly (msurface_t *fa);
#define PROJECTION_DISTANCE 200
#define MAX_STENCIL_ENTS 128
extern int gl_canstencil;
FTEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB;
FTEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB;
#define Q2RF_WEAPONMODEL 4 // only draw through eyes
#define Q2RF_DEPTHHACK 16
entity_t r_worldentity;
vec3_t modelorg, r_entorigin;
int r_visframecount; // bumped when going to a new PVS
extern int r_framecount; // used for dlight push checking
float r_wateralphaval; //allowed or not...
//mplane_t frustum[4];
int c_brush_polys, c_alias_polys;
//
// view origin
//
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
//
// screen size info
//
refdef_t r_refdef;
mleaf_t *r_viewleaf, *r_oldviewleaf;
mleaf_t *r_viewleaf2, *r_oldviewleaf2;
int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
texture_t *r_notexture_mip;
cvar_t r_norefresh = SCVAR("r_norefresh","0");
cvar_t r_mirroralpha = SCVARF("r_mirroralpha","1", CVAR_CHEAT);
extern cvar_t gl_part_flame;
extern cvar_t r_bloom;
cvar_t gl_clear = SCVAR("gl_clear","0");
cvar_t gl_smoothmodels = SCVAR("gl_smoothmodels","1");
cvar_t gl_affinemodels = SCVAR("gl_affinemodels","0");
cvar_t gl_playermip = SCVAR("gl_playermip","0");
cvar_t gl_keeptjunctions = SCVAR("gl_keeptjunctions","1");
cvar_t gl_reporttjunctions = SCVAR("gl_reporttjunctions","0");
cvar_t gl_finish = SCVAR("gl_finish","0");
cvar_t gl_dither = SCVAR("gl_dither", "1");
cvar_t gl_maxdist = SCVAR("gl_maxdist", "8192");
cvar_t r_polygonoffset_submodel_factor = SCVAR("r_polygonoffset_submodel_factor", "0.05");
cvar_t r_polygonoffset_submodel_offset = SCVAR("r_polygonoffset_submodel_offset", "25");
extern cvar_t gl_mindist;
extern cvar_t ffov;
extern cvar_t gl_motionblur;
extern cvar_t gl_motionblurscale;
extern cvar_t gl_ati_truform;
extern cvar_t gl_ati_truform_type;
extern cvar_t gl_ati_truform_tesselation;
extern cvar_t gl_blendsprites;
#ifdef R_XFLIP
cvar_t r_xflip = SCVAR("leftisright", "0");
#endif
extern cvar_t gl_ztrick;
extern cvar_t scr_fov;
shader_t *scenepp_waterwarp;
// post processing stuff
texid_t sceneblur_texture;
texid_t scenepp_texture;
texid_t scenepp_texture_warp;
texid_t scenepp_texture_edge;
int scenepp_ww_program;
int scenepp_ww_parm_texture0i;
int scenepp_ww_parm_texture1i;
int scenepp_ww_parm_texture2i;
int scenepp_ww_parm_ampscalef;
int scenepp_mt_program;
int scenepp_mt_parm_texture0i;
int scenepp_mt_parm_colorf;
int scenepp_mt_parm_inverti;
texid_t scenepp_fisheye_texture;
int scenepp_fisheye_program;
int scenepp_fisheye_parm_fov;
int scenepp_panorama_program;
int scenepp_panorama_parm_fov;
// 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)
{
#if 1
/*
inputs:
texcoords: edge points
coords: vertex coords (duh)
time
ampscale (cvar = r_waterwarp)
use ifs instead of an edge map?
*/
if (gl_config.arb_shader_objects)
{
scenepp_waterwarp = R_RegisterShader("waterwarp",
"{\n"
"glslprogram\n"
"{\n"
"#ifdef VERTEX_SHADER\n"
"\
varying vec2 v_stc;\
varying vec2 v_warp;\
varying vec2 v_edge;\
uniform float time;\
void main (void)\
{\
gl_Position = ftransform();\
v_stc = (1.0+(gl_Position.xy / gl_Position.w))/2.0;\
v_warp.s = "/*FIXME: Multiply by screen matricies*/"time * 0.25 + gl_MultiTexCoord0.s;\
v_warp.t = time * 0.25 + gl_MultiTexCoord0.t;\
v_edge = gl_MultiTexCoord0.xy;\
}\
\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"\
varying vec2 v_stc;\
varying vec2 v_warp;\
varying vec2 v_edge;\
uniform sampler2D texScreen;\
uniform sampler2D texWarp;\
uniform sampler2D texEdge;\
uniform float ampscale;\
void main (void)\
{\
float amptemp;\
vec3 edge;\
edge = texture2D( texEdge, v_edge ).rgb;\
amptemp = (0.010 / 0.625) * ampscale * edge.x;\
vec3 offset;\
offset = texture2D( texWarp, v_warp ).rgb;\
offset.x = (offset.x - 0.5) * 2.0;\
offset.y = (offset.y - 0.5) * 2.0;\
vec2 temp;\
temp.x = v_stc.x + offset.x * amptemp;\
temp.y = v_stc.y + offset.y * amptemp;\
gl_FragColor = texture2D( texScreen, temp );\
}\
\n"
"#endif\n"
"}\n"
"param cvarf r_waterwarp ampscale\n"
"param texture 0 texScreen\n"
"param texture 1 texWarp\n"
"param texture 2 texEdge\n"
"param time time\n"
"{\n"
"map $currentrender\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;
}
#else
char *genericvert = "\
varying vec2 v_texCoord0;\
varying vec2 v_texCoord1;\
varying vec2 v_texCoord2;\
void main (void)\
{\
vec4 v = vec4( gl_Vertex.x, gl_Vertex.y, gl_Vertex.z, 1.0 );\
gl_Position = gl_ModelViewProjectionMatrix * v;\
v_texCoord0 = gl_MultiTexCoord0.xy;\
v_texCoord1 = gl_MultiTexCoord1.xy;\
v_texCoord2 = gl_MultiTexCoord2.xy;\
}\
";
char *wwfrag = "\
varying vec2 v_texCoord0;\
varying vec2 v_texCoord1;\
varying vec2 v_texCoord2;\
uniform sampler2D theTexture0;\
uniform sampler2D theTexture1;\
uniform sampler2D theTexture2;\
uniform float ampscale;\
void main (void)\
{\
