/* 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_stencilbits; FTEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB; FTEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB; 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; texture_t *r_notexture_mip; cvar_t r_norefresh = SCVAR("r_norefresh","0"); extern cvar_t gl_part_flame; extern cvar_t r_bloom; cvar_t gl_affinemodels = SCVAR("gl_affinemodels","0"); 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 r_postprocshader = CVARD("r_postprocshader", "", "Specifies a shader to use as a post-processing shader"); extern cvar_t gl_screenangle; 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 scr_fov; shader_t *scenepp_waterwarp; // post processing stuff texid_t sceneblur_texture; texid_t scenepp_texture_warp; texid_t scenepp_texture_edge; texid_t scenepp_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) { if (gl_config.arb_shader_objects) { scenepp_waterwarp = R_RegisterShader("waterwarp", "{\n" "program underwaterwarp\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; } } void GL_InitSceneProcessingShaders (void) { if (gl_config.arb_shader_objects) { GL_InitSceneProcessingShaders_WaterWarp(); } } #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_postproc_cube = r_nulltex; TEXASSIGN(sceneblur_texture, GL_AllocNewTexture("***postprocess_blur***", 0, 0)); if (!gl_config.arb_shader_objects) return; TEXASSIGN(scenepp_texture_warp, GL_AllocNewTexture("***postprocess_warp***", 0, 0)); TEXASSIGN(scenepp_texture_edge, GL_AllocNewTexture("***postprocess_edge***", 0, 0)); // init warp texture - this specifies offset in for (y=0; y 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_MTBind(0, GL_TEXTURE_2D, 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 (float *m, float *modelview, const entity_t *e, const model_t *mod) { if (e->flags & Q2RF_WEAPONMODEL && r_refdef.currentplayernum>=0) { entity_t *view = &cl.viewent[r_refdef.currentplayernum]; float em[16]; float vm[16]; vm[0] = view->axis[0][0]; vm[1] = view->axis[0][1]; vm[2] = view->axis[0][2]; vm[3] = 0; vm[4] = view->axis[1][0]; vm[5] = view->axis[1][1]; vm[6] = view->axis[1][2]; vm[7] = 0; vm[8] = view->axis[2][0]; vm[9] = view->axis[2][1]; vm[10] = view->axis[2][2]; vm[11] = 0; vm[12] = view->origin[0]; vm[13] = view->origin[1]; vm[14] = view->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 { float z; float escale; escale = e->scale; switch(e->drawflags&SCALE_TYPE_MASKIN) { 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_MASKIN) != SCALE_TYPE_XYONLY) { switch(e->drawflags&SCALE_ORIGIN_MASKIN) { 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 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); } //================================================================================== /* ============= R_SetupGL ============= */ void R_SetupGL (void) { float screenaspect; int x, x2, y2, y, w, h; vec3_t newa; 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)) * (int)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_viewcontents & FTECONTENTS_FLUID)) { 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_stencilbits) && 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); Matrix4x4_CM_Projection_Far(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value, gl_maxdist.value); } else { Matrix4x4_CM_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value); } } else { if (gl_maxdist.value>=1) Matrix4x4_CM_Orthographic(r_refdef.m_projection, -fov_x/2, fov_x/2, fov_y/2, -fov_y/2, -gl_maxdist.value, gl_maxdist.value); else Matrix4x4_CM_Orthographic(r_refdef.m_projection, 0, r_refdef.vrect.width, 0, r_refdef.vrect.height, -9999, 9999); } VectorCopy(r_refdef.viewangles, newa); newa[0] = r_refdef.viewangles[0]; newa[1] = r_refdef.viewangles[1]; newa[2] = r_refdef.viewangles[2] + gl_screenangle.value; Matrix4x4_CM_ModelViewMatrix(r_refdef.m_view, newa, r_refdef.vieworg); } if (qglLoadMatrixf) { qglMatrixMode(GL_PROJECTION); qglLoadMatrixf(r_refdef.m_projection); qglMatrixMode(GL_MODELVIEW); qglLoadMatrixf(r_refdef.m_view); } if (!gl_config.gles) { 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) { int tmpvisents = cl_numvisedicts; /*world rendering is allowed to add additional ents, but we don't want to keep them for recursive views*/ 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); RQ_BeginFrame(); if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL)) { TRACE(("dbg: calling R_DrawWorld\n")); Surf_DrawWorld (); // adds static entities to the list } else BE_DrawWorld(NULL); S_ExtraUpdate (); // don't let sound get messed up if going slow // R_DrawDecals(); TRACE(("dbg: calling R_RenderDlights\n")); R_RenderDlights (); RQ_RenderBatchClear(); cl_numvisedicts = tmpvisents; } /*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 GLR_DrawPortal(batch_t *batch, batch_t **blist) { entity_t *view; GLdouble glplane[4]; plane_t plane; refdef_t oldrefdef; mesh_t *mesh = batch->mesh[batch->firstmesh]; int sort; 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[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*/ 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); } Matrix4x4_CM_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 (sort = 0; sort < SHADER_SORT_COUNT; sort++) for (batch = blist[sort]; 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?*/ if (qglClipPlane) { 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(); if (qglClipPlane) qglDisable(GL_CLIP_PLANE0); for (sort = 0; sort < SHADER_SORT_COUNT; sort++) for (batch = blist[sort]; 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); if (qglLoadMatrixf) { /*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); #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 } /* ============= R_Clear ============= */ int gldepthfunc = GL_LEQUAL; void R_Clear (void) { /*tbh, this entire function should be in the backend*/ GL_ForceDepthWritable(); { if (r_clear.ival && !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; } if (qglDepthRange) qglDepthRange (gldepthmin, gldepthmax); } #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) { int vwidth = 1, vheight = 1; float vs, vt, cs, ct; #ifdef warningmsg #pragma warningmsg("backend fixme") #endif #if !defined(ANDROID) && !defined(NACL) 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_LazyBind(0, GL_TEXTURE_2D, sceneblur_texture, false); // 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); #endif PPL_RevertToKnownState(); } /*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; vrect_t vrect; vrect_t prect; shader_t *shader; int facemask; /*needs glsl*/ if (!gl_config.arb_shader_objects) return false; if (!ffov.value) return false; if (!cls.allow_postproc) return false; facemask = 0; if (ffov.value < 0) { shader = R_RegisterShader("postproc_panorama", "{\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*/ } } else { shader = R_RegisterShader("postproc_fisheye", "{\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*/ } //fixme: should already have the vrect somewhere. SCR_VRectForPlayer(&vrect, r_refdef.currentplayernum); 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 (gl_config.arb_texture_non_power_of_two) { if (prect.width < prect.height) cmapsize = prect.width; else cmapsize = prect.height; } else { while (cmapsize > prect.width || cmapsize > prect.height) { cmapsize /= 2; } } VectorCopy(r_refdef.viewangles, saveang); saveang[2] = 0; if (!TEXVALID(scenepp_postproc_cube)) { scenepp_postproc_cube = GL_AllocNewTexture("***fish***", cmapsize, cmapsize); 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); } r_refdef.vrect.width = cmapsize; r_refdef.vrect.height = cmapsize; 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; for (i = 0; i < 6; i++) { if (!(facemask & (1<0 && r_viewleaf && (r_viewcontents & FTECONTENTS_WATER))) { if (scenepp_waterwarp) { GL_Set2D(false); R2D_ScalePic(0, 0, vid.width, vid.height, scenepp_waterwarp); } } if (gl_motionblur.value>0 && gl_motionblur.value < 1 && qglCopyTexImage2D) R_RenderMotionBlur(); if (*r_postprocshader.string) { shader_t *postproc = R_RegisterCustom(r_postprocshader.string, NULL, NULL); if (postproc) { GL_Set2D(false); R2D_ScalePic(0, 0, vid.width, vid.height, postproc); } } if (qglGetError()) Con_Printf("GL Error drawing post processing\n"); } #endif