#include "quakedef.h" #include "winquake.h" #include "pr_common.h" #include "gl_draw.h" #include "shader.h" #include "glquake.h" #include refdef_t r_refdef; vec3_t r_origin, vpn, vright, vup; entity_t r_worldentity; entity_t *currententity; //nnggh int r_framecount; struct texture_s *r_notexture_mip; r_config_t r_config; qboolean r_blockvidrestart; int r_regsequence; int rspeeds[RSPEED_MAX]; int rquant[RQUANT_MAX]; void R_InitParticleTexture (void); qboolean vid_isfullscreen; #define VIDCOMMANDGROUP "Video config" #define GRAPHICALNICETIES "Graphical Nicaties" //or eyecandy, which ever you prefer. #define GLRENDEREROPTIONS "GL Renderer Options" #define SCREENOPTIONS "Screen Options" unsigned int d_8to24rgbtable[256]; extern int gl_anisotropy_factor; // callbacks used for cvars void SCR_Viewsize_Callback (struct cvar_s *var, char *oldvalue); void SCR_Fov_Callback (struct cvar_s *var, char *oldvalue); #if defined(GLQUAKE) void GL_Mipcap_Callback (struct cvar_s *var, char *oldvalue); void GL_Texturemode_Callback (struct cvar_s *var, char *oldvalue); void GL_Texturemode2d_Callback (struct cvar_s *var, char *oldvalue); void GL_Texture_Anisotropic_Filtering_Callback (struct cvar_s *var, char *oldvalue); #endif cvar_t vid_vsync = CVARAF ("vid_wait", "0", "vid_vsync", CVAR_ARCHIVE); cvar_t _windowed_mouse = CVARF ("_windowed_mouse","1", CVAR_ARCHIVE); cvar_t con_ocranaleds = CVAR ("con_ocranaleds", "2"); cvar_t cl_cursor = CVAR ("cl_cursor", ""); cvar_t cl_cursorsize = CVAR ("cl_cursorsize", "32"); cvar_t cl_cursorbias = CVAR ("cl_cursorbias", "4"); cvar_t gl_nocolors = CVARF ("gl_nocolors", "0", CVAR_ARCHIVE); cvar_t gl_part_flame = CVARFD ("gl_part_flame", "1", CVAR_ARCHIVE, "Enable particle emitting from models. Mainly used for torch and flame effects."); //opengl library, blank means try default. static cvar_t gl_driver = CVARF ("gl_driver", "", CVAR_ARCHIVE | CVAR_RENDERERLATCH); cvar_t gl_shadeq1_name = CVARD ("gl_shadeq1_name", "*", "Rename all surfaces from quake1 bsps using this pattern for the purposes of shader names."); extern cvar_t r_vertexlight; cvar_t mod_md3flags = CVAR ("mod_md3flags", "1"); cvar_t r_ambient = CVARF ("r_ambient", "0", CVAR_CHEAT); cvar_t r_bloodstains = CVARF ("r_bloodstains", "1", CVAR_ARCHIVE); cvar_t r_bouncysparks = CVARFD ("r_bouncysparks", "0", CVAR_ARCHIVE, "Enables particle interaction with world surfaces, allowing for bouncy particles."); cvar_t r_drawentities = CVAR ("r_drawentities", "1"); cvar_t r_drawflat = CVARF ("r_drawflat", "0", CVAR_ARCHIVE | CVAR_SEMICHEAT | CVAR_RENDERERCALLBACK | CVAR_SHADERSYSTEM); cvar_t r_wireframe = CVARF ("r_wireframe", "0", CVAR_CHEAT); cvar_t r_refract_fbo = CVARD ("r_refract_fbo", "1", "Use an fbo for refraction. If 0, just renders as a portal and uses a copy of the current framebuffer."); cvar_t gl_miptexLevel = CVAR ("gl_miptexLevel", "0"); cvar_t r_drawviewmodel = CVARF ("r_drawviewmodel", "1", CVAR_ARCHIVE); cvar_t r_drawviewmodelinvis = CVAR ("r_drawviewmodelinvis", "0"); cvar_t r_dynamic = CVARF ("r_dynamic", IFMINIMAL("0","1"), CVAR_ARCHIVE); cvar_t r_fastturb = CVARF ("r_fastturb", "0", CVAR_SHADERSYSTEM); cvar_t r_fastsky = CVARF ("r_fastsky", "0", CVAR_ARCHIVE | CVAR_SHADERSYSTEM); cvar_t r_fastskycolour = CVARF ("r_fastskycolour", "0", CVAR_RENDERERCALLBACK|CVAR_SHADERSYSTEM); cvar_t r_fb_bmodels = CVARAF("r_fb_bmodels", "1", "gl_fb_bmodels", CVAR_SEMICHEAT|CVAR_RENDERERLATCH); cvar_t r_fb_models = CVARAF ("r_fb_models", "1", "gl_fb_models", CVAR_SEMICHEAT); cvar_t r_skin_overlays = SCVARF ("r_skin_overlays", "1", CVAR_SEMICHEAT|CVAR_RENDERERLATCH); cvar_t r_globalskin_first = CVARFD ("r_globalskin_first", "100", CVAR_RENDERERLATCH, "Specifies the first .skin value that is a global skin. See also: r_globalskin_count."); cvar_t r_globalskin_count = CVARFD ("r_globalskin_count", "10", CVAR_RENDERERLATCH, "Specifies how many globalskins there are."); cvar_t r_coronas = SCVARF ("r_coronas", "0", CVAR_ARCHIVE); cvar_t r_flashblend = SCVARF ("gl_flashblend", "0", CVAR_ARCHIVE); cvar_t r_flashblendscale = SCVARF ("gl_flashblendscale", "0.35", CVAR_ARCHIVE); cvar_t r_floorcolour = CVARAF ("r_floorcolour", "64 64 128", "r_floorcolor", CVAR_RENDERERCALLBACK|CVAR_SHADERSYSTEM); cvar_t r_floortexture = SCVARF ("r_floortexture", "", CVAR_RENDERERCALLBACK|CVAR_SHADERSYSTEM); cvar_t r_fullbright = CVARFD ("r_fullbright", "0", CVAR_CHEAT|CVAR_SHADERSYSTEM, "Ignore world lightmaps, drawing everything fully lit."); cvar_t r_fullbrightSkins = SCVARF ("r_fullbrightSkins", "0.8", /*don't default to 1, as it looks a little ugly (too bright), but don't default to 0 either because then you're handicapped in the dark*/ CVAR_SEMICHEAT|CVAR_SHADERSYSTEM); cvar_t r_lightmap_saturation = SCVAR ("r_lightmap_saturation", "1"); cvar_t r_lightstylesmooth = CVARF ("r_lightstylesmooth", "0", CVAR_ARCHIVE); cvar_t r_lightstylesmooth_limit = SCVAR ("r_lightstylesmooth_limit", "2"); cvar_t r_lightstylespeed = SCVAR ("r_lightstylespeed", "10"); cvar_t r_loadlits = CVARF ("r_loadlit", "1", CVAR_ARCHIVE); cvar_t r_menutint = SCVARF ("r_menutint", "0.68 0.4 0.13", CVAR_RENDERERCALLBACK); cvar_t r_netgraph = SCVAR ("r_netgraph", "0"); extern cvar_t r_lerpmuzzlehack; cvar_t r_nolerp = CVARF ("r_nolerp", "0", CVAR_ARCHIVE); cvar_t r_noframegrouplerp = CVARF ("r_noframegrouplerp", "0", CVAR_ARCHIVE); cvar_t r_nolightdir = CVARF ("r_nolightdir", "0", CVAR_ARCHIVE); cvar_t r_novis = CVARF ("r_novis", "0", CVAR_ARCHIVE); cvar_t r_part_rain = CVARFD ("r_part_rain", "0", CVAR_ARCHIVE, "Enable particle effects to emit off of surfaces. Mainly used for weather or lava/slime effects."); cvar_t r_skyboxname = SCVARF ("r_skybox", "", CVAR_RENDERERCALLBACK | CVAR_SHADERSYSTEM); cvar_t r_speeds = SCVAR ("r_speeds", "0"); cvar_t r_stainfadeammount = SCVAR ("r_stainfadeammount", "1"); cvar_t r_stainfadetime = SCVAR ("r_stainfadetime", "1"); cvar_t r_stains = CVARFC("r_stains", IFMINIMAL("0","0.75"), CVAR_ARCHIVE, Cvar_Limiter_ZeroToOne_Callback); cvar_t r_postprocshader = CVARD("r_postprocshader", "", "Specifies a shader to use as a post-processing shader"); cvar_t r_wallcolour = CVARAF ("r_wallcolour", "128 128 128", "r_wallcolor", CVAR_RENDERERCALLBACK|CVAR_SHADERSYSTEM);//FIXME: broken cvar_t r_walltexture = CVARF ("r_walltexture", "", CVAR_RENDERERCALLBACK|CVAR_SHADERSYSTEM); //FIXME: broken cvar_t r_wateralpha = CVARF ("r_wateralpha", "1", CVAR_ARCHIVE | CVAR_SHADERSYSTEM); cvar_t r_waterwarp = CVARF ("r_waterwarp", "1", CVAR_ARCHIVE); cvar_t r_replacemodels = CVARFD ("r_replacemodels", IFMINIMAL("","md3 md2"), CVAR_ARCHIVE, "A list of filename extensions to attempt to use instead of mdl."); cvar_t gl_lightmap_nearest = CVARFD ("gl_lightmap_nearest", "0", CVAR_ARCHIVE, "Use nearest sampling for lightmaps. This will give a more blocky look. Meaningless when gl_lightmap_average is enabled."); cvar_t gl_lightmap_average = CVARFD ("gl_lightmap_average", "0", CVAR_ARCHIVE, "Determine lightmap values based upon the center of the polygon. This will give a more buggy look, quite probably."); //otherwise it would defeat the point. cvar_t scr_allowsnap = CVARF ("scr_allowsnap", "1", CVAR_NOTFROMSERVER); cvar_t scr_centersbar = CVAR ("scr_centersbar", "2"); cvar_t scr_centertime = CVAR ("scr_centertime", "2"); cvar_t scr_chatmodecvar = CVAR ("scr_chatmode", "0"); cvar_t scr_conalpha = CVARC ("scr_conalpha", "0.7", Cvar_Limiter_ZeroToOne_Callback); cvar_t scr_consize = CVAR ("scr_consize", "0.5"); cvar_t scr_conspeed = CVAR ("scr_conspeed", "2000"); // 10 - 170 cvar_t scr_fov = CVARFC("fov", "90", CVAR_ARCHIVE, SCR_Fov_Callback); cvar_t scr_printspeed = SCVAR ("scr_printspeed", "8"); cvar_t scr_showpause = SCVAR ("showpause", "1"); cvar_t scr_showturtle = SCVAR ("showturtle", "0"); cvar_t scr_turtlefps = SCVAR ("scr_turtlefps", "10"); cvar_t scr_sshot_compression = SCVAR ("scr_sshot_compression", "75"); cvar_t scr_sshot_type = SCVAR ("scr_sshot_type", "jpg"); cvar_t scr_viewsize = CVARFC("viewsize", "100", CVAR_ARCHIVE, SCR_Viewsize_Callback); #ifdef ANDROID cvar_t vid_conautoscale = CVARF ("vid_conautoscale", "2", CVAR_ARCHIVE | CVAR_RENDERERCALLBACK); #else cvar_t vid_conautoscale = CVARFD ("vid_conautoscale", "0", CVAR_ARCHIVE | CVAR_RENDERERCALLBACK, "Changes the 2d scale, including hud, console, and fonts. To specify an explicit font size, divide the desired 'point' size by 8 to get the scale. High values will be clamped to maintain at least a 320*200 virtual size."); #endif cvar_t vid_conheight = CVARF ("vid_conheight", "0", CVAR_ARCHIVE); cvar_t vid_conwidth = CVARF ("vid_conwidth", "0", CVAR_ARCHIVE | CVAR_RENDERERCALLBACK); //see R_RestartRenderer_f for the effective default 'if (newr.renderer == -1)'. cvar_t vid_renderer = CVARFD ("vid_renderer", "", CVAR_ARCHIVE | CVAR_RENDERERLATCH, "Specifies which backend is used. Values that might work are: sv (dedicated server), gl (opengl), egl (opengl es), d3d9 (direct3d 9), d3d11 (direct3d 11, with default hardware rendering), d3d11 warp (direct3d 11, with software rendering)."); cvar_t vid_bpp = CVARFD ("vid_bpp", "32", CVAR_ARCHIVE | CVAR_RENDERERLATCH, "The number of colour bits to request from the renedering context"); cvar_t vid_desktopsettings = CVARFD ("vid_desktopsettings", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH, "Ignore the values of vid_width and vid_height, and just use the same settings that are used for the desktop."); #ifdef NACL cvar_t vid_fullscreen = CVARF ("vid_fullscreen", "0", CVAR_ARCHIVE); #else //these cvars will be given their names when they're registered, based upon whether -plugin was used. this means code can always use vid_fullscreen without caring, but gets saved properly. cvar_t vid_fullscreen = CVARAFD (NULL, "1", "vid_fullscreen", CVAR_ARCHIVE | CVAR_RENDERERLATCH, "Whether to use fullscreen or not."); cvar_t vid_fullscreen_alternative = CVARFD (NULL, "1", CVAR_ARCHIVE, "Whether to use fuollscreen or not. This cvar is saved to your config but not otherwise used in this operating mode."); #endif cvar_t vid_height = CVARFD ("vid_height", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH, "The screen height to attempt to use, in physical pixels. 0 means use desktop resolution."); cvar_t vid_multisample = CVARF ("vid_multisample", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH); cvar_t vid_refreshrate = CVARF ("vid_displayfrequency", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH); cvar_t vid_srgb = CVARF ("vid_srgb", "0", CVAR_ARCHIVE); cvar_t vid_wndalpha = CVAR ("vid_wndalpha", "1"); //more readable defaults to match conwidth/conheight. cvar_t vid_width = CVARFD ("vid_width", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH, "The screen width to attempt to use, in physical pixels. 0 means use desktop resolution."); cvar_t r_stereo_separation = CVARD("r_stereo_separation", "4", "How far your eyes are apart, in quake units. A non-zero value will enable stereoscoping rendering. You might need some of them retro 3d glasses. Hardware support is recommended, see r_stereo_context."); cvar_t r_stereo_method = CVARD("r_stereo_method", "0", "Value 0 = Off.\nValue 1 = Attempt hardware acceleration. Requires vid_restart.\nValue 2 = red/cyan.\nValue 3 = red/blue.\nValue 4=red/green.\nValue 5=eye strain."); extern cvar_t r_dodgytgafiles; extern cvar_t r_dodgypcxfiles; extern char *r_defaultimageextensions; extern cvar_t r_imageexensions; extern cvar_t r_drawentities; extern cvar_t r_drawviewmodel; extern cvar_t r_drawworld; extern cvar_t r_fullbright; cvar_t r_mirroralpha = CVARFD("r_mirroralpha","1", CVAR_CHEAT|CVAR_SHADERSYSTEM, "Specifies how the default shader is generated for the 'window02_1' texture. Values less than 1 will turn it into a mirror."); extern cvar_t r_netgraph; extern cvar_t r_norefresh; extern cvar_t r_novis; extern cvar_t r_speeds; extern cvar_t r_waterwarp; #ifdef ANDROID //on android, these numbers seem to be generating major weirdness, so disable these. cvar_t r_polygonoffset_submodel_factor = SCVAR("r_polygonoffset_submodel_factor", "0"); cvar_t r_polygonoffset_submodel_offset = SCVAR("r_polygonoffset_submodel_offset", "0"); #else 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"); #endif cvar_t r_polygonoffset_stencil_factor = SCVAR("r_polygonoffset_stencil_factor", "0.01"); cvar_t r_polygonoffset_stencil_offset = SCVAR("r_polygonoffset_stencil_offset", "1"); rendererstate_t currentrendererstate; #if defined(GLQUAKE) cvar_t gl_workaround_ati_shadersource = CVARD ("gl_workaround_ati_shadersource", "1", "Work around ATI driver bugs in the glShaderSource function. Can safely be enabled with other drivers too."); cvar_t vid_gl_context_version = CVARD ("vid_gl_context_version", "", "Specifies the version of OpenGL to try to create."); cvar_t vid_gl_context_forwardcompatible = CVARD ("vid_gl_context_forwardcompatible", "0", "Requests an opengl context with no depricated features enabled."); cvar_t vid_gl_context_compatibility = CVARD ("vid_gl_context_compatibility", "1", "Requests an OpenGL context with fixed-function backwards compat."); cvar_t vid_gl_context_debug = CVARD ("vid_gl_context_debug", "0", "Requests a debug opengl context. This provides better error oreporting."); //for my ati drivers, debug 1 only works if version >= 3 cvar_t vid_gl_context_es = CVARD ("vid_gl_context_es", "0", "Requests an OpenGLES context. Be sure to set vid_gl_context_version to 2 or so."); //requires version set correctly, no debug, no compat #endif #if 1 cvar_t gl_ati_truform = CVAR ("gl_ati_truform", "0"); cvar_t gl_ati_truform_type = CVAR ("gl_ati_truform_type", "1"); cvar_t gl_ati_truform_tesselation = CVAR ("gl_ati_truform_tesselation", "3"); cvar_t gl_blend2d = CVAR ("gl_blend2d", "1"); cvar_t gl_blendsprites = CVARD ("gl_blendsprites", "0", "Blend sprites instead of alpha testing them"); cvar_t r_deluxemapping = CVARAFD ("r_deluxemapping", "0", "r_glsl_deluxemapping", CVAR_ARCHIVE | CVAR_RENDERERLATCH, "Enables bumpmapping based upon precomputed light directions"); cvar_t r_shaderblobs = CVARD ("r_shaderblobs", "0", "If enabled, can massively accelerate vid restarts / loading (especially with the d3d renderer). Can cause issues when upgrading engine versions, so this is disabled by default."); cvar_t gl_compress = CVARFD ("gl_compress", "0", CVAR_ARCHIVE, "Enable automatic texture compression even for textures which are not pre-compressed."); cvar_t gl_conback = CVARFDC ("gl_conback", "", CVAR_RENDERERCALLBACK, "Specifies which conback shader/image to use. The Quake fallback is gfx/conback.lmp", R2D_Conback_Callback); //cvar_t gl_detail = CVARF ("gl_detail", "0", // CVAR_ARCHIVE); //cvar_t gl_detailscale = CVAR ("gl_detailscale", "5"); cvar_t gl_font = CVARFD ("gl_font", "", CVAR_RENDERERCALLBACK, ("Specifies the font file to use. a value such as FONT:ALTFONT specifies an alternative font to be used when ^^a is used.\n" "When using TTF fonts, you will likely need to scale text to at least 150% - vid_conautoscale 1.5 will do this.\n" "TTF fonts may be loaded from your windows directory. \'gl_font cour:couri\' loads eg: c:\\windows\\fonts\\cour.ttf, and uses the italic version of courier for alternative text." )); cvar_t gl_lateswap = CVAR ("gl_lateswap", "0"); cvar_t gl_lerpimages = CVARFD ("gl_lerpimages", "1", CVAR_ARCHIVE, "Enables smoother resampling for images which are not power-of-two, when the drivers do not support non-power-of-two textures."); //cvar_t gl_lightmapmode = SCVARF("gl_lightmapmode", "", // CVAR_ARCHIVE); cvar_t gl_load24bit = SCVARF ("gl_load24bit", "1", CVAR_ARCHIVE); cvar_t r_clear = CVARAF("r_clear","0", "gl_clear", 0); cvar_t gl_max_size = CVARFD ("gl_max_size", "8192", CVAR_RENDERERLATCH, "Specifies the maximum texture size that the engine may use. Textures larger than this will be downsized. Clamped by the value the driver supports."); cvar_t gl_maxshadowlights = SCVARF ("gl_maxshadowlights", "2", CVAR_ARCHIVE); cvar_t gl_menutint_shader = CVARD ("gl_menutint_shader", "1", "Controls the use of GLSL to desaturate the background when drawing the menu, like quake's dos software renderer used to do before the ugly dithering of winquake."); //by setting to 64 or something, you can use this as a wallhack cvar_t gl_mindist = CVARFD ("gl_mindist", "4", CVAR_CHEAT, "Distance to the near clip plane. Smaller values may damage depth precision, high values can potentialy be used to see through walls..."); cvar_t gl_motionblur = SCVARF ("gl_motionblur", "0", CVAR_ARCHIVE); cvar_t gl_motionblurscale = SCVAR ("gl_motionblurscale", "1"); cvar_t gl_overbright = CVARFC ("gl_overbright", "1", CVAR_ARCHIVE, Surf_RebuildLightmap_Callback); cvar_t gl_overbright_all = SCVARF ("gl_overbright_all", "0", CVAR_ARCHIVE); cvar_t gl_picmip = CVARFD ("gl_picmip", "0", CVAR_ARCHIVE, "Reduce world/model texture sizes by some exponential factor."); cvar_t gl_picmip2d = CVARFD ("gl_picmip2d", "0", CVAR_ARCHIVE, "Reduce hud/menu texture sizes by some exponential factor."); cvar_t gl_nohwblend = CVARD ("gl_nohwblend","1", "If 1, don't use hardware gamma ramps for transient effects that change each frame (does not affect long-term effects like holding quad or underwater tints)."); cvar_t gl_savecompressedtex = CVARD ("gl_savecompressedtex", "0", "Write out a copy of textures in a compressed format. The driver will do the compression on the fly, thus this setting is likely inferior to software which does not care so much about compression times."); //cvar_t gl_schematics = CVARD ("gl_schematics", "0", "Gimmick rendering mode that draws the length of various world edges."); cvar_t gl_skyboxdist = CVARD ("gl_skyboxdist", "0", "The distance of the skybox. If 0, the engine will determine it based upon the far clip plane distance."); //0 = guess. cvar_t gl_smoothcrosshair = SCVAR ("gl_smoothcrosshair", "1"); cvar_t gl_maxdist = CVARD ("gl_maxdist", "8192", "The distance of the far clip plane. If set to 0, some fancy maths will be used to place it at an infinite distance."); #ifdef SPECULAR cvar_t gl_specular = CVARF ("gl_specular", "1", CVAR_ARCHIVE); cvar_t gl_specular_fallback = CVARF ("gl_specular_fallback", "0.05", CVAR_ARCHIVE|CVAR_RENDERERLATCH); #endif // The callbacks are not in D3D yet (also ugly way of seperating this) #ifdef GLQUAKE cvar_t gl_texture_anisotropic_filtering = CVARFC("gl_texture_anisotropic_filtering", "0", CVAR_ARCHIVE | CVAR_RENDERERCALLBACK, GL_Texture_Anisotropic_Filtering_Callback); cvar_t gl_texturemode = CVARFC("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE | CVAR_RENDERERCALLBACK, GL_Texturemode_Callback); cvar_t gl_mipcap = CVARFC("d_mipcap", "0 1000", CVAR_ARCHIVE | CVAR_RENDERERCALLBACK, GL_Mipcap_Callback); cvar_t gl_texturemode2d = CVARFC("gl_texturemode2d", "GL_LINEAR", CVAR_ARCHIVE | CVAR_RENDERERCALLBACK, GL_Texturemode2d_Callback); #endif cvar_t vid_triplebuffer = CVARAFD ("vid_triplebuffer", "1", "gl_triplebuffer", CVAR_ARCHIVE, "Specifies whether the hardware is forcing tripplebuffering on us, this is the number of extra page swaps required before old data has been completely overwritten."); cvar_t r_portalrecursion = CVARD ("r_portalrecursion", "1", "The number of portals the camera is allowed to recurse through."); cvar_t r_portaldrawplanes = CVARD ("r_portaldrawplanes", "0", "Draw front and back planes in portals. Debug feature."); cvar_t r_portalonly = CVARD ("r_portalonly", "0", "Don't draw things which are not portals. Debug feature."); cvar_t dpcompat_psa_ungroup = SCVAR ("dpcompat_psa_ungroup", "0"); cvar_t r_noaliasshadows = SCVARF ("r_noaliasshadows", "0", CVAR_ARCHIVE); cvar_t r_shadows = CVARFD ("r_shadows", "0", CVAR_ARCHIVE, "Draw basic blob shadows underneath entities without using realtime lighting."); cvar_t r_showbboxes = CVARD("r_showbboxes", "0", "Debugging. Shows bounding boxes. 1=ssqc, 2=csqc. Red=solid, Green=stepping/toss/bounce, Blue=onground."); cvar_t r_lightprepass = CVARFD("r_lightprepass", "0", CVAR_SHADERSYSTEM, "Experimental. Attempt to use a different lighting mechanism."); cvar_t r_shadow_bumpscale_basetexture = CVARD ("r_shadow_bumpscale_basetexture", "0", "bumpyness scaler for generation of fallback normalmap textures from models"); cvar_t r_shadow_bumpscale_bumpmap = CVARD ("r_shadow_bumpscale_bumpmap", "4", "bumpyness scaler for _bump textures"); cvar_t r_glsl_offsetmapping = CVARFD ("r_glsl_offsetmapping", "0", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Enables the use of paralax mapping, adding fake depth to textures."); cvar_t r_glsl_offsetmapping_scale = CVAR ("r_glsl_offsetmapping_scale", "0.04"); cvar_t r_glsl_offsetmapping_reliefmapping = CVARFD("r_glsl_offsetmapping_reliefmapping", "1", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Changes the paralax sampling mode to be a bit nicer. r_glsl_offsetmapping must be set."); cvar_t r_glsl_turbscale = CVARFD ("r_glsl_turbscale", "1", CVAR_ARCHIVE, "Controls the strength of water ripples (used by the altwater glsl code)."); cvar_t r_waterstyle = CVARFD ("r_waterstyle", "1", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "Changes how water, and teleporters are drawn. Possible values are:\n0: fastturb-style block colour.\n1: regular q1-style water.\n2: refraction(ripply and transparent)\n3: refraction with reflection at an angle\n4: ripplemapped without reflections (requires particle effects)\n5: ripples+reflections"); cvar_t r_slimestyle = CVARFD ("r_slimestyle", "", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "See r_waterstyle, but affects only slime. If empty, defers to r_waterstyle."); cvar_t r_lavastyle = CVARFD ("r_lavastyle", "1", CVAR_ARCHIVE|CVAR_SHADERSYSTEM, "See r_waterstyle, but affects only lava. If empty, defers to r_waterstyle."); cvar_t r_vertexdlights = CVARD ("r_vertexdlights", "0", "Determine model lighting with respect to nearby dlights. Poor-man's rtlights."); cvar_t vid_preservegamma = CVARD ("vid_preservegamma", "0", "Restore initial hardware gamma ramps when quitting."); cvar_t vid_hardwaregamma = CVARFD ("vid_hardwaregamma", "1", CVAR_ARCHIVE | CVAR_RENDERERLATCH, "Use hardware gamma ramps. 0=loadtime-gamma, 1=glsl(windowed) or hardware(fullscreen), 2=always glsl, 3=always hardware gamma."); cvar_t vid_desktopgamma = CVARFD ("vid_desktopgamma", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH, "Apply gamma ramps upon the desktop rather than the window."); cvar_t r_fog_exp2 = CVARD ("r_fog_exp2", "1", "Expresses how fog fades with distance. 0 (matching DarkPlaces's default) is typically more realistic, while 1 (matching FitzQuake and others) is more common."); extern cvar_t gl_dither; cvar_t gl_screenangle = SCVAR("gl_screenangle", "0"); #endif #if defined(GLQUAKE) || defined(D3DQUAKE) void GLD3DRenderer_Init(void) { Cvar_Register (&gl_mindist, GLRENDEREROPTIONS); Cvar_Register (&gl_load24bit, GRAPHICALNICETIES); Cvar_Register (&gl_blendsprites, GLRENDEREROPTIONS); } #endif #if defined(GLQUAKE) void GLRenderer_Init(void) { //gl-specific video vars Cvar_Register (&gl_workaround_ati_shadersource, GLRENDEREROPTIONS); Cvar_Register (&vid_gl_context_version, GLRENDEREROPTIONS); Cvar_Register (&vid_gl_context_debug, GLRENDEREROPTIONS); Cvar_Register (&vid_gl_context_forwardcompatible, GLRENDEREROPTIONS); Cvar_Register (&vid_gl_context_compatibility, GLRENDEREROPTIONS); Cvar_Register (&vid_gl_context_es, GLRENDEREROPTIONS); //screen Cvar_Register (&vid_preservegamma, GLRENDEREROPTIONS); Cvar_Register (&vid_hardwaregamma, GLRENDEREROPTIONS); Cvar_Register (&vid_desktopgamma, GLRENDEREROPTIONS); //renderer Cvar_Register (&r_norefresh, GLRENDEREROPTIONS); Cvar_Register (&gl_affinemodels, GLRENDEREROPTIONS); Cvar_Register (&gl_nohwblend, GLRENDEREROPTIONS); Cvar_Register (&gl_nocolors, GLRENDEREROPTIONS); Cvar_Register (&gl_finish, GLRENDEREROPTIONS); Cvar_Register (&gl_lateswap, GLRENDEREROPTIONS); Cvar_Register (&gl_lerpimages, GLRENDEREROPTIONS); Cvar_Register (&r_postprocshader, GLRENDEREROPTIONS); Cvar_Register (&dpcompat_psa_ungroup, GLRENDEREROPTIONS); Cvar_Register (&r_lerpmuzzlehack, GLRENDEREROPTIONS); Cvar_Register (&r_noframegrouplerp, GLRENDEREROPTIONS); Cvar_Register (&r_portalrecursion, GLRENDEREROPTIONS); Cvar_Register (&r_portaldrawplanes, GLRENDEREROPTIONS); Cvar_Register (&r_portalonly, GLRENDEREROPTIONS); Cvar_Register (&r_noaliasshadows, GLRENDEREROPTIONS); Cvar_Register (&gl_maxshadowlights, GLRENDEREROPTIONS); Cvar_Register (&r_shadow_bumpscale_basetexture, GLRENDEREROPTIONS); Cvar_Register (&r_shadow_bumpscale_bumpmap, GLRENDEREROPTIONS); Cvar_Register (&gl_reporttjunctions, GLRENDEREROPTIONS); Cvar_Register (&gl_motionblur, GLRENDEREROPTIONS); Cvar_Register (&gl_motionblurscale, GLRENDEREROPTIONS); Cvar_Register (&gl_smoothcrosshair, GRAPHICALNICETIES); Cvar_Register (&r_deluxemapping, GRAPHICALNICETIES); Cvar_Register (&r_glsl_offsetmapping, GRAPHICALNICETIES); Cvar_Register (&r_glsl_offsetmapping_scale, GRAPHICALNICETIES); Cvar_Register (&r_glsl_offsetmapping_reliefmapping, GRAPHICALNICETIES); Cvar_Register (&r_glsl_turbscale, GRAPHICALNICETIES); #ifdef R_XFLIP Cvar_Register (&r_xflip, GLRENDEREROPTIONS); #endif // Cvar_Register (&gl_lightmapmode, GLRENDEREROPTIONS); Cvar_Register (&gl_picmip, GLRENDEREROPTIONS); Cvar_Register (&gl_picmip2d, GLRENDEREROPTIONS); Cvar_Register (&r_shaderblobs, GLRENDEREROPTIONS); Cvar_Register (&gl_mipcap, GLRENDEREROPTIONS); Cvar_Register (&gl_texturemode, GLRENDEREROPTIONS); Cvar_Register (&gl_texturemode2d, GLRENDEREROPTIONS); Cvar_Register (&gl_texture_anisotropic_filtering, GLRENDEREROPTIONS); Cvar_Register (&gl_savecompressedtex, GLRENDEREROPTIONS); Cvar_Register (&gl_compress, GLRENDEREROPTIONS); // Cvar_Register (&gl_detail, GRAPHICALNICETIES); // Cvar_Register (&gl_detailscale, GRAPHICALNICETIES); Cvar_Register (&gl_overbright, GRAPHICALNICETIES); Cvar_Register (&gl_overbright_all, GRAPHICALNICETIES); Cvar_Register (&gl_dither, GRAPHICALNICETIES); Cvar_Register (&r_fog_exp2, GLRENDEREROPTIONS); Cvar_Register (&gl_ati_truform, GRAPHICALNICETIES); Cvar_Register (&gl_ati_truform_type, GRAPHICALNICETIES); Cvar_Register (&gl_ati_truform_tesselation, GRAPHICALNICETIES); Cvar_Register (&gl_screenangle, GLRENDEREROPTIONS); Cvar_Register (&gl_skyboxdist, GLRENDEREROPTIONS); Cvar_Register (&r_wallcolour, GLRENDEREROPTIONS); Cvar_Register (&r_floorcolour, GLRENDEREROPTIONS); Cvar_Register (&r_walltexture, GLRENDEREROPTIONS); Cvar_Register (&r_floortexture, GLRENDEREROPTIONS); Cvar_Register (&r_vertexdlights, GLRENDEREROPTIONS); // Cvar_Register (&gl_schematics, GLRENDEREROPTIONS); Cvar_Register (&r_vertexlight, GLRENDEREROPTIONS); Cvar_Register (&gl_blend2d, GLRENDEREROPTIONS); Cvar_Register (&gl_menutint_shader, GLRENDEREROPTIONS); Cvar_Register (&gl_lightmap_nearest, GLRENDEREROPTIONS); Cvar_Register (&gl_lightmap_average, GLRENDEREROPTIONS); R_BloomRegister(); } #endif void R_InitTextures (void) { int x,y, m; qbyte *dest; static char r_notexture_mip_mem[(sizeof(texture_t) + 16*16+8*8+4*4+2*2)]; // create a simple checkerboard texture for the default r_notexture_mip = (texture_t*)r_notexture_mip_mem; r_notexture_mip->width = r_notexture_mip->height = 16; r_notexture_mip->offsets[0] = sizeof(texture_t); r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16; r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8; r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4; for (m=0 ; m<4 ; m++) { dest = (qbyte *)r_notexture_mip + r_notexture_mip->offsets[m]; for (y=0 ; y< (16>>m) ; y++) for (x=0 ; x< (16>>m) ; x++) { if ( (y< (8>>m) ) ^ (x< (8>>m) ) ) *dest++ = 0; else *dest++ = 0xff; } } } void R_SetRenderer_f (void); void R_ReloadRenderer_f (void); void Renderer_Init(void) { #ifdef AVAIL_JPEGLIB LibJPEG_Init(); #endif #ifdef AVAIL_PNGLIB LibPNG_Init(); #endif currentrendererstate.renderer = NULL; qrenderer = QR_NONE; r_blockvidrestart = true; Cmd_AddCommand("setrenderer", R_SetRenderer_f); Cmd_AddCommand("vid_restart", R_RestartRenderer_f); Cmd_AddCommand("vid_reload", R_ReloadRenderer_f); #ifdef RTLIGHTS Cmd_AddCommand ("r_editlights_reload", R_ReloadRTLights_f); Cmd_AddCommand ("r_editlights_save", R_SaveRTLights_f); Cvar_Register (&r_editlights_import_radius, "Realtime Light editing/importing"); Cvar_Register (&r_editlights_import_ambient, "Realtime Light editing/importing"); Cvar_Register (&r_editlights_import_diffuse, "Realtime Light editing/importing"); Cvar_Register (&r_editlights_import_specular, "Realtime Light editing/importing"); #endif Cmd_AddCommand("r_dumpshaders", Shader_WriteOutGenerics_f); Cmd_AddCommand("r_remapshader", Shader_RemapShader_f); #if defined(GLQUAKE) || defined(D3DQUAKE) GLD3DRenderer_Init(); #endif #if defined(GLQUAKE) GLRenderer_Init(); #endif #ifdef SWQUAKE { extern cvar_t sw_interlace; extern cvar_t sw_vthread; extern cvar_t sw_fthreads; Cvar_Register(&sw_interlace, "Software Rendering Options"); Cvar_Register(&sw_vthread, "Software Rendering Options"); Cvar_Register(&sw_fthreads, "Software Rendering Options"); } #endif Cvar_Register (&gl_conback, GRAPHICALNICETIES); Cvar_Register (&r_novis, GLRENDEREROPTIONS); //but register ALL vid_ commands. Cvar_Register (&gl_driver, GLRENDEREROPTIONS); Cvar_Register (&vid_vsync, VIDCOMMANDGROUP); Cvar_Register (&_windowed_mouse, VIDCOMMANDGROUP); Cvar_Register (&vid_renderer, VIDCOMMANDGROUP); Cvar_Register (&vid_wndalpha, VIDCOMMANDGROUP); #ifndef NACL if (COM_CheckParm("-plugin")) { vid_fullscreen.name = "vid_fullscreen_embedded"; vid_fullscreen_alternative.name = "vid_fullscreen_standalone"; } else { vid_fullscreen.name = "vid_fullscreen_standalone"; vid_fullscreen_alternative.name = "vid_fullscreen_embedded"; } Cvar_Register (&vid_fullscreen_alternative, VIDCOMMANDGROUP); #endif Cvar_Register (&vid_fullscreen, VIDCOMMANDGROUP); Cvar_Register (&vid_bpp, VIDCOMMANDGROUP); Cvar_Register (&vid_conwidth, VIDCOMMANDGROUP); Cvar_Register (&vid_conheight, VIDCOMMANDGROUP); Cvar_Register (&vid_conautoscale, VIDCOMMANDGROUP); Cvar_Register (&vid_triplebuffer, VIDCOMMANDGROUP); Cvar_Register (&vid_width, VIDCOMMANDGROUP); Cvar_Register (&vid_height, VIDCOMMANDGROUP); Cvar_Register (&vid_refreshrate, VIDCOMMANDGROUP); Cvar_Register (&vid_multisample, GLRENDEREROPTIONS); Cvar_Register (&vid_srgb, GLRENDEREROPTIONS); Cvar_Register (&vid_desktopsettings, VIDCOMMANDGROUP); Cvar_Register (&r_mirroralpha, GLRENDEREROPTIONS); Cvar_Register (&r_skyboxname, GRAPHICALNICETIES); Cbuf_AddText("alias sky r_skybox\n", RESTRICT_LOCAL); /*alternative name for users*/ Cvar_Register(&r_dodgytgafiles, "Bug fixes"); Cvar_Register(&r_dodgypcxfiles, "Bug fixes"); r_imageexensions.enginevalue = r_defaultimageextensions; Cvar_Register(&r_imageexensions, GRAPHICALNICETIES); r_imageexensions.callback(&r_imageexensions, NULL); Cvar_Register(&r_loadlits, GRAPHICALNICETIES); Cvar_Register(&r_lightstylesmooth, GRAPHICALNICETIES); Cvar_Register(&r_lightstylesmooth_limit, GRAPHICALNICETIES); Cvar_Register(&r_lightstylespeed, GRAPHICALNICETIES); Cvar_Register(&r_stains, GRAPHICALNICETIES); Cvar_Register(&r_stainfadetime, GRAPHICALNICETIES); Cvar_Register(&r_stainfadeammount, GRAPHICALNICETIES); Cvar_Register(&r_lightprepass, GLRENDEREROPTIONS); Cvar_Register (&r_coronas, GRAPHICALNICETIES); Cvar_Register (&r_flashblend, GRAPHICALNICETIES); Cvar_Register (&r_flashblendscale, GRAPHICALNICETIES); Cvar_Register (&gl_specular, GRAPHICALNICETIES); Cvar_Register (&gl_specular_fallback, GRAPHICALNICETIES); Sh_RegisterCvars(); Cvar_Register (&r_waterstyle, GRAPHICALNICETIES); Cvar_Register (&r_slimestyle, GRAPHICALNICETIES); Cvar_Register (&r_lavastyle, GRAPHICALNICETIES); Cvar_Register (&r_wireframe, GRAPHICALNICETIES); Cvar_Register (&r_refract_fbo, GRAPHICALNICETIES); Cvar_Register (&r_stereo_separation, GRAPHICALNICETIES); Cvar_Register (&r_stereo_method, GRAPHICALNICETIES); Cvar_Register(&scr_viewsize, SCREENOPTIONS); Cvar_Register(&scr_fov, SCREENOPTIONS); // Cvar_Register(&scr_chatmodecvar, SCREENOPTIONS); Cvar_Register (&scr_sshot_type, SCREENOPTIONS); Cvar_Register (&scr_sshot_compression, SCREENOPTIONS); Cvar_Register(&cl_cursor, SCREENOPTIONS); Cvar_Register(&cl_cursorsize, SCREENOPTIONS); Cvar_Register(&cl_cursorbias, SCREENOPTIONS); //screen Cvar_Register (&gl_font, GRAPHICALNICETIES); Cvar_Register (&scr_conspeed, SCREENOPTIONS); Cvar_Register (&scr_conalpha, SCREENOPTIONS); Cvar_Register (&scr_showturtle, SCREENOPTIONS); Cvar_Register (&scr_turtlefps, SCREENOPTIONS); Cvar_Register (&scr_showpause, SCREENOPTIONS); Cvar_Register (&scr_centertime, SCREENOPTIONS); Cvar_Register (&scr_printspeed, SCREENOPTIONS); Cvar_Register (&scr_allowsnap, SCREENOPTIONS); Cvar_Register (&scr_consize, SCREENOPTIONS); Cvar_Register (&scr_centersbar, SCREENOPTIONS); Cvar_Register(&r_bloodstains, GRAPHICALNICETIES); Cvar_Register(&r_fullbrightSkins, GRAPHICALNICETIES); Cvar_Register (&mod_md3flags, GRAPHICALNICETIES); //renderer Cvar_Register (&r_fullbright, SCREENOPTIONS); Cvar_Register (&r_drawentities, GRAPHICALNICETIES); Cvar_Register (&r_drawviewmodel, GRAPHICALNICETIES); Cvar_Register (&r_drawviewmodelinvis, GRAPHICALNICETIES); Cvar_Register (&r_waterwarp, GRAPHICALNICETIES); Cvar_Register (&r_speeds, SCREENOPTIONS); Cvar_Register (&r_netgraph, SCREENOPTIONS); Cvar_Register (&r_dynamic, GRAPHICALNICETIES); Cvar_Register (&r_lightmap_saturation, GRAPHICALNICETIES); Cvar_Register (&r_nolerp, GRAPHICALNICETIES); Cvar_Register (&r_nolightdir, GRAPHICALNICETIES); Cvar_Register (&r_fastturb, GRAPHICALNICETIES); Cvar_Register (&r_fastsky, GRAPHICALNICETIES); Cvar_Register (&r_fastskycolour, GRAPHICALNICETIES); Cvar_Register (&r_wateralpha, GRAPHICALNICETIES); Cvar_Register (&gl_shadeq1_name, GLRENDEREROPTIONS); Cvar_Register (&r_clear, GLRENDEREROPTIONS); Cvar_Register (&gl_max_size, GLRENDEREROPTIONS); Cvar_Register (&gl_maxdist, GLRENDEREROPTIONS); Cvar_Register (&gl_miptexLevel, GRAPHICALNICETIES); Cvar_Register (&r_drawflat, GRAPHICALNICETIES); Cvar_Register (&r_menutint, GRAPHICALNICETIES); Cvar_Register (&r_fb_bmodels, GRAPHICALNICETIES); Cvar_Register (&r_fb_models, GRAPHICALNICETIES); Cvar_Register (&r_skin_overlays, GRAPHICALNICETIES); Cvar_Register (&r_shadows, GRAPHICALNICETIES); Cvar_Register (&r_replacemodels, GRAPHICALNICETIES); Cvar_Register (&r_showbboxes, GLRENDEREROPTIONS); Cvar_Register (&r_polygonoffset_submodel_factor, GLRENDEREROPTIONS); Cvar_Register (&r_polygonoffset_submodel_offset, GLRENDEREROPTIONS); Cvar_Register (&r_polygonoffset_stencil_factor, GLRENDEREROPTIONS); Cvar_Register (&r_polygonoffset_stencil_offset, GLRENDEREROPTIONS); // misc Cvar_Register(&con_ocranaleds, "Console controls"); P_InitParticleSystem(); R_InitTextures(); } qboolean Renderer_Started(void) { return !!currentrendererstate.renderer; } void Renderer_Start(void) { r_blockvidrestart = false; Cvar_ApplyLatches(CVAR_RENDERERLATCH); //renderer = none && currentrendererstate.bpp == -1 means we've never applied any mode at all //if we currently have none, we do actually need to apply it still if (qrenderer == QR_NONE && *vid_renderer.string) { Cmd_ExecuteString("vid_restart\n", RESTRICT_LOCAL); } if (!currentrendererstate.renderer) { //we still failed. Try again, but use the default renderer. Cvar_Set(&vid_renderer, ""); Cmd_ExecuteString("vid_restart\n", RESTRICT_LOCAL); } if (!currentrendererstate.renderer) Sys_Error("No renderer was set!