float amptemp;\
vec3 edge;\
edge = texture2D( theTexture2, v_texCoord2 ).rgb;\
amptemp = ampscale * edge.x;\
vec3 offset;\
offset = texture2D( theTexture1, v_texCoord1 ).rgb;\
offset.x = (offset.x - 0.5) * 2.0;\
offset.y = (offset.y - 0.5) * 2.0;\
vec2 temp;\
temp.x = v_texCoord0.x + offset.x * amptemp;\
temp.y = v_texCoord0.y + offset.y * amptemp;\
gl_FragColor = texture2D( theTexture0, temp );\
}\
";
if (qglGetError())
Con_Printf("GL Error before initing shader object\n");
scenepp_ww_program = GLSlang_CreateProgram(NULL, genericvert, wwfrag);
if (!scenepp_ww_program)
return;
scenepp_ww_parm_texture0i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture0");
scenepp_ww_parm_texture1i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture1");
scenepp_ww_parm_texture2i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture2");
scenepp_ww_parm_ampscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "ampscale");
GLSlang_UseProgram(scenepp_ww_program);
GLSlang_SetUniform1i(scenepp_ww_parm_texture0i, 0);
GLSlang_SetUniform1i(scenepp_ww_parm_texture1i, 1);
GLSlang_SetUniform1i(scenepp_ww_parm_texture2i, 2);
GLSlang_UseProgram(0);
if (qglGetError())
Con_Printf(CON_ERROR "GL Error initing shader object\n");
#endif
}
void GL_InitFisheyeFov(void)
{
char *vshader = "\
varying vec2 texcoord;\
void main(void)\
{\
texcoord = gl_MultiTexCoord0.xy;\
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
}";
char *fisheyefshader = "\
uniform samplerCube source;\
varying vec2 texcoord;\
uniform float fov;\
void main(void)\
{\
vec3 tc; \
vec2 d; \
vec2 ang; \
d = texcoord; \
ang.x = sqrt(d.x*d.x+d.y*d.y)*fov; \
ang.y = -atan(d.y, d.x); \
tc.x = sin(ang.x) * cos(ang.y); \
tc.y = sin(ang.x) * sin(ang.y); \
tc.z = cos(ang.x); \
gl_FragColor = textureCube(source, tc);\
}";
char *panoramafshader = "\
uniform samplerCube source;\
varying vec2 texcoord;\
uniform float fov;\
void main(void)\
{\
vec3 tc; \
float ang; \
ang = texcoord.x*fov; \
tc.x = sin(ang); \
tc.y = -texcoord.y; \
tc.z = cos(ang); \
gl_FragColor = textureCube(source, tc);\
}";
scenepp_fisheye_program = GLSlang_CreateProgram(NULL, vshader, fisheyefshader);
if (scenepp_fisheye_program)
{
GLSlang_UseProgram(scenepp_fisheye_program);
GLSlang_SetUniform1i(GLSlang_GetUniformLocation(scenepp_fisheye_program, "source"), 0);
scenepp_fisheye_parm_fov = GLSlang_GetUniformLocation(scenepp_fisheye_program, "fov");
GLSlang_UseProgram(0);
}
scenepp_panorama_program = GLSlang_CreateProgram(NULL, vshader, panoramafshader);
if (scenepp_panorama_program)
{
GLSlang_UseProgram(scenepp_panorama_program);
GLSlang_SetUniform1i(GLSlang_GetUniformLocation(scenepp_panorama_program, "source"), 0);
scenepp_panorama_parm_fov = GLSlang_GetUniformLocation(scenepp_panorama_program, "fov");
GLSlang_UseProgram(0);
}
}
void GL_InitSceneProcessingShaders_MenuTint(void)
{
char *vshader = "\
varying vec2 texcoord;\
void main(void)\
{\
texcoord = gl_MultiTexCoord0.xy;\
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
}";
char *fshader = "\
varying vec2 texcoord;\
uniform vec3 colorparam;\
uniform sampler2D source;\
uniform int invert;\
const vec3 lumfactors = vec3(0.299, 0.587, 0.114);\
const vec3 invertvec = vec3(1.0, 1.0, 1.0);\
void main(void)\
{\
vec3 texcolor = texture2D(source, texcoord).rgb;\
float luminance = dot(lumfactors, texcolor);\
texcolor = vec3(luminance, luminance, luminance);\
texcolor *= colorparam;\
texcolor = invert > 0 ? (invertvec - texcolor) : texcolor;\
gl_FragColor = vec4(texcolor, 1.0);\
}";
if (qglGetError())
Con_Printf("GL Error before initing shader object\n");
scenepp_mt_program = GLSlang_CreateProgram(NULL, vshader, fshader);
if (!scenepp_mt_program)
return;
scenepp_mt_parm_texture0i = GLSlang_GetUniformLocation(scenepp_mt_program, "source");
scenepp_mt_parm_colorf = GLSlang_GetUniformLocation(scenepp_mt_program, "colorparam");
scenepp_mt_parm_inverti = GLSlang_GetUniformLocation(scenepp_mt_program, "invert");
GLSlang_UseProgram(scenepp_mt_program);
GLSlang_SetUniform1i(scenepp_mt_parm_texture0i, 0);
GLSlang_UseProgram(0);
if (qglGetError())
Con_Printf(CON_ERROR "GL Error initing shader object\n");
}
void GL_InitSceneProcessingShaders (void)
{
if (gl_config.arb_shader_objects)
{
GL_InitSceneProcessingShaders_WaterWarp();
GL_InitFisheyeFov();
GL_InitSceneProcessingShaders_MenuTint();
}
}
#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*3];
unsigned char pp_edge_tex[PP_AMP_TEX_SIZE*PP_AMP_TEX_SIZE*3];
scenepp_fisheye_texture = r_nulltex;
sceneblur_texture = GL_AllocNewTexture();
if (!gl_config.arb_shader_objects)
return;
scenepp_texture = GL_AllocNewTexture();
scenepp_texture_warp = GL_AllocNewTexture();
scenepp_texture_edge = GL_AllocNewTexture();
// 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) * 3;
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;
}
}
GL_Bind(scenepp_texture_warp);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D(GL_TEXTURE_2D, 0, 3, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, pp_warp_tex);
// 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) * 3;
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;
}
if (fx < fy)
{
fy = fx;
}
pp_edge_tex[i ] = fy * 255;
pp_edge_tex[i+1] = 0;
pp_edge_tex[i+2] = 0;
}
}
GL_Bind(scenepp_texture_edge);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, pp_edge_tex);
}
void R_RotateForEntity (entity_t *e)
{
float m[16];
if (e->flags & Q2RF_WEAPONMODEL && r_refdef.currentplayernum>=0)
{ //rotate to view first
m[0] = cl.viewent[r_refdef.currentplayernum].axis[0][0];
m[1] = cl.viewent[r_refdef.currentplayernum].axis[0][1];
m[2] = cl.viewent[r_refdef.currentplayernum].axis[0][2];
m[3] = 0;
m[4] = cl.viewent[r_refdef.currentplayernum].axis[1][0];
m[5] = cl.viewent[r_refdef.currentplayernum].axis[1][1];
m[6] = cl.viewent[r_refdef.currentplayernum].axis[1][2];
m[7] = 0;
m[8] = cl.viewent[r_refdef.currentplayernum].axis[2][0];
m[9] = cl.viewent[r_refdef.currentplayernum].axis[2][1];
m[10] = cl.viewent[r_refdef.currentplayernum].axis[2][2];
m[11] = 0;
m[12] = cl.viewent[r_refdef.currentplayernum].origin[0];
m[13] = cl.viewent[r_refdef.currentplayernum].origin[1];
m[14] = cl.viewent[r_refdef.currentplayernum].origin[2];
m[15] = 1;
qglMultMatrixf(m);
}
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;
qglMultMatrixf(m);
}
/*
=============================================================
SPRITE MODELS
=============================================================
*/
/*
=================
R_DrawSpriteModel
=================
*/
void R_DrawSpriteModel (entity_t *e)
{
vec3_t point;
mspriteframe_t *frame, genframe;
vec3_t forward, right, up;
msprite_t *psprite;
vec3_t sprorigin;
unsigned int fl;
unsigned int sprtype;
static vec2_t texcoords[4]={{0, 0},{0,1},{1,1},{1,0}};
static index_t indexes[6] = {0, 1, 2, 0, 2, 3};
vecV_t vertcoords[4];
avec4_t colours[4];
mesh_t mesh;
if (e->flags & Q2RF_WEAPONMODEL && r_refdef.currentplayernum >= 0)
{
sprorigin[0] = cl.viewent[r_refdef.currentplayernum].origin[0];
sprorigin[1] = cl.viewent[r_refdef.currentplayernum].origin[1];
sprorigin[2] = cl.viewent[r_refdef.currentplayernum].origin[2];
VectorMA(sprorigin, e->origin[0], cl.viewent[r_refdef.currentplayernum].axis[0], sprorigin);
VectorMA(sprorigin, e->origin[1], cl.viewent[r_refdef.currentplayernum].axis[1], sprorigin);
VectorMA(sprorigin, e->origin[2], cl.viewent[r_refdef.currentplayernum].axis[2], sprorigin);
VectorMA(sprorigin, 12, vpn, sprorigin);
e->flags |= RF_NODEPTHTEST;
}
else
VectorCopy(e->origin, sprorigin);
if (!e->model || e->forcedshader)
{
genframe.shader = e->forcedshader;
genframe.up = genframe.left = -1;
genframe.down = genframe.right = 1;
sprtype = SPR_VP_PARALLEL;
frame = &genframe;
}
else
{
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = e->model->cache.data;
sprtype = psprite->type;
}
if (!frame->shader)
return;
switch(sprtype)
{
case SPR_ORIENTED:
// bullet marks on walls
AngleVectors (e->angles, forward, right, up);
break;
case SPR_FACING_UPRIGHT:
up[0] = 0;up[1] = 0;up[2]=1;
right[0] = sprorigin[1] - r_origin[1];
right[1] = -(sprorigin[0] - r_origin[0]);
right[2] = 0;
VectorNormalize (right);
break;
case SPR_VP_PARALLEL_UPRIGHT:
up[0] = 0;up[1] = 0;up[2]=1;
VectorCopy (vright, right);
break;
default:
case SPR_VP_PARALLEL:
//normal sprite
VectorCopy(vup, up);
VectorCopy(vright, right);
break;
}
up[0]*=e->scale;
up[1]*=e->scale;
up[2]*=e->scale;
right[0]*=e->scale;
right[1]*=e->scale;
right[2]*=e->scale;
Vector4Copy(e->shaderRGBAf, colours[0]);
Vector4Copy(e->shaderRGBAf, colours[1]);
Vector4Copy(e->shaderRGBAf, colours[2]);
Vector4Copy(e->shaderRGBAf, colours[3]);
fl = 0;
if (e->flags & Q2RF_ADDITIVE)
fl |= BEF_FORCEADDITIVE;
if (e->shaderRGBAf[3]<1 || gl_blendsprites.value)
fl |= BEF_FORCETRANSPARENT;
if (e->flags & RF_NODEPTHTEST)
fl |= BEF_FORCENODEPTH;
BE_SelectMode(BEM_STANDARD, fl);
VectorMA (sprorigin, frame->down, up, point);
VectorMA (point, frame->left, right, vertcoords[0]);
VectorMA (sprorigin, frame->up, up, point);
VectorMA (point, frame->left, right, vertcoords[1]);
VectorMA (sprorigin, frame->up, up, point);
VectorMA (point, frame->right, right, vertcoords[2]);
VectorMA (sprorigin, frame->down, up, point);
VectorMA (point, frame->right, right, vertcoords[3]);
memset(&mesh, 0, sizeof(mesh));
mesh.vbofirstelement = 0;
mesh.vbofirstvert = 0;
mesh.xyz_array = vertcoords;
mesh.indexes = indexes;
mesh.numindexes = sizeof(indexes)/sizeof(indexes[0]);
mesh.colors4f_array = colours;
mesh.lmst_array = NULL;
mesh.normals_array = NULL;
mesh.numvertexes = 4;
mesh.st_array = texcoords;
mesh.istrifan = true;
