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fteqw/engine/gl/gl_rmain.c
eukara 59d8d6914b
WIP: linear fog mode (required for Source Engine compatible fog) (#223)
* r_fog_linear implementation for GLSL and Vulkan path

* Linear fog in the non-GLSL backend
2024-10-20 19:12:16 -07:00

2401 lines
67 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_main.c
#include "quakedef.h"
#ifdef GLQUAKE
#include "glquake.h"
#include "renderque.h"
#include "shader.h"
#include "vr.h"
void R_RenderBrushPoly (msurface_t *fa);
#define PROJECTION_DISTANCE 200
#define MAX_STENCIL_ENