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fteqw/engine/client/renderer.c
Spoike 230ce4e0a0 updated mapcluster mode a little, should be more robust now. also supports cross-server events.
added option for softer/wider lines.
attempt to use hardware cursors in windows. provide api for csqc to specify its own.
cl_downloads cvar blocks all automatic downloads.
QUAKETC: new compile-time setting. if defined lots of stuff will be disabled including built in menus.
remove spam from log files.
try to get the webgl port to complain a bit more reliably when webgl is not usable.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4738 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-09-02 02:44:43 +00:00

2595 lines
83 KiB
C

#include "quakedef.h"
#include "winquake.h"
#include "pr_common.h"
#include "gl_draw.h"
#include "shader.h"
#include "glquake.h"
#include <string.h>
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;
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_cursorscale = CVAR ("cl_cursor_scale", "0.2");
cvar_t cl_cursorbiasx = CVAR ("cl_cursor_bias_x", "7.5");
cvar_t cl_cursorbiasy = CVAR ("cl_cursor_bias_y", "0.8");
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_wireframe_smooth = CVAR ("r_wireframe_smooth", "0");
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. Entities within this range will use the shader/image called 'gfx/skinSKIN.lmp' instead of their regular 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_lavaalpha = CVARF ("r_lavaalpha", "",
CVAR_ARCHIVE | CVAR_SHADERSYSTEM);
cvar_t r_slimealpha = CVARF ("r_slimealpha", "",
CVAR_ARCHIVE | CVAR_SHADERSYSTEM);
cvar_t r_telealpha = CVARF ("r_telealpha", "",
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 = CVARFDC("fov", "90",
CVAR_ARCHIVE, "field of vision, 1-170 degrees, standard fov is 90, nquake defaults to 108.",
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", "png");
cvar_t scr_sshot_prefix = SCVAR ("scr_sshot_prefix", "screenshots/fte");
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 | CVAR_SAVE,
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_telestyle = CVARFD ("r_telestyle", "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_lavastyle, GRAPHICALNICETIES);
Cvar_Register (&r_slimestyle, GRAPHICALNICETIES);
Cvar_Register (&r_telestyle, GRAPHICALNICETIES);
Cvar_Register (&r_wireframe, GRAPHICALNICETIES);
Cvar_Register (&r_wireframe_smooth, 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 (&scr_sshot_prefix, SCREENOPTIONS);
Cvar_Register(&cl_cursor, SCREENOPTIONS);
Cvar_Register(&cl_cursorscale, SCREENOPTIONS);
Cvar_Register(&cl_cursorbiasx, SCREENOPTIONS);
Cvar_Register(&cl_cursorbiasy, 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 (&r_lavaalpha, GRAPHICALNICETIES);
Cvar_Register (&r_slimealpha, GRAPHICALNICETIES);
Cvar_Register (&r_telealpha, 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_globalskin_first, GRAPHICALNICETIES);
Cvar_Register (&r_globalskin_count, 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,
NULL,
NULL,
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 headlessrenderer;
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
&headlessrenderer,
};
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))//&currentrendererstate))
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();
COM_FlushFSCache(); //make sure the fs cache is built if needed. there's lots of loading here.
TRACE(("dbg: R_ApplyRenderer: old renderer closed\n"));
pmove.numphysent = 0;
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"));
TRACE(("dbg: R_ApplyRenderer: doing that funky phs thang\n"));
SV_CalcPHS ();
TRACE(("dbg: R_ApplyRenderer: clearing world\n"));
World_ClearWorld (&sv.world);
if (sv.world.worldmodel->needload)
SV_UnspawnServer();
else 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 ; i<sv.world.num_edicts ; i++)
{
ent = (wedict_t*)EDICT_NUM(svprogfuncs, i);
if (!ent)
continue;
if (ent->isfree)
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 ; i<ge->num_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(&currentrendererstate, newr, sizeof(currentrendererstate));
#ifdef Q3SERVER
if (svs.gametype == GT_QUAKE3)
{
CG_Stop();
CG_Start();
if (cl.worldmodel)
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 ; i<MAX_MODELS ; i++)
{
if (!cl.model_name[i][0])
break;
TRACE(("dbg: R_ApplyRenderer: reloading model %s\n", cl.model_name[i]));
#ifdef Q2CLIENT //skip vweps
if (cls.protocol == CP_QUAKE2 && *cl.model_name[i] == '#')
cl.model_precache[i] = NULL;
else
#endif
cl.model_precache[i] = Mod_ForName (cl.model_name[i], MLV_SILENT);
if ((!cl.model_precache[i] || cl.model_precache[i]->type == 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 ; i<MAX_CSMODELS ; i++)