BE_DrawMesh_Single(frame->shader, &mesh, NULL, &frame->shader->defaulttextures);
}
//==================================================================================
void GLR_DrawSprite(int count, void **e, void *parm)
{
while(count--)
{
#pragma message("this needs merging or q3 railgun will lag like hell")
currententity = e[count];
R_DrawSpriteModel (currententity);
}
}
#ifdef Q3CLIENT
//q3 lightning gun
void R_DrawLightning(entity_t *e)
{
vec3_t v;
vec3_t dir, cr;
float scale = e->scale;
float length;
vecV_t points[4];
vec2_t texcoords[4] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
static index_t indexarray[6] = {0, 1, 2, 0, 2, 3};
mesh_t mesh;
if (!e->forcedshader)
return;
if (!scale)
scale = 10;
VectorSubtract(e->origin, e->oldorigin, dir);
length = Length(dir);
//this seems to be about right.
texcoords[2][0] = length/128;
texcoords[3][0] = length/128;
VectorSubtract(r_refdef.vieworg, e->origin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->origin, -scale/2, cr, points[0]);
VectorMA(e->origin, scale/2, cr, points[1]);
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->oldorigin, scale/2, cr, points[2]);
VectorMA(e->oldorigin, -scale/2, cr, points[3]);
memset(&mesh, 0, sizeof(mesh));
mesh.vbofirstelement = 0;
mesh.vbofirstvert = 0;
mesh.xyz_array = points;
mesh.indexes = indexarray;
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
mesh.colors4f_array = NULL;
mesh.lmst_array = NULL;
mesh.normals_array = NULL;
mesh.numvertexes = 4;
mesh.st_array = texcoords;
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL);
}
//q3 railgun beam
void R_DrawRailCore(entity_t *e)
{
vec3_t v;
vec3_t dir, cr;
float scale = e->scale;
float length;
mesh_t mesh;
vecV_t points[4];
vec2_t texcoords[4] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
static index_t indexarray[6] = {0, 1, 2, 0, 2, 3};
vec4_t colors[4];
if (!e->forcedshader)
return;
if (!scale)
scale = 10;
VectorSubtract(e->origin, e->oldorigin, dir);
length = Length(dir);
//this seems to be about right.
texcoords[2][0] = length/128;
texcoords[3][0] = length/128;
VectorSubtract(r_refdef.vieworg, e->origin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->origin, -scale/2, cr, points[0]);
VectorMA(e->origin, scale/2, cr, points[1]);
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->oldorigin, scale/2, cr, points[2]);
VectorMA(e->oldorigin, -scale/2, cr, points[3]);
Vector4Copy(e->shaderRGBAf, colors[0]);
Vector4Copy(e->shaderRGBAf, colors[1]);
Vector4Copy(e->shaderRGBAf, colors[2]);
Vector4Copy(e->shaderRGBAf, colors[3]);
memset(&mesh, 0, sizeof(mesh));
mesh.vbofirstelement = 0;
mesh.vbofirstvert = 0;
mesh.xyz_array = points;
mesh.indexes = indexarray;
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
mesh.colors4f_array = (vec4_t*)colors;
mesh.lmst_array = NULL;
mesh.normals_array = NULL;
mesh.numvertexes = 4;
mesh.st_array = texcoords;
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL);
}
#endif
/*quick test: map bunk1 ware1 */
void R_DrawBeam(entity_t *e)
{
float r, g, b;
vec3_t dir, v, cr;
vecV_t points[4];
float length, scale;
static byte_vec4_t colours[4];
static vec2_t texcoords[4] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
static index_t indexarray[6] = {0, 1, 2, 0, 2, 3};
mesh_t mesh;
shader_t *beamshader;
beamshader = R_RegisterShader("q2beam",
"{\n"
"{\n"
"map $whiteimage\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
VectorSubtract(e->origin, e->oldorigin, dir);
length = Length(dir);
scale = e->scale;
if (!scale)
scale = 1;
scale *= e->framestate.g[FS_REG].frame[0];
if (!scale)
scale = 6;
scale/= 2;
VectorSubtract(r_refdef.vieworg, e->origin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->origin, scale, cr, points[0]);
VectorMA(e->origin, -scale, cr, points[1]);
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->oldorigin, -scale, cr, points[2]);
VectorMA(e->oldorigin, scale, cr, points[3]);
r = ( d_8to24rgbtable[e->skinnum & 0xFF] ) & 0xFF;
g = ( d_8to24rgbtable[e->skinnum & 0xFF] >> 8 ) & 0xFF;
b = ( d_8to24rgbtable[e->skinnum & 0xFF] >> 16 ) & 0xFF;
r *= e->shaderRGBAf[0];
g *= e->shaderRGBAf[1];
b *= e->shaderRGBAf[2];
colours[0][0] = r;
colours[0][1] = g;
colours[0][2] = b;
colours[0][3] = 255*0.666;
*(int*)colours[1] = *(int*)colours[0];
*(int*)colours[2] = *(int*)colours[0];
*(int*)colours[3] = *(int*)colours[0];
memset(&mesh, 0, sizeof(mesh));
mesh.vbofirstelement = 0;
mesh.vbofirstvert = 0;
mesh.xyz_array = points;
mesh.indexes = indexarray;
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
mesh.colors4b_array = colours;
mesh.lmst_array = NULL;
mesh.normals_array = NULL;
mesh.numvertexes = sizeof(points)/sizeof(points[0]);
mesh.st_array = texcoords;
BE_DrawMesh_Single(beamshader, &mesh, NULL, &beamshader->defaulttextures);
}
/*
=============
R_ShouldDraw
Ents are added to the list regardless.