\n"); if (qrenderer == QR_NONE) Con_Printf("Use the setrenderer command to use a gui\n"); } void (*Draw_Init) (void); void (*Draw_Shutdown) (void); void (*R_Init) (void); void (*R_DeInit) (void); void (*R_RenderView) (void); // must set r_refdef first void (*R_NewMap) (void); void (*R_PreNewMap) (void); qboolean (*VID_Init) (rendererstate_t *info, unsigned char *palette); void (*VID_DeInit) (void); char *(*VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight); void (*VID_SetWindowCaption) (char *msg); void (*SCR_UpdateScreen) (void); r_qrenderer_t qrenderer; char *q_renderername = "Non-Selected renderer"; rendererinfo_t dedicatedrendererinfo = { //ALL builds need a 'none' renderer, as 0. "No renderer", { "none", "dedicated", "terminal", "sv" }, QR_NONE, NULL, //Draw_Init; NULL, //Draw_Shutdown; NULL, //R_LoadTexture NULL, //R_LoadTexture8Pal24 NULL, //R_LoadTexture8Pal32 NULL, //R_LoadCompressed NULL, //R_FindTexture NULL, //R_AllocNewTexture NULL, //R_Upload NULL, //R_DestroyTexture NULL, //R_Init; NULL, //R_DeInit; NULL, //R_RenderView; NULL, //R_NewMap; NULL, //R_PreNewMap NULL, //VID_Init, NULL, //VID_DeInit, NULL, //VID_SwapBuffers NULL, //VID_ApplyGammaRamps, NULL, //set caption NULL, //VID_GetRGBInfo, NULL, //SCR_UpdateScreen; /*backend*/ NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, NULL, "" }; rendererinfo_t *pdedicatedrendererinfo = &dedicatedrendererinfo; #ifdef GLQUAKE extern rendererinfo_t openglrendererinfo; rendererinfo_t eglrendererinfo; extern rendererinfo_t rpirendererinfo; rendererinfo_t waylandrendererinfo; rendererinfo_t fbdevrendererinfo; #endif #ifdef D3DQUAKE rendererinfo_t d3d9rendererinfo; rendererinfo_t d3d11rendererinfo; #endif #ifdef SWQUAKE rendererinfo_t swrendererinfo; #endif rendererinfo_t *rendererinfo[] = { #ifdef GLQUAKE #ifdef FTE_RPI &rpirendererinfo, #endif &openglrendererinfo, &eglrendererinfo, &waylandrendererinfo, &fbdevrendererinfo, #endif #ifdef D3DQUAKE &d3d9rendererinfo, &d3d11rendererinfo, #endif #ifdef SWQUAKE &swrendererinfo, #endif #ifndef NPQTV &dedicatedrendererinfo, #endif }; void R_SetRenderer(rendererinfo_t *ri) { currentrendererstate.renderer = ri; if (!ri) ri = &dedicatedrendererinfo; qrenderer = ri->rtype; q_renderername = ri->name[0]; Draw_Init = ri->Draw_Init; Draw_Shutdown = ri->Draw_Shutdown; R_Init = ri->R_Init; R_DeInit = ri->R_DeInit; R_RenderView = ri->R_RenderView; R_NewMap = ri->R_NewMap; R_PreNewMap = ri->R_PreNewMap; VID_Init = ri->VID_Init; VID_DeInit = ri->VID_DeInit; VID_GetRGBInfo = ri->VID_GetRGBInfo; VID_SetWindowCaption = ri->VID_SetWindowCaption; SCR_UpdateScreen = ri->SCR_UpdateScreen; } qbyte default_quakepal[768] = { 0,0,0,15,15,15,31,31,31,47,47,47,63,63,63,75,75,75,91,91,91,107,107,107,123,123,123,139,139,139,155,155,155,171,171,171,187,187,187,203,203,203,219,219,219,235,235,235,15,11,7,23,15,11,31,23,11,39,27,15,47,35,19,55,43,23,63,47,23,75,55,27,83,59,27,91,67,31,99,75,31,107,83,31,115,87,31,123,95,35,131,103,35,143,111,35,11,11,15,19,19,27,27,27,39,39,39,51,47,47,63,55,55,75,63,63,87,71,71,103,79,79,115,91,91,127,99,99, 139,107,107,151,115,115,163,123,123,175,131,131,187,139,139,203,0,0,0,7,7,0,11,11,0,19,19,0,27,27,0,35,35,0,43,43,7,47,47,7,55,55,7,63,63,7,71,71,7,75,75,11,83,83,11,91,91,11,99,99,11,107,107,15,7,0,0,15,0,0,23,0,0,31,0,0,39,0,0,47,0,0,55,0,0,63,0,0,71,0,0,79,0,0,87,0,0,95,0,0,103,0,0,111,0,0,119,0,0,127,0,0,19,19,0,27,27,0,35,35,0,47,43,0,55,47,0,67, 55,0,75,59,7,87,67,7,95,71,7,107,75,11,119,83,15,131,87,19,139,91,19,151,95,27,163,99,31,175,103,35,35,19,7,47,23,11,59,31,15,75,35,19,87,43,23,99,47,31,115,55,35,127,59,43,143,67,51,159,79,51,175,99,47,191,119,47,207,143,43,223,171,39,239,203,31,255,243,27,11,7,0,27,19,0,43,35,15,55,43,19,71,51,27,83,55,35,99,63,43,111,71,51,127,83,63,139,95,71,155,107,83,167,123,95,183,135,107,195,147,123,211,163,139,227,179,151, 171,139,163,159,127,151,147,115,135,139,103,123,127,91,111,119,83,99,107,75,87,95,63,75,87,55,67,75,47,55,67,39,47,55,31,35,43,23,27,35,19,19,23,11,11,15,7,7,187,115,159,175,107,143,163,95,131,151,87,119,139,79,107,127,75,95,115,67,83,107,59,75,95,51,63,83,43,55,71,35,43,59,31,35,47,23,27,35,19,19,23,11,11,15,7,7,219,195,187,203,179,167,191,163,155,175,151,139,163,135,123,151,123,111,135,111,95,123,99,83,107,87,71,95,75,59,83,63, 51,67,51,39,55,43,31,39,31,23,27,19,15,15,11,7,111,131,123,103,123,111,95,115,103,87,107,95,79,99,87,71,91,79,63,83,71,55,75,63,47,67,55,43,59,47,35,51,39,31,43,31,23,35,23,15,27,19,11,19,11,7,11,7,255,243,27,239,223,23,219,203,19,203,183,15,187,167,15,171,151,11,155,131,7,139,115,7,123,99,7,107,83,0,91,71,0,75,55,0,59,43,0,43,31,0,27,15,0,11,7,0,0,0,255,11,11,239,19,19,223,27,27,207,35,35,191,43, 43,175,47,47,159,47,47,143,47,47,127,47,47,111,47,47,95,43,43,79,35,35,63,27,27,47,19,19,31,11,11,15,43,0,0,59,0,0,75,7,0,95,7,0,111,15,0,127,23,7,147,31,7,163,39,11,183,51,15,195,75,27,207,99,43,219,127,59,227,151,79,231,171,95,239,191,119,247,211,139,167,123,59,183,155,55,199,195,55,231,227,87,127,191,255,171,231,255,215,255,255,103,0,0,139,0,0,179,0,0,215,0,0,255,0,0,255,243,147,255,247,199,255,255,255,159,91,83 }; qbyte default_conchar[11356] = { #include "lhfont.h" }; qboolean R_ApplyRenderer_Load (rendererstate_t *newr); void D3DSucks(void) { SCR_DeInit(); if (!R_ApplyRenderer_Load(NULL))//¤trendererstate)) Sys_Error("Failed to reload content after mode switch\n"); } void R_ShutdownRenderer(qboolean videotoo) { CL_AllowIndependantSendCmd(false); //FIXME: figure out exactly which parts are going to affect the model loading. P_Shutdown(); Mod_Shutdown(false); IN_Shutdown(); if (R_DeInit) { TRACE(("dbg: R_ApplyRenderer: R_DeInit\n")); R_DeInit(); } if (Draw_Shutdown) Draw_Shutdown(); if (VID_DeInit && videotoo) { TRACE(("dbg: R_ApplyRenderer: VID_DeInit\n")); VID_DeInit(); } TRACE(("dbg: R_ApplyRenderer: SCR_DeInit\n")); SCR_DeInit(); COM_FlushTempoaryPacks(); W_Shutdown(); if (h2playertranslations) BZ_Free(h2playertranslations); h2playertranslations = NULL; if (host_basepal) BZ_Free(host_basepal); host_basepal = NULL; Surf_ClearLightmaps(); RQ_Shutdown(); S_Shutdown(false); } void R_GenPaletteLookup(void) { int r,g,b,i; unsigned char *pal = host_basepal; for (i=0 ; i<256 ; i++) { r = pal[0]; g = pal[1]; b = pal[2]; pal += 3; d_8to24rgbtable[i] = (255<<24) + (r<<0) + (g<<8) + (b<<16); } d_8to24rgbtable[255] &= 0xffffff; // 255 is transparent } qboolean R_ApplyRenderer (rendererstate_t *newr) { if (newr->bpp == -1) return false; if (!newr->renderer) return false; R_ShutdownRenderer(true); if (qrenderer == QR_NONE) { if (newr->renderer->rtype == qrenderer && currentrendererstate.renderer) return true; //no point Sys_CloseTerminal (); } R_SetRenderer(newr->renderer); return R_ApplyRenderer_Load(newr); } qboolean R_ApplyRenderer_Load (rendererstate_t *newr) { int i, j; extern model_t *loadmodel; Cache_Flush(); TRACE(("dbg: R_ApplyRenderer: old renderer closed\n")); pmove.numphysent = 0; memset(&r_config, 0, sizeof(r_config)); if (qrenderer != QR_NONE) //graphics stuff only when not dedicated { qbyte *data; #ifndef CLIENTONLY isDedicated = false; #endif if (newr) Con_TPrintf("Setting mode %i*%i*%i*%i %s\n", newr->width, newr->height, newr->bpp, newr->rate, newr->renderer->description); if (host_basepal) BZ_Free(host_basepal); host_basepal = (qbyte *)FS_LoadMallocFile ("gfx/palette.lmp"); if (!host_basepal) host_basepal = (qbyte *)FS_LoadMallocFile ("wad/playpal"); if (!host_basepal) { qbyte *pcx=NULL; host_basepal = BZ_Malloc(768); pcx = COM_LoadTempFile("pics/colormap.pcx"); if (!pcx || !ReadPCXPalette(pcx, com_filesize, host_basepal)) { memcpy(host_basepal, default_quakepal, 768); } else { //if (ReadPCXData(pcx, com_filesize, 256, VID_GRADES, colormap)) goto q2colormap; //skip the colormap.lmp file as we already read it } } { qbyte *colormap = (qbyte *)FS_LoadMallocFile ("gfx/colormap.lmp"); if (!colormap) { vid.fullbright=0; } else { j = VID_GRADES-1; data = colormap + j*256; vid.fullbright = 0; for (i = 255; i >= 0; i--) { if (colormap[i] == data[i]) vid.fullbright++; else break; } } BZ_Free(colormap); } if (h2playertranslations) BZ_Free(h2playertranslations); h2playertranslations = FS_LoadMallocFile ("gfx/player.lmp"); if (vid.fullbright < 2) vid.fullbright = 0; //transparent colour doesn't count. q2colormap: R_GenPaletteLookup(); TRACE(("dbg: R_ApplyRenderer: Palette loaded\n")); if (newr) if (!VID_Init(newr, host_basepal)) { return false; } TRACE(("dbg: R_ApplyRenderer: vid applied\n")); W_LoadWadFile("gfx.wad"); TRACE(("dbg: R_ApplyRenderer: wad loaded\n")); Draw_Init(); TRACE(("dbg: R_ApplyRenderer: draw inited\n")); R_Init(); RQ_Init(); R_InitParticleTexture (); TRACE(("dbg: R_ApplyRenderer: renderer inited\n")); SCR_Init(); TRACE(("dbg: R_ApplyRenderer: screen inited\n")); Sbar_Flush(); IN_ReInit(); Cvar_ForceCallback(&v_gamma); } else { #ifdef CLIENTONLY Sys_Error("Tried setting dedicated mode\n"); //we could support this, but there's no real reason to actually do so. //fixme: despite the checks in the setrenderer command, we can still get here via a config using vid_renderer. #else TRACE(("dbg: R_ApplyRenderer: isDedicated = true\n")); isDedicated = true; if (cls.state) { int os = sv.state; sv.state = ss_dead; //prevents server from being killed off too. CL_Disconnect(); sv.state = os; } Sys_InitTerminal(); Con_PrintToSys(); #endif } TRACE(("dbg: R_ApplyRenderer: initing mods\n")); Mod_Init(false); // host_hunklevel = Hunk_LowMark(); if (R_PreNewMap) if (cl.worldmodel) { TRACE(("dbg: R_ApplyRenderer: R_PreNewMap (how handy)\n")); R_PreNewMap(); } #ifndef CLIENTONLY if (sv.world.worldmodel) { wedict_t *ent; #ifdef Q2SERVER q2edict_t *q2ent; #endif TRACE(("dbg: R_ApplyRenderer: reloading server map\n")); sv.world.worldmodel = Mod_ForName (sv.modelname, MLV_WARN); TRACE(("dbg: R_ApplyRenderer: loaded\n")); if (sv.world.worldmodel->needload) { SV_Error("Bsp went missing on render restart\n"); } TRACE(("dbg: R_ApplyRenderer: doing that funky phs thang\n")); SV_CalcPHS (); TRACE(("dbg: R_ApplyRenderer: clearing world\n")); World_ClearWorld (&sv.world); if (svs.gametype == GT_PROGS) { for (i = 0; i < MAX_MODELS; i++) { if (sv.strings.model_precache[i] && *sv.strings.model_precache[i] && (!strcmp(sv.strings.model_precache[i] + strlen(sv.strings.model_precache[i]) - 4, ".bsp") || i-1 < sv.world.worldmodel->numsubmodels)) sv.models[i] = Mod_FindName(sv.strings.model_precache[i]); else sv.models[i] = NULL; } ent = sv.world.edicts; // ent->v->model = PR_NewString(svprogfuncs, sv.worldmodel->name); //FIXME: is this a problem for normal ents? for (i=0 ; iisfree) continue; if (ent->area.prev) { ent->area.prev = ent->area.next = NULL; World_LinkEdict (&sv.world, ent, false); // relink ents so touch functions continue to work. } } } #ifdef Q2SERVER else if (svs.gametype == GT_QUAKE2) { for (i = 0; i < MAX_MODELS; i++) { if (sv.strings.configstring[Q2CS_MODELS+i] && *sv.strings.configstring[Q2CS_MODELS+i] && (!strcmp(sv.strings.configstring[Q2CS_MODELS+i] + strlen(sv.strings.configstring[Q2CS_MODELS+i]) - 4, ".bsp") || i-1 < sv.world.worldmodel->numsubmodels)) sv.models[i] = Mod_FindName(sv.strings.configstring[Q2CS_MODELS+i]); else sv.models[i] = NULL; } q2ent = ge->edicts; for (i=0 ; inum_edicts ; i++, q2ent = (q2edict_t *)((char *)q2ent + ge->edict_size)) { if (!q2ent) continue; if (!q2ent->inuse) continue; if (q2ent->area.prev) { q2ent->area.prev = q2ent->area.next = NULL; WorldQ2_LinkEdict (&sv.world, q2ent); // relink ents so touch functions continue to work. } } } #endif #ifdef Q3SERVER else if (svs.gametype == GT_QUAKE3) { //traditionally a q3 server can just keep hold of its world cmodel and nothing is harmed. //this means we just need to reload the worldmodel and all is fine... //there are some edge cases however, like lingering pointers refering to entities. } #endif else SV_UnspawnServer(); } #endif #ifdef PLUGINS Plug_ResChanged(); #endif Cvar_ForceCallback(&r_particlesystem); CL_InitDlights(); TRACE(("dbg: R_ApplyRenderer: starting on client state\n")); if (newr) memcpy(¤trendererstate, newr, sizeof(currentrendererstate)); #ifdef Q3SERVER if (svs.gametype == GT_QUAKE3) { CG_Stop(); CG_Start(); R_NewMap(); } else #endif if (cl.worldmodel) { cl.worldmodel = NULL; CL_ClearEntityLists(); //shouldn't really be needed, but we're paranoid //FIXME: this code should not be here. call CL_LoadModels instead? that does csqc loading etc though. :s TRACE(("dbg: R_ApplyRenderer: reloading ALL models\n")); for (i=1 ; itype == mod_dummy) && i == 1) { Con_Printf ("\nThe required model file '%s' could not be found.\n\n" , cl.model_name[i]); Con_Printf ("You may need to download or purchase a client " "pack in order to play on this server.\n\n"); CL_Disconnect (); #ifdef VM_UI UI_Reset(); #endif return false; } } for (i=0; i < MAX_VWEP_MODELS; i++) { if (*cl.model_name_vwep[i]) cl.model_precache_vwep[i] = Mod_ForName (cl.model_name_vwep[i], MLV_SILENT); else cl.model_precache_vwep[i] = NULL; } #ifdef CSQC_DAT for (i=1 ; ineedload) { CL_Disconnect (); #ifdef VM_UI UI_Reset(); #endif memcpy(¤trendererstate, newr, sizeof(currentrendererstate)); return true; } TRACE(("dbg: R_ApplyRenderer: checking any wad textures\n")); Mod_NowLoadExternal(); TRACE(("dbg: R_ApplyRenderer: R_NewMap\n")); R_NewMap(); TRACE(("dbg: R_ApplyRenderer: efrags\n")); for (i = 0; i < cl.num_statics; i++) //make the static entities reappear. { cl_static_entities[i].ent.model = NULL; if (cl_static_entities[i].mdlidx < 0) { if (cl_static_entities[i].mdlidx > -MAX_CSMODELS) cl_static_entities[i].ent.model = cl.model_csqcprecache[-cl_static_entities[i].mdlidx]; } else { if (cl_static_entities[i].mdlidx < MAX_MODELS) cl_static_entities[i].ent.model = cl.model_precache[cl_static_entities[i].mdlidx]; } } Skin_FlushAll(); #ifdef CSQC_DAT CSQC_RendererRestarted(); #endif } else { #ifdef VM_UI UI_Reset(); #endif } if (newr && qrenderer != QR_NONE) { Con_TPrintf("%s renderer initialized\n", newr->renderer->description); } TRACE(("dbg: R_ApplyRenderer: S_Restart_f\n")); if (!isDedicated) S_DoRestart(); TRACE(("dbg: R_ApplyRenderer: done\n")); return true; } void R_ReloadRenderer_f (void) { R_ShutdownRenderer(false); //reloads textures without destroying video context. R_ApplyRenderer_Load(NULL); } #define DEFAULT_WIDTH 640 #define DEFAULT_HEIGHT 480 #define DEFAULT_BPP 32 //use Cvar_ApplyLatches(CVAR_RENDERERLATCH) beforehand. qboolean R_BuildRenderstate(rendererstate_t *newr, char *rendererstring) { int i, j; memset(newr, 0, sizeof(*newr)); newr->width = vid_width.value; newr->height = vid_height.value; newr->triplebuffer = vid_triplebuffer.value; newr->multisample = vid_multisample.value; newr->bpp = vid_bpp.value; newr->fullscreen = vid_fullscreen.value; newr->rate = vid_refreshrate.value; newr->stereo = (r_stereo_method.ival == 1); newr->srgb = vid_srgb.ival; if (!*vid_vsync.string || vid_vsync.value < 0) newr->wait = -1; else newr->wait = vid_vsync.value; newr->renderer = NULL; rendererstring = COM_Parse(rendererstring); for (i = 0; i < sizeof(rendererinfo)/sizeof(rendererinfo[0]); i++) { if (!rendererinfo[i]->description) continue; //not valid in this build. :( for (j = 4-1; j >= 0; j--) { if (!rendererinfo[i]->name[j]) continue; if (!stricmp(rendererinfo[i]->name[j], com_token)) { newr->renderer = rendererinfo[i]; break; } } } rendererstring = COM_Parse(rendererstring); if (*com_token) Q_strncpyz(newr->subrenderer, com_token, sizeof(newr->subrenderer)); else if (newr->renderer && newr->renderer->rtype == QR_OPENGL) Q_strncpyz(newr->subrenderer, gl_driver.string, sizeof(newr->subrenderer)); // use desktop settings if set to 0 and not dedicated if (newr->renderer && newr->renderer->rtype != QR_NONE) { int dbpp, dheight, dwidth, drate; extern qboolean isPlugin; if ((!newr->fullscreen && !vid_desktopsettings.value && !isPlugin) || !Sys_GetDesktopParameters(&dwidth, &dheight, &dbpp, &drate)) { // force default values for systems not supporting desktop parameters dwidth = DEFAULT_WIDTH; dheight = DEFAULT_HEIGHT; dbpp = DEFAULT_BPP; drate = 0; } if (vid_desktopsettings.value) { newr->width = dwidth; newr->height = dheight; newr->bpp = dbpp; newr->rate = drate; } else { if (newr->width <= 0 || newr->height <= 0) { newr->width = dwidth; newr->height = dheight; } if (newr->bpp <= 0) newr->bpp = dbpp; } } #ifdef CLIENTONLY if (newr->renderer && newr->renderer->rtype == QR_NONE) { Con_Printf("Client-only builds cannot use dedicated modes.\n"); return false; } #endif return newr->renderer != NULL; } void R_RestartRenderer_f (void) { rendererstate_t oldr; rendererstate_t newr; if (r_blockvidrestart) { Con_Printf("Ignoring vid_restart from config\n"); return; } memset(&newr, 0, sizeof(newr)); TRACE(("dbg: R_RestartRenderer_f\n")); Cvar_ApplyLatches(CVAR_RENDERERLATCH); if (!R_BuildRenderstate(&newr, vid_renderer.string)) { int i; if (*vid_renderer.string) Con_Printf("vid_renderer \"%s\" unsupported. Using default.\n", vid_renderer.string); else Con_DPrintf("vid_renderer unset. Using default.\n"); //gotta do this after main hunk is saved off. for (i = 0; i < sizeof(rendererinfo)/sizeof(rendererinfo[0]); i++) { if (rendererinfo[i]->name[0] && stricmp(rendererinfo[i]->name[0], "none")) { Cmd_ExecuteString(va("setrenderer %s\n", rendererinfo[i]->name[0]), RESTRICT_LOCAL); break; } } return; } M_Shutdown(false); Media_CaptureDemoEnd(); TRACE(("dbg: R_RestartRenderer_f renderer %i\n", newr.renderer)); memcpy(&oldr, ¤trendererstate, sizeof(rendererstate_t)); if (!R_ApplyRenderer(&newr)) { TRACE(("dbg: R_RestartRenderer_f failed\n")); if (R_ApplyRenderer(&oldr)) { TRACE(("dbg: R_RestartRenderer_f old restored\n")); Con_Printf(CON_ERROR "Video mode switch failed. Old mode restored.\n"); //go back to the old mode, the new one failed. } else { int i; qboolean failed = true; rendererinfo_t *skip = newr.renderer; if (newr.rate != 0) { Con_Printf(CON_NOTICE "Trying default refresh rate\n"); newr.rate = 0; failed = !R_ApplyRenderer(&newr); } if (failed && newr.width != DEFAULT_WIDTH && newr.height != DEFAULT_HEIGHT) { Con_Printf(CON_NOTICE "Trying %i*%i\n", DEFAULT_WIDTH, DEFAULT_HEIGHT); newr.width = DEFAULT_WIDTH; newr.height = DEFAULT_HEIGHT; failed = !R_ApplyRenderer(&newr); } for (i = 0; failed && i < sizeof(rendererinfo)/sizeof(rendererinfo[0]); i++) { newr.renderer = rendererinfo[i]; if (newr.renderer && newr.renderer != skip) { Con_Printf(CON_NOTICE "Trying %s\n", newr.renderer->description); failed = !R_ApplyRenderer(&newr); } } //if we ended up resorting to our last choice (dedicated) then print some informative message about it //fixme: on unixy systems, we should make sure we're actually printing to something (ie: that we're not running via some x11 shortcut with our stdout redirected to /dev/nul if (!failed && newr.renderer == &dedicatedrendererinfo) { Con_Printf(CON_ERROR "Video mode switch failed. Console forced.\n\nPlease change the following vars to something useable, and then use the setrenderer command.