{
if (!cl.model_csqcname[i][0])
break;
cl.model_csqcprecache[i] = NULL;
TRACE(("dbg: R_ApplyRenderer: reloading csqc model %s\n", cl.model_csqcname[i]));
cl.model_csqcprecache[i] = Mod_ForName (cl.model_csqcname[i], MLV_SILENT);
if (!cl.model_csqcprecache[i])
{
Con_Printf ("\nThe required model file '%s' could not be found.\n\n"
, cl.model_csqcname[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;
}
}
#endif
loadmodel = cl.worldmodel = cl.model_precache[1];
TRACE(("dbg: R_ApplyRenderer: done the models\n"));
if (loadmodel->needload)
{
CL_Disconnect ();
#ifdef VM_UI
UI_Reset();
#endif
memcpy(&currentrendererstate, 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);
if (!*com_token)
{
for (i = 0; i < sizeof(rendererinfo)/sizeof(rendererinfo[0]); i++)
{
if (rendererinfo[i]->name[0] && stricmp(rendererinfo[i]->name[0], "none"))
{
newr->renderer = rendererinfo[i];
break;
}
}
}
else
{
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 (rendererstate_t *newr)
{
rendererstate_t oldr;
if (r_blockvidrestart)
{
Con_Printf("Ignoring vid_restart from config\n");
return;
}
M_Shutdown(false);
Media_CaptureDemoEnd();
TRACE(("dbg: R_RestartRenderer_f renderer %i\n", newr.renderer));
memcpy(&oldr, &currentrendererstate, 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_RestartRenderer_f (void)
{
rendererstate_t newr;
Cvar_ApplyLatches(CVAR_RENDERERLATCH);
if (!R_BuildRenderstate(&newr, vid_renderer.string))
{
Con_Printf("vid_renderer \"%s\" unsupported. Using default.\n", vid_renderer.string);
//gotta do this after main hunk is saved off.
Cmd_ExecuteString("setrenderer \"\"\n", RESTRICT_LOCAL);
return;
}
R_RestartRenderer(&newr);
}
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));
}
if (newr.renderer->rtype != QR_HEADLESS) //don't save headless in the vid_renderer cvar via the setrenderer command. 'setrenderer headless;vid_restart' can then do what is most sane.
Cvar_Set(&vid_renderer, param);
if (!r_blockvidrestart)
R_RestartRenderer(&newr);
}
/*
================
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[R_MAX_RECURSE][MAX_MAP_LEAFS/8];
/*
===============
R_MarkLeaves
===============
*/
#ifdef Q3BSPS
qbyte *R_MarkLeaves_Q3 (void)
{
static qbyte *cvis[R_MAX_RECURSE];
qbyte *vis;
int i;
int cluster;
mleaf_t *leaf;
mnode_t *node;
int portal = r_refdef.recurse;
if (r_oldviewcluster == r_viewcluster && !r_novis.value && r_viewcluster != -1)
return cvis[portal];
// 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 ; i<cl.worldmodel->numleafs ; 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[portal], sizeof(curframevis));
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; 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
}
}
cvis[portal] = vis;
}
return vis;
}
#endif
#ifdef Q2BSPS
qbyte *R_MarkLeaves_Q2 (void)
{
static qbyte *cvis[R_MAX_RECURSE];
mnode_t *node;
int i;
int cluster;
mleaf_t *leaf;
qbyte *vis;
int c;
int portal = r_refdef.recurse;
if (r_refdef.forcevis)
{
vis = cvis[portal] = r_refdef.forcedvis;
r_oldviewcluster = -1;
r_oldviewcluster2 = -1;
}
else
{
vis = cvis[portal];
if (!portal)
{
if (r_oldviewcluster == r_viewcluster && r_oldviewcluster2 == r_viewcluster2)
return vis;
r_oldviewcluster = r_viewcluster;
r_oldviewcluster2 = r_viewcluster2;
}
else
{
r_oldviewcluster = -1;
r_oldviewcluster2 = -1;
}
if (r_novis.ival == 2)
return vis;
if (r_novis.ival || r_viewcluster == -1 || !cl.worldmodel->vis)
{
// mark everything
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
cl.worldmodel->leafs[i].visframe = r_visframecount;
for (i=0 ; i<cl.worldmodel->numnodes ; i++)
cl.worldmodel->nodes[i].visframe = r_visframecount;
return vis;
}
vis = CM_ClusterPVS (cl.worldmodel, r_viewcluster, curframevis[portal], 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 ; i<c ; i++)
((int *)curframevis[portal])[i] |= ((int *)vis)[i];
vis = curframevis[portal];
}
cvis[portal] = vis;
}
r_visframecount++;
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; 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
#if 0
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->numclusters+31)/32;
for (i=0 ; i<c ; i++)
((int *)curframevis)[i] |= ((int *)vis)[i];
vis = curframevis;
}
else
vis = Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf, curframevis, sizeof(curframevis));
}
return vis;
}
#endif
qbyte *R_MarkLeaves_Q1 (void)
{
static qbyte *cvis[R_MAX_RECURSE];
qbyte *vis;
mnode_t *node;
int i;
int portal = r_refdef.recurse;
//for portals to work, we need two sets of any pvs caches
//this means lights can still check pvs at the end of the frame despite recursing in the mean time
//however, we still need to invalidate the cache because we only have one 'visframe' field in nodes.