This is where they're filtered (based on which view is currently being drawn).
=============
*/
qboolean R_ShouldDraw(entity_t *e)
{
if (e->flags & Q2RF_EXTERNALMODEL && !r_refdef.externalview)
return false;
if (!Cam_DrawPlayer(r_refdef.currentplayernum, e->keynum-1))
return false;
return true;
}
/*
=============
R_DrawEntitiesOnList
=============
*/
void GLR_DrawEntitiesOnList (void)
{
int i;
if (!r_drawentities.value)
return;
// draw sprites seperately, because of alpha blending
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (!R_ShouldDraw(currententity))
continue;
switch (currententity->rtype)
{
case RT_SPRITE:
RQ_AddDistReorder(GLR_DrawSprite, currententity, NULL, currententity->origin);
// R_DrawSpriteModel(currententity);
continue;
#ifdef Q3CLIENT
case RT_BEAM:
case RT_RAIL_RINGS:
case RT_LIGHTNING:
R_DrawLightning(currententity);
continue;
case RT_RAIL_CORE:
R_DrawRailCore(currententity);
continue;
#endif
case RT_MODEL: //regular model
break;
case RT_PORTALSURFACE:
continue; //this doesn't do anything anyway, does it?
default:
case RT_POLY: //these are a little painful, we need to do them some time... just not yet.
continue;
}
if (currententity->flags & Q2RF_BEAM)
{
R_DrawBeam(currententity);
continue;
}
if (!currententity->model)
continue;
if (cl.lerpents && (cls.allow_anyparticles || currententity->visframe)) //allowed or static
{
if (gl_part_flame.value)
{
if (currententity->model->engineflags & MDLF_ENGULPHS)
continue;
}
}
if (currententity->model->engineflags & MDLF_NOTREPLACEMENTS)
{
if (currententity->model->fromgame != fg_quake || currententity->model->type != mod_alias)
if (!ruleset_allow_sensative_texture_replacements.value)
continue;
}
switch (currententity->model->type)
{
case mod_alias:
if (r_refdef.flags & Q2RDF_NOWORLDMODEL || !cl.worldmodel || cl.worldmodel->type != mod_brush || cl.worldmodel->fromgame == fg_doom)
R_DrawGAliasModel (currententity, BEM_STANDARD);
break;
#ifdef HALFLIFEMODELS
case mod_halflife:
R_DrawHLModel (currententity);
break;
#endif
case mod_brush:
if (!cl.worldmodel || cl.worldmodel->type != mod_brush || cl.worldmodel->fromgame == fg_doom)
PPL_BaseBModelTextures (currententity);
break;
case mod_sprite:
RQ_AddDistReorder(GLR_DrawSprite, currententity, NULL, currententity->origin);
break;
#ifdef TERRAIN
case mod_heightmap:
GL_DrawHeightmapModel(currententity);
break;
#endif
default:
break;
}
}
}
/*
=============
R_SetupGL
=============
*/
void R_SetupGL (void)
{
float screenaspect;
int x, x2, y2, y, w, h;
float fov_x, fov_y;
if (!r_refdef.recurse)
{
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
//
// set up viewpoint
//
x = r_refdef.vrect.x * vid.pixelwidth/(int)vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * vid.pixelwidth/(int)vid.width;
y = (vid.height-r_refdef.vrect.y) * vid.pixelheight/(int)vid.height;
y2 = ((int)vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * vid.pixelheight/(int)vid.height;
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < vid.pixelwidth)
x2++;
if (y2 < 0)
y2--;
if (y < vid.pixelheight)
y++;
w = x2 - x;
h = y - y2;
r_refdef.pxrect.x = x;
r_refdef.pxrect.y = y;
r_refdef.pxrect.width = w;
r_refdef.pxrect.height = h;
qglViewport (x, y2, w, h);
fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
if (r_waterwarp.value<0 && r_viewleaf && r_viewleaf->contents <= Q1CONTENTS_WATER)
{
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);
}
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
if (r_refdef.useperspective)
{
int stencilshadows = 0;
#ifdef RTLIGHTS
stencilshadows |= r_shadow_realtime_dlight.ival && r_shadow_realtime_dlight_shadows.ival;
stencilshadows |= r_shadow_realtime_world.ival && r_shadow_realtime_world_shadows.ival;
#endif
if ((!stencilshadows || !gl_canstencil) && gl_maxdist.value>=100)//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);
Matrix4_Projection_Far(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value, gl_maxdist.value);
}
else
{
Matrix4_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value);
}
}
else
{
if (gl_maxdist.value>=1)
Matrix4_Orthographic(r_refdef.m_projection, -fov_x/2, fov_x/2, fov_y/2, -fov_y/2, -gl_maxdist.value, gl_maxdist.value);
else
Matrix4_Orthographic(r_refdef.m_projection, 0, r_refdef.vrect.width, 0, r_refdef.vrect.height, -9999, 9999);
}
Matrix4_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
}
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(r_refdef.m_projection);
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf(r_refdef.m_view);
if (gl_dither.ival)
{
qglEnable(GL_DITHER);
}
else
{
qglDisable(GL_DITHER);
}
}
/*
================
R_RenderScene
r_refdef must be set before the first call
================
*/
void R_RenderScene (void)
{
qboolean GLR_DoomWorld(void);
if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap))