\n"); Con_Printf("%s: %s\n", vid_width.name, vid_width.string); Con_Printf("%s: %s\n", vid_height.name, vid_height.string); Con_Printf("%s: %s\n", vid_bpp.name, vid_bpp.string); Con_Printf("%s: %s\n", vid_refreshrate.name, vid_refreshrate.string); Con_Printf("%s: %s\n", vid_renderer.name, vid_renderer.string); Con_Printf("%s: %s\n", gl_driver.name, gl_driver.string); } if (failed) Sys_Error("Unable to initialise any video mode\n"); } } Cvar_ApplyCallbacks(CVAR_RENDERERCALLBACK); SCR_EndLoadingPlaque(); TRACE(("dbg: R_RestartRenderer_f success\n")); M_Reinit(); } void R_SetRenderer_f (void) { int i; char *param = Cmd_Argv(1); rendererstate_t newr; if (Cmd_Argc() == 1 || !stricmp(param, "help")) { Con_Printf ("\nValid setrenderer parameters are:\n"); for (i = 0; i < sizeof(rendererinfo)/sizeof(rendererinfo[0]); i++) { if (rendererinfo[i]->description) Con_Printf("%s: %s\n", rendererinfo[i]->name[0], rendererinfo[i]->description); } return; } if (!R_BuildRenderstate(&newr, param)) { Con_Printf("setrenderer: parameter not supported (%s)\n", param); return; } else { if (Cmd_Argc() == 3) Cvar_Set(&vid_bpp, Cmd_Argv(2)); } Cvar_Set(&vid_renderer, param); if (!r_blockvidrestart) R_RestartRenderer_f(); } /* ================ R_GetSpriteFrame ================ */ mspriteframe_t *R_GetSpriteFrame (entity_t *currententity) { msprite_t *psprite; mspritegroup_t *pspritegroup; mspriteframe_t *pspriteframe; int i, numframes, frame; float *pintervals, fullinterval, targettime, time; psprite = currententity->model->meshinfo; frame = currententity->framestate.g[FS_REG].frame[0]; if ((frame >= psprite->numframes) || (frame < 0)) { Con_DPrintf ("R_DrawSprite: no such frame %d (%s)\n", frame, currententity->model->name); frame = 0; } if (psprite->frames[frame].type == SPR_SINGLE) { pspriteframe = psprite->frames[frame].frameptr; } else if (psprite->frames[frame].type == SPR_ANGLED) { pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; pspriteframe = pspritegroup->frames[(int)((r_refdef.viewangles[1]-currententity->angles[1])/360*8 + 0.5-4)&7]; } else { pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; pintervals = pspritegroup->intervals; numframes = pspritegroup->numframes; fullinterval = pintervals[numframes-1]; time = currententity->framestate.g[FS_REG].frametime[0]; // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values // are positive, so we don't have to worry about division by 0 targettime = time - ((int)(time / fullinterval)) * fullinterval; for (i=0 ; i<(numframes-1) ; i++) { if (pintervals[i] > targettime) break; } pspriteframe = pspritegroup->frames[i]; } return pspriteframe; } /* void MYgluPerspective(double fovx, double fovy, double zNear, double zFar) { Matrix4_Projection_Far(r_refdef.m_projection, fovx, fovy, zNear, zFar); } void GL_InfinatePerspective(double fovx, double fovy, double zNear) { // nudge infinity in just slightly for lsb slop float nudge = 1;// - 1.0 / (1<<23); double xmin, xmax, ymin, ymax; ymax = zNear * tan( fovy * M_PI / 360.0 ); ymin = -ymax; xmax = zNear * tan( fovx * M_PI / 360.0 ); xmin = -xmax; r_projection_matrix[0] = (2*zNear) / (xmax - xmin); r_projection_matrix[4] = 0; r_projection_matrix[8] = (xmax + xmin) / (xmax - xmin); r_projection_matrix[12] = 0; r_projection_matrix[1] = 0; r_projection_matrix[5] = (2*zNear) / (ymax - ymin); r_projection_matrix[9] = (ymax + ymin) / (ymax - ymin); r_projection_matrix[13] = 0; r_projection_matrix[2] = 0; r_projection_matrix[6] = 0; r_projection_matrix[10] = -1 * nudge; r_projection_matrix[14] = -2*zNear * nudge; r_projection_matrix[3] = 0; r_projection_matrix[7] = 0; r_projection_matrix[11] = -1; r_projection_matrix[15] = 0; } void GL_ParallelPerspective(double xmin, double xmax, double ymax, double ymin, double znear, double zfar) { r_projection_matrix[0] = 2/(xmax-xmin); r_projection_matrix[4] = 0; r_projection_matrix[8] = 0; r_projection_matrix[12] = (xmax+xmin)/(xmax-xmin); r_projection_matrix[1] = 0; r_projection_matrix[5] = 2/(ymax-ymin); r_projection_matrix[9] = 0; r_projection_matrix[13] = (ymax+ymin)/(ymax-ymin); r_projection_matrix[2] = 0; r_projection_matrix[6] = 0; r_projection_matrix[10] = -2/(zfar-znear); r_projection_matrix[14] = (zfar+znear)/(zfar-znear); r_projection_matrix[3] = 0; r_projection_matrix[7] = 0; r_projection_matrix[11] = 0; r_projection_matrix[15] = 1; } */ /* =============== R_TextureAnimation Returns the proper texture for a given time and base texture =============== */ texture_t *R_TextureAnimation (int frame, texture_t *base) { int reletive; int count; if (frame) { if (base->alternate_anims) base = base->alternate_anims; } if (!base->anim_total) return base; reletive = (int)(cl.time*10) % base->anim_total; count = 0; while (base->anim_min > reletive || base->anim_max <= reletive) { base = base->anim_next; if (!base) Sys_Error ("R_TextureAnimation: broken cycle"); if (++count > 100) Sys_Error ("R_TextureAnimation: infinite cycle"); } return base; } texture_t *R_TextureAnimation_Q2 (texture_t *base) { int reletive; int frame; if (!base->anim_total) return base; //this is only ever used on world. everything other than rtlights have proper batches. frame = cl.time*2; //q2 is lame reletive = frame % base->anim_total; while (reletive --> 0) { base = base->anim_next; if (!base) Sys_Error ("R_TextureAnimation: broken cycle"); } return base; } unsigned int r_viewcontents; mleaf_t *r_viewleaf, *r_oldviewleaf; mleaf_t *r_viewleaf2, *r_oldviewleaf2; int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2; int r_visframecount; mleaf_t *r_vischain; // linked list of visible leafs static qbyte curframevis[MAX_MAP_LEAFS/8]; /* =============== R_MarkLeaves =============== */ #ifdef Q3BSPS qbyte *R_MarkLeaves_Q3 (void) { static qbyte *vis; int i; int cluster; mleaf_t *leaf; mnode_t *node; if (r_oldviewcluster == r_viewcluster && !r_novis.value && r_viewcluster != -1) return vis; // development aid to let you run around and see exactly where // the pvs ends // if (r_lockpvs->value) // return; r_vischain = NULL; r_visframecount++; r_oldviewcluster = r_viewcluster; if (r_novis.ival || r_viewcluster == -1 || !cl.worldmodel->vis ) { vis = NULL; // mark everything for (i=0,leaf=cl.worldmodel->leafs ; inumleafs ; i++, leaf++) { if (!leaf->nummarksurfaces) { continue; } #if 1 for (node = (mnode_t*)leaf; node; node = node->parent) { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; } #else leaf->visframe = r_visframecount; leaf->vischain = r_vischain; r_vischain = leaf; #endif } } else { vis = CM_ClusterPVS (cl.worldmodel, r_viewcluster, curframevis, sizeof(curframevis)); for (i=0,leaf=cl.worldmodel->leafs ; inumleafs ; i++, leaf++) { cluster = leaf->cluster; if (cluster == -1 || !leaf->nummarksurfaces) { continue; } if (vis[cluster>>3] & (1<<(cluster&7))) { #if 1 for (node = (mnode_t*)leaf; node; node = node->parent) { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; } #else leaf->visframe = r_visframecount; leaf->vischain = r_vischain; r_vischain = leaf; #endif } } } return vis; } #endif #ifdef Q2BSPS qbyte *R_MarkLeaves_Q2 (void) { static qbyte *vis; mnode_t *node; int i; int cluster; mleaf_t *leaf; int c; if (r_refdef.forcevis) { vis = r_refdef.forcedvis; r_oldviewcluster = 0; r_oldviewcluster2 = 0; } else { if (r_oldviewcluster == r_viewcluster && r_oldviewcluster2 == r_viewcluster2) return vis; r_oldviewcluster = r_viewcluster; r_oldviewcluster2 = r_viewcluster2; if (r_novis.ival == 2) return vis; if (r_novis.ival || r_viewcluster == -1 || !cl.worldmodel->vis) { // mark everything for (i=0 ; inumleafs ; i++) cl.worldmodel->leafs[i].visframe = r_visframecount; for (i=0 ; inumnodes ; i++) cl.worldmodel->nodes[i].visframe = r_visframecount; return vis; } vis = CM_ClusterPVS (cl.worldmodel, r_viewcluster, curframevis, sizeof(curframevis)); // may have to combine two clusters because of solid water boundaries if (r_viewcluster2 != r_viewcluster) { vis = CM_ClusterPVS (cl.worldmodel, r_viewcluster2, NULL, sizeof(curframevis)); c = (cl.worldmodel->numleafs+31)/32; for (i=0 ; ileafs ; inumleafs ; i++, leaf++) { cluster = leaf->cluster; if (cluster == -1) continue; if (vis[cluster>>3] & (1<<(cluster&7))) { node = (mnode_t *)leaf; do { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; node = node->parent; } while (node); } } return vis; } #endif qbyte *R_CalcVis_Q1 (void) { unsigned int i; static qbyte *vis; r_visframecount++; if (r_oldviewleaf == r_viewleaf && r_oldviewleaf2 == r_viewleaf2) { } else { r_oldviewleaf = r_viewleaf; r_oldviewleaf2 = r_viewleaf2; if (r_novis.ival&1) { vis = curframevis; memset (vis, 0xff, (cl.worldmodel->numleafs+7)>>3); } else if (r_viewleaf2 && r_viewleaf2 != r_viewleaf) { int c; Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf2, curframevis, sizeof(curframevis)); vis = Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf, NULL, sizeof(curframevis)); c = (cl.worldmodel->numleafs+31)/32; for (i=0 ; inumleafs+7)>>3); r_oldviewleaf = NULL; r_oldviewleaf2 = NULL; } else if (r_viewleaf2 && r_viewleaf2 != r_viewleaf) { int c; Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf2, fatvis[portal], sizeof(fatvis[portal])); vis = cvis[portal] = Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf, NULL, 0); c = (cl.worldmodel->numleafs+31)/32; for (i=0 ; inumleafs ; i++) { if (vis[i>>3] & (1<<(i&7))) { node = (mnode_t *)&cl.worldmodel->leafs[i+1]; do { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; node = node->parent; } while (node); } } return vis; } /* ================= R_CullBox Returns true if the box is completely outside the frustom ================= */ qboolean R_CullBox (vec3_t mins, vec3_t maxs) { //this isn't very precise. //checking each plane individually can be problematic //if you have a large object behind the view, it can cross multiple planes, and be infront of each one at some point, yet should still be outside the view. //this is quite noticable with terrain where the potential height of a section is essentually infinite. //note that this is not a concern for spheres, just boxes. int i; for (i = 0; i < r_refdef.frustum_numplanes; i++) if (BOX_ON_PLANE_SIDE (mins, maxs, &r_refdef.frustum[i]) == 2) return true; return false; } qboolean R_CullSphere (vec3_t org, float radius) { //four frustrum planes all point inwards in an expanding 'cone'. int i; float d; for (i = 0; i < r_refdef.frustum_numplanes; i++) { d = DotProduct(r_refdef.frustum[i].normal, org)-r_refdef.frustum[i].dist; if (d <= -radius) return true; } return false; } qboolean R_CullEntityBox(entity_t *e, vec3_t modmins, vec3_t modmaxs) { int i; vec3_t wmin, wmax; #if 1 float mrad = 0, v; if (e->axis[0][0]==1 && e->axis[0][1]==0 && e->axis[0][2]==0 && e->axis[1][0]==0 && e->axis[1][1]==1 && e->axis[1][2]==0 && e->axis[2][0]==0 && e->axis[2][1]==0 && e->axis[2][2]==1) { for (i = 0; i < 3; i++) { wmin[i] = e->origin[i]+modmins[i]*e->scale; wmax[i] = e->origin[i]+modmaxs[i]*e->scale; } } else { for (i = 0; i < 3; i++) { v = fabs(modmins[i]); if (mrad < v) mrad = v; v = fabs(modmaxs[i]); if (mrad < v) mrad = v; } mrad *= e->scale; for (i = 0; i < 3; i++) { wmin[i] = e->origin[i]-mrad; wmax[i] = e->origin[i]+mrad; } } #else float fmin, fmax; //convert the model's bbox to the expanded maximum size of the entity, as drawn with this model. //The result is an axial box, which we pass to R_CullBox for (i = 0; i < 3; i++) { fmin = DotProduct(modmins, e->axis[i]); fmax = DotProduct(modmaxs, e->axis[i]); if (fmin > -16) fmin = -16; if (fmax < 16) fmax = 16; if (fmin < fmax) { wmin[i] = e->origin[i]+fmin; wmax[i] = e->origin[i]+fmax; } else { //box went inside out wmin[i] = e->origin[i]+fmax; wmax[i] = e->origin[i]+fmin; } } #endif return R_CullBox(wmin, wmax); } int SignbitsForPlane (mplane_t *out) { int bits, j; // for fast box on planeside test bits = 0; for (j=0 ; j<3 ; j++) { if (out->normal[j] < 0) bits |= 1<type == mod_heightmap #else && 0 #endif ) { float culldist; float fog; extern cvar_t r_fog_exp2; /*Documentation: the GLSL/GL will do this maths: float dist = 1024; if (r_fog_exp2.ival) fog = pow(2, -r_refdef.globalfog.density * r_refdef.globalfog.density * dist * dist * 1.442695); else fog = pow(2, -r_refdef.globalfog.density * dist * 1.442695); */ //the fog factor cut-off where its pointless to allow it to get closer to 0 (0 is technically infinite) fog = 2/255.0f; //figure out the eyespace distance required to reach that fog value culldist = log(fog); if (r_fog_exp2.ival) culldist = sqrt(culldist / (-r_refdef.globalfog.density * r_refdef.globalfog.density)); else culldist = culldist / (-r_refdef.globalfog.density); //anything drawn beyond this point is fully obscured by fog r_refdef.frustum[r_refdef.frustum_numplanes].normal[0] = mvp[3] - mvp[2]; r_refdef.frustum[r_refdef.frustum_numplanes].normal[1] = mvp[7] - mvp[6]; r_refdef.frustum[r_refdef.frustum_numplanes].normal[2] = mvp[11] - mvp[10]; r_refdef.frustum[r_refdef.frustum_numplanes].dist = mvp[15] - mvp[14]; scale = 1/sqrt(DotProduct(r_refdef.frustum[r_refdef.frustum_numplanes].normal, r_refdef.frustum[r_refdef.frustum_numplanes].normal)); r_refdef.frustum[r_refdef.frustum_numplanes].normal[0] *= scale; r_refdef.frustum[r_refdef.frustum_numplanes].normal[1] *= scale; r_refdef.frustum[r_refdef.frustum_numplanes].normal[2] *= scale; // r_refdef.frustum[r_refdef.frustum_numplanes].dist *= scale; r_refdef.frustum[r_refdef.frustum_numplanes].dist = DotProduct(r_origin, r_refdef.frustum[r_refdef.frustum_numplanes].normal)-culldist; r_refdef.frustum[r_refdef.frustum_numplanes].type = PLANE_ANYZ; r_refdef.frustum[r_refdef.frustum_numplanes].signbits = SignbitsForPlane (&r_refdef.frustum[r_refdef.frustum_numplanes]); r_refdef.frustum_numplanes++; } } #else void R_SetFrustum (void) { int i; if (r_novis.ival & 4) return; /* removed - assumes fov_x == fov_y if (r_refdef.fov_x == 90) { // front side is visible VectorAdd (vpn, vright, frustum[0].normal); VectorSubtract (vpn, vright, frustum[1].normal); VectorAdd (vpn, vup, frustum[2].normal); VectorSubtract (vpn, vup, frustum[3].normal); } else */ { // rotate VPN right by FOV_X/2 degrees RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); // rotate VPN left by FOV_X/2 degrees RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); // rotate VPN up by FOV_X/2 degrees RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 ); // rotate VPN down by FOV_X/2 degrees RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) ); } for (i=0 ; i<4 ; i++) { frustum[i].type = PLANE_ANYZ; frustum[i].dist = DotProduct (r_origin, frustum[i].normal); frustum[i].signbits = SignbitsForPlane (&frustum[i]); } } #endif #include "glquake.h" //we could go for nice smooth round particles... but then we would loose a little bit of the chaotic nature of the particles. static qbyte dottexture[8][8] = { {0,0,0,0,0,0,0,0}, {0,0,0,1,1,0,0,0}, {0,0,1,1,1,1,0,0}, {0,1,1,1,1,1,1,0}, {0,1,1,1,1,1,1,0}, {0,0,1,1,1,1,0,0}, {0,0,0,1,1,0,0,0}, {0,0,0,0,0,0,0,0}, }; static qbyte exptexture[16][16] = { {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0}, {0,0,0,1,1,1,1,1,3,1,1,2,1,0,0,0}, {0,0,0,1,1,1,1,4,4,4,5,4,2,1,1,0}, {0,0,1,1,6,5,5,8,6,8,3,6,3,2,1,0}, {0,0,1,5,6,7,5,6,8,8,8,3,3,1,0,0}, {0,0,0,1,6,8,9,9,9,9,4,6,3,1,0,0}, {0,0,2,1,7,7,9,9,9,9,5,3,1,0,0,0}, {0,0,2,4,6,8,9,9,9,9,8,6,1,0,0,0}, {0,0,2,2,3,5,6,8,9,8,8,4,4,1,0,0}, {0,0,1,2,4,1,8,7,8,8,6,5,4,1,0,0}, {0,1,1,1,7,8,1,6,7,5,4,7,1,0,0,0}, {0,1,2,1,1,5,1,3,4,3,1,1,0,0,0,0}, {0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, }; texid_t particletexture; // little dot for particles texid_t particlecqtexture; // little dot for particles texid_t explosiontexture; texid_t balltexture; texid_t beamtexture; texid_t ptritexture; void R_InitParticleTexture (void) { #define PARTICLETEXTURESIZE 64 int x,y; float dx, dy, d; qbyte data[PARTICLETEXTURESIZE*PARTICLETEXTURESIZE][4]; // // particle texture // for (x=0 ; x<8 ; x++) { for (y=0 ; y<8 ; y++) { data[y*8+x][0] = 255; data[y*8+x][1] = 255; data[y*8+x][2] = 255; data[y*8+x][3] = dottexture[x][y]*255; } } TEXASSIGN(particletexture, R_LoadTexture32("", 8, 8, data, IF_NOMIPMAP|IF_NOPICMIP)); // // particle triangle texture // // clear to transparent white for (x = 0; x < 32 * 32; x++) { data[x][0] = 255; data[x][1] = 255; data[x][2] = 255; data[x][3] = 0; } //draw a circle in the top left. for (x=0 ; x<16 ; x++) { for (y=0 ; y<16 ; y++) { if ((x - 7.5) * (x - 7.5) + (y - 7.5) * (y - 7.5) <= 8 * 8) data[y*32+x][3] = 255; } } particlecqtexture = R_LoadTexture32("", 32, 32, data, IF_NOMIPMAP|IF_NOPICMIP); for (x=0 ; x<16 ; x++) { for (y=0 ; y<16 ; y++) { data[y*16+x][0] = 255; data[y*16+x][1] = 255; data[y*16+x][2] = 255; data[y*16+x][3] = exptexture[x][y]*255/9.0; } } explosiontexture = R_LoadTexture32("fte_fuzzyparticle", 16, 16, data, IF_NOMIPMAP|IF_NOPICMIP); for (x=0 ; x<16 ; x++) { for (y=0 ; y<16 ; y++) { data[y*16+x][0] = exptexture[x][y]*255/9.0; data[y*16+x][1] = exptexture[x][y]*255/9.0; data[y*16+x][2] = exptexture[x][y]*255/9.0; data[y*16+x][3] = exptexture[x][y]*255/9.0; } } R_LoadTexture32("fte_bloodparticle", 16, 16, data, IF_NOMIPMAP|IF_NOPICMIP); memset(data, 255, sizeof(data)); for (y = 0;y < PARTICLETEXTURESIZE;y++) { dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1); for (x = 0;x < PARTICLETEXTURESIZE;x++) { dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1); d = 256 * (1 - (dx*dx+dy*dy)); d = bound(0, d, 255); data[y*PARTICLETEXTURESIZE+x][3] = (qbyte) d; } } balltexture = R_LoadTexture32("balltexture", PARTICLETEXTURESIZE, PARTICLETEXTURESIZE, data, IF_NOMIPMAP|IF_NOPICMIP); memset(data, 255, sizeof(data)); for (y = 0;y < PARTICLETEXTURESIZE;y++) { dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1); d = 256 * (1 - (dy*dy)); d = bound(0, d, 255); for (x = 0;x < PARTICLETEXTURESIZE;x++) { data[y*PARTICLETEXTURESIZE+x][3] = (qbyte) d; } } beamtexture = R_LoadTexture32("", PARTICLETEXTURESIZE, PARTICLETEXTURESIZE, data, IF_NOMIPMAP|IF_NOPICMIP); for (y = 0;y < PARTICLETEXTURESIZE;y++) { dy = y / (PARTICLETEXTURESIZE*0.5f-1); d = 256 * (1 - (dy*dy)); d = bound(0, d, 255); for (x = 0;x < PARTICLETEXTURESIZE;x++) { dx = x / (PARTICLETEXTURESIZE*0.5f-1); d = 256 * (1 - (dx+dy)); d = bound(0, d, 255); data[y*PARTICLETEXTURESIZE+x][0] = (qbyte) d; data[y*PARTICLETEXTURESIZE+x][1] = (qbyte) d; data[y*PARTICLETEXTURESIZE+x][2] = (qbyte) d; data[y*PARTICLETEXTURESIZE+x][3] = (qbyte) d/2; } } ptritexture = R_LoadTexture32("", PARTICLETEXTURESIZE, PARTICLETEXTURESIZE, data, IF_NOMIPMAP|IF_NOPICMIP); }