if (r_refdef.forcevis)
{
vis = cvis[portal] = r_refdef.forcedvis;
r_oldviewleaf = NULL;
r_oldviewleaf2 = NULL;
}
else
{
if (!portal)
{
if (((r_oldviewleaf == r_viewleaf && r_oldviewleaf2 == r_viewleaf2) && !r_novis.ival) || r_novis.ival & 2)
return cvis[portal];
r_oldviewleaf = r_viewleaf;
r_oldviewleaf2 = r_viewleaf2;
}
else
{
r_oldviewleaf = NULL;
r_oldviewleaf2 = NULL;
}
if (r_novis.ival)
{
vis = cvis[portal] = curframevis[portal];
memset (curframevis[portal], 0xff, (cl.worldmodel->numclusters+7)>>3);
r_oldviewleaf = NULL;
r_oldviewleaf2 = NULL;
}
else if (r_viewleaf2 && r_viewleaf2 != r_viewleaf)
{
int c;
Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf2, curframevis[portal], sizeof(curframevis[portal]));
vis = cvis[portal] = Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf, NULL, 0);
c = (cl.worldmodel->numclusters+31)/32;
for (i=0 ; i<c ; i++)
((int *)curframevis[portal])[i] |= ((int *)vis)[i];
vis = cvis[portal] = curframevis[portal];
}
else
{
vis = cvis[portal] = Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf, curframevis[portal], sizeof(curframevis[portal]));
}
}
r_visframecount++;
for (i=0 ; i<cl.worldmodel->numclusters ; 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<<j;
}
return bits;
}
#if 1
void R_SetFrustum (float projmat[16], float viewmat[16])
{
float scale;
int i;
float mvp[16];
if (r_novis.ival & 4)
return;
Matrix4_Multiply(projmat, viewmat, mvp);
for (i = 0; i < 4; i++)
{
if (i & 1)
{
r_refdef.frustum[i].normal[0] = mvp[3] + mvp[0+i/2];
r_refdef.frustum[i].normal[1] = mvp[7] + mvp[4+i/2];
r_refdef.frustum[i].normal[2] = mvp[11] + mvp[8+i/2];
r_refdef.frustum[i].dist = mvp[15] + mvp[12+i/2];
}
else
{
r_refdef.frustum[i].normal[0] = mvp[3] - mvp[0+i/2];
r_refdef.frustum[i].normal[1] = mvp[7] - mvp[4+i/2];
r_refdef.frustum[i].normal[2] = mvp[11] - mvp[8+i/2];
r_refdef.frustum[i].dist = mvp[15] - mvp[12+i/2];
}
scale = 1/sqrt(DotProduct(r_refdef.frustum[i].normal, r_refdef.frustum[i].normal));
r_refdef.frustum[i].normal[0] *= scale;
r_refdef.frustum[i].normal[1] *= scale;
r_refdef.frustum[i].normal[2] *= scale;
r_refdef.frustum[i].dist *= -scale;
r_refdef.frustum[i].type = PLANE_ANYZ;
r_refdef.frustum[i].signbits = SignbitsForPlane (&r_refdef.frustum[i]);
}
r_refdef.frustum_numplanes = 4;
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].type = PLANE_ANYZ;
r_refdef.frustum[r_refdef.frustum_numplanes].signbits = SignbitsForPlane (&r_refdef.frustum[4]);
r_refdef.frustum_numplanes++;
//do far plane
//fog will logically not actually reach 0, though precision issues will force it. we cut off at an exponant of -500
if (r_refdef.globalfog.density
#ifdef TERRAIN
&& cl.worldmodel && cl.worldmodel->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("classicparticle", 32, 32, data, IF_NOMIPMAP|IF_NOPICMIP);
//draw a square in the top left. still a triangle.
for (x=0 ; x<16 ; x++)
{
for (y=0 ; y<16 ; y++)
{
data[y*32+x][3] = 255;
}
}
R_LoadTexture32("classicparticle_square", 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);
}