r_refdef.flags |= Q2RDF_NOWORLDMODEL;
TRACE(("dbg: calling R_SetupGL\n"));
R_SetupGL ();
TRACE(("dbg: calling R_SetFrustrum\n"));
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
{
#ifdef DOOMWADS
if (!GLR_DoomWorld ())
#endif
{
TRACE(("dbg: calling R_DrawWorld\n"));
Surf_DrawWorld (); // adds static entities to the list
}
}
S_ExtraUpdate (); // don't let sound get messed up if going slow
RQ_BeginFrame();
TRACE(("dbg: calling GLR_DrawEntitiesOnList\n"));
GLR_DrawEntitiesOnList ();
// R_DrawDecals();
TRACE(("dbg: calling R_RenderDlights\n"));
GLR_RenderDlights ();
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
{
TRACE(("dbg: calling R_DrawParticles\n"));
P_DrawParticles ();
}
RQ_RenderBatchClear();
}
/*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_NearestPortal(plane_t *plane)
{
int i;
entity_t *best = NULL;
float dist, bestd = 0;
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_DrawPortal(batch_t *batch)
{
entity_t *view;
GLdouble glplane[4];
plane_t plane;
refdef_t oldrefdef;
mesh_t *mesh = batch->mesh[batch->firstmesh];
if (r_refdef.recurse)
return;
VectorCopy(mesh->normals_array[0], plane.normal);
plane.dist = DotProduct(mesh->xyz_array[0], 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.
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist < 0)
return;
view = R_NearestPortal(&plane);
//if (!view)
// return;
oldrefdef = r_refdef;
r_refdef.recurse = true;
r_refdef.externalview = true;
if (!view || VectorCompare(view->origin, view->oldorigin))
{
r_refdef.flipcull ^= true;
R_MirrorMatrix(&plane);
}
else
{
float d;
vec3_t paxis[3], porigin, vaxis[3], vorg;
void PerpendicularVector( vec3_t dst, const vec3_t src );
/*calculate where the surface is meant to be*/
VectorCopy(mesh->normals_array[0], paxis[0]);
PerpendicularVector(paxis[1], paxis[1]);
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*/
RotatePointAroundVector(vaxis[1], vaxis[0], view->axis[1], sin(realtime)*4);
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);
}
Matrix4_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
VectorAngles(vpn, vup, r_refdef.viewangles);
VectorCopy(r_refdef.vieworg, r_origin);
/*FIXME: the batch stuff should be done in renderscene*/
/*fixup the first mesh index*/
for (batch = cl.worldmodel->batches; batch; batch = batch->next)
{
batch->firstmesh = batch->meshes;
}
GL_CullFace(0);
/*FIXME: can we get away with stenciling the screen?*/
/*Add to frustum culling instead of clip planes?*/
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);
R_RenderScene();
qglDisable(GL_CLIP_PLANE0);
for (batch = cl.worldmodel->batches; batch; batch = batch->next)
{
batch->firstmesh = 0;
}
r_refdef = oldrefdef;
/*broken stuff*/
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
/*put GL back the way it was*/
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(r_refdef.m_projection);
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf(r_refdef.m_view);
GL_CullFace(0);
#pragma message("warning: there's a bug with rtlights in portals, culling is broken or something. May also be loading the wrong matrix")
}
/*
=============
R_Clear
=============
*/
int gldepthfunc = GL_LEQUAL;
void R_Clear (void)
{
/*tbh, this entire function should be in the backend*/
GL_ForceDepthWritable();
#ifdef SIDEVIEWS
if (gl_ztrick.value && !gl_ztrickdisabled)
#else
if (gl_ztrick.value)
#endif
{
static int trickframe;
if (gl_clear.value && !(r_refdef.flags & Q2RDF_NOWORLDMODEL))
qglClear (GL_COLOR_BUFFER_BIT);
trickframe++;
if (trickframe & 1)
{
gldepthmin = 0;
gldepthmax = 0.49999;
gldepthfunc=GL_LEQUAL;
}
else
{
gldepthmin = 1;
gldepthmax = 0.5;
gldepthfunc=GL_GEQUAL;
}
}
else
{
if (gl_clear.value && !r_secondaryview && !(r_refdef.flags & Q2RDF_NOWORLDMODEL))
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
qglClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 1;
gldepthfunc=GL_LEQUAL;
}
qglDepthRange (gldepthmin, gldepthmax);
}
#if 0
void GLR_SetupFog (void)
{
if (r_viewleaf)// && r_viewleaf->contents != CONTENTS_EMPTY)
{
// static fogcolour;
float fogcol[4]={0};
float fogperc;
float fogdist;
fogperc=0;
fogdist=512;
switch(r_viewleaf->contents)
{
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)
{
int vwidth = 1, vheight = 1;
float vs, vt, cs, ct;
#pragma message("backend fixme")
Con_Printf("motionblur is not updated for the backend\n");
if (gl_config.arb_texture_non_power_of_two)
{ //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;
}
qglViewport (0, 0, vid.pixelwidth, vid.pixelheight);
PPL_RevertToKnownState();
GL_Bind(sceneblur_texture);
// go 2d
qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity ();
qglOrtho (0, vid.pixelwidth, 0, vid.pixelheight, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
//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;
qglDisable (GL_DEPTH_TEST);
GL_CullFace(0);
qglDisable (GL_ALPHA_TEST);
qglEnable(GL_BLEND);
qglColor4f(1, 1, 1, gl_motionblur.value);
qglBegin(GL_QUADS);
qglTexCoord2f(cs-vs, ct-vt);
qglVertex2f(0, 0);
qglTexCoord2f(cs+vs, ct-vt);
qglVertex2f(vid.pixelwidth, 0);
qglTexCoord2f(cs+vs, ct+vt);
qglVertex2f(vid.pixelwidth, vid.pixelheight);
qglTexCoord2f(cs-vs, ct+vt);
qglVertex2f(0, vid.pixelheight);
qglEnd();
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
//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);
PPL_RevertToKnownState();
}
static void R_RenderWaterWarp(void)
{
float vwidth = 1, vheight = 1;
float vs, vt;
PPL_RevertToKnownState();
#pragma message("backend fixme")
Con_Printf("waterwarp is not updated for the backend\n");
// get the powers of 2 for the size of the texture that will hold the scene
if (gl_config.arb_texture_non_power_of_two)
{
vwidth = vid.pixelwidth;
vheight = vid.pixelheight;
}
else
{
while (vwidth < vid.pixelwidth)
{
vwidth *= 2;
}
while (vheight < vid.pixelheight)
{
vheight *= 2;
}
}
// get the maxtexcoords while we're at it
vs = vid.pixelwidth / vwidth;
vt = vid.pixelheight / vheight;
// 2d mode, but upside down to quake's normal 2d drawing
// this makes grabbing the sreen a lot easier
qglViewport (0, 0, vid.pixelwidth, vid.pixelheight);
qglMatrixMode(GL_PROJECTION);
// Push the matrices to go into 2d mode, that matches opengl's mode
qglPushMatrix();
qglLoadIdentity ();
// TODO: use actual window width and height
qglOrtho (0, vid.pixelwidth, 0, vid.pixelheight, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
qglDisable (GL_DEPTH_TEST);
GL_CullFace(0);
qglDisable (GL_BLEND);
qglEnable (GL_ALPHA_TEST);
// copy the scene to texture
GL_Bind(scenepp_texture);
qglEnable(GL_TEXTURE_2D);
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);
if (qglGetError())
Con_Printf(CON_ERROR "GL Error after qglCopyTexImage2D\n");
// Here we apply the shaders - currently just waterwarp
GLSlang_UseProgram(scenepp_ww_program);
//keep the amp proportional to the size of the scene in texture coords
// WARNING - waterwarp can change the amplitude, but if it's too big it'll exceed
// the size determined by the edge texture, after which black bits will be shown.
// Suggest clamping to a suitable range.
if (r_waterwarp.value<0)
{
GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, (0.005 / 0.625) * vs*(-r_waterwarp.value));
}
else
{
GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, (0.005 / 0.625) * vs*r_waterwarp.value);
}
if (qglGetError())
Con_Printf("GL Error after GLSlang_UseProgram\n");
{
float xmin, xmax, ymin, ymax;
xmin = cl.time * 0.25;
ymin = cl.time * 0.25;
xmax = xmin + 1;
ymax = ymin + 1/vt*vs;
GL_SelectTexture(1);
qglEnable(GL_TEXTURE_2D);
GL_Bind (scenepp_texture_warp);
GL_SelectTexture(2);
qglEnable(GL_TEXTURE_2D);
GL_Bind(scenepp_texture_edge);
qglBegin(GL_QUADS);
qglMTexCoord2fSGIS (mtexid0, 0, 0);
qglMTexCoord2fSGIS (mtexid1, xmin, ymin);
qglMTexCoord2fSGIS (mtexid1+1, 0, 0);
qglVertex2f(0, 0);
qglMTexCoord2fSGIS (mtexid0, vs, 0);
qglMTexCoord2fSGIS (mtexid1, xmax, ymin);
qglMTexCoord2fSGIS (mtexid1+1, 1, 0);
qglVertex2f(vid.pixelwidth, 0);
qglMTexCoord2fSGIS (mtexid0, vs, vt);
qglMTexCoord2fSGIS (mtexid1, xmax, ymax);
qglMTexCoord2fSGIS (mtexid1+1, 1, 1);
qglVertex2f(vid.pixelwidth, vid.pixelheight);
qglMTexCoord2fSGIS (mtexid0, 0, vt);
qglMTexCoord2fSGIS (mtexid1, xmin, ymax);
qglMTexCoord2fSGIS (mtexid1+1, 0, 1);
qglVertex2f(0, vid.pixelheight);
qglEnd();
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(1);
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(0);
}
// Disable shaders
GLSlang_UseProgram(0);
// After all the post processing, pop the matrices
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
PPL_RevertToKnownState();
if (qglGetError())
Con_Printf("GL Error after drawing with shaderobjects\n");
}
#ifdef FISH
/*FIXME: we could use geometry shaders to draw to all 6 faces at once*/
qboolean R_RenderScene_Fish(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} };
int order[6] = {4, 0, 1, 5, 3, 2};
int numsides = 4;
vec3_t saveang;
int rot45 = 0;
#pragma message("backend fixme")
Con_Printf("fisheye/panorama is not updated for the backend\n");
if (!scenepp_panorama_program)
return false;
if (gl_config.arb_texture_non_power_of_two)
{
if (vid.pixelwidth < vid.pixelheight)
cmapsize = vid.pixelwidth;
else
cmapsize = vid.pixelheight;
}
else
{
while (cmapsize > vid.pixelwidth || cmapsize > vid.pixelheight)
{
cmapsize /= 2;
}
}
VectorCopy(r_refdef.viewangles, saveang);
saveang[2] = 0;
if (ffov.value < 0)
{
//panoramic view needs at most the four sides
if (ffov.value >= -90)
numsides = 1;
// else if (ffov.value >= -180)
// {
// numsides = 2;
// rot45 = 1;
// }
else if (ffov.value >= -270)
numsides = 3;
else
numsides = 4;
order[0] = 4;
order[1] = 0;
order[2] = 1;
order[3] = 5;
}
else
{
//fisheye view sees a full sphere
//
if (ffov.value <= 77)
numsides = 1;
// else if (ffov.value <= 180)
// {
// numsides = 3;
// rot45 = 3;
// }
else if (ffov.value <= 270)
numsides = 5;
else
numsides = 6;
order[0] = 4;
order[1] = 0;
order[2] = 3;
order[3] = 1;
order[4] = 2;
order[5] = 5;
}
qglViewport (0, vid.pixelheight - cmapsize, cmapsize, cmapsize);
if (!TEXVALID(scenepp_fisheye_texture))
{
scenepp_fisheye_texture = GL_AllocNewTexture();
qglDisable(GL_TEXTURE_2D);
qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, scenepp_fisheye_texture);
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);
qglEnable(GL_TEXTURE_2D);
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
}
r_refdef.vrect.width = (cmapsize+0.99)*vid.width/vid.pixelwidth;
r_refdef.vrect.height = (cmapsize+0.99)*vid.height/vid.pixelheight;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = vid.height - r_refdef.vrect.height;
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;
for (i = 0; i < numsides; i++)
{
r_refdef.fov_x = 90;
r_refdef.fov_y = 90;
r_refdef.viewangles[0] = saveang[0]+ang[order[i]][0];
r_refdef.viewangles[1] = saveang[1]+ang[order[i]][1];
r_refdef.viewangles[2] = saveang[2]+ang[order[i]][2];
R_Clear ();
// GLR_SetupFog ();
GL_SetShaderState2D(false);
// render normal view
R_RenderScene ();
qglDisable(GL_TEXTURE_2D);
qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, scenepp_fisheye_texture);
qglCopyTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + order[i], 0, 0, 0, 0, 0, cmapsize, cmapsize);
qglEnable(GL_TEXTURE_2D);
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
}
//qglClear (GL_COLOR_BUFFER_BIT);
qglViewport (0, 0, vid.pixelwidth, vid.pixelheight);
qglDisable(GL_TEXTURE_2D);
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, scenepp_fisheye_texture);
qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
if (scenepp_panorama_program && ffov.value < 0)
{
GLSlang_UseProgram(scenepp_panorama_program);
GLSlang_SetUniform1f(scenepp_panorama_parm_fov, -ffov.value*3.1415926535897932384626433832795/180);
}
else
{
GLSlang_UseProgram(scenepp_fisheye_program);
GLSlang_SetUniform1f(scenepp_fisheye_parm_fov, ffov.value*3.1415926535897932384626433832795/180);
}
// go 2d
qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity ();
qglOrtho (0, vid.pixelwidth, 0, vid.pixelheight, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
qglDisable (GL_DEPTH_TEST);
GL_CullFace(0);
qglDisable (GL_ALPHA_TEST);
qglDisable(GL_BLEND);
qglBegin(GL_QUADS);
qglTexCoord2f(-0.5, -0.5);
qglVertex2f(0, 0);
qglTexCoord2f(0.5, -0.5);
qglVertex2f(vid.pixelwidth, 0);
qglTexCoord2f(0.5, 0.5);
qglVertex2f(vid.pixelwidth, vid.pixelheight);
qglTexCoord2f(-0.5, 0.5);
qglVertex2f(0, vid.pixelheight);
qglEnd();
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
qglEnable(GL_TEXTURE_2D);
GLSlang_UseProgram(0);
return true;
}
#endif
/*
================
R_RenderView
r_refdef must be set before the first call
================
*/
void GLR_RenderView (void)
{
double time1 = 0, time2;
if (qglGetError())
Con_Printf("GL Error before drawing scene\n");
if (r_norefresh.value || !vid.pixelwidth || !vid.pixelheight)
{
GL_DoSwap();
return;
}
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
if (!r_worldentity.model || !cl.worldmodel)
{
GL_DoSwap();
return;
}
// Sys_Error ("R_RenderView: NULL worldmodel");
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, gl_ati_truform_tesselation.value);
}
if (gl_finish.ival)
{
RSpeedMark();
qglFinish ();
RSpeedEnd(RSPEED_FINISH);
}
if (r_speeds.ival)
{
time1 = Sys_DoubleTime ();
c_brush_polys = 0;
c_alias_polys = 0;
}
#ifdef FISH
if (ffov.value && cls.allow_fish && !(r_refdef.flags & Q2RDF_NOWORLDMODEL) && R_RenderScene_Fish())
{
//fisheye does its own rendering.
}
else
#endif
{
GL_SetShaderState2D(false);
R_Clear ();
// GLR_SetupFog ();
// render normal view
R_RenderScene ();
}
if (r_bloom.ival)
R_BloomBlend();
// qglDisable(GL_FOG);
if (r_speeds.ival)
{
// glFinish ();
time2 = Sys_DoubleTime ();
RQuantAdd(RQUANT_MSECS, (int)((time2-time1)*1000000));
RQuantAdd(RQUANT_WPOLYS, c_brush_polys);
RQuantAdd(RQUANT_EPOLYS, c_alias_polys);
// Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
}
if (qglGetError())
Con_Printf("GL Error drawing scene\n");
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
return;
// SCENE POST PROCESSING
// we check if we need to use any shaders - currently it's just waterwarp
if ((r_waterwarp.value>0 && r_viewleaf && r_viewleaf->contents <= Q1CONTENTS_WATER))
{
GL_Set2D();
if (scenepp_waterwarp)
R2D_ScalePic(0, 0, vid.width, vid.height, scenepp_waterwarp);
else if (scenepp_ww_program)
R_RenderWaterWarp();
}
if (gl_motionblur.value>0 && gl_motionblur.value < 1 && qglCopyTexImage2D)
R_RenderMotionBlur();
}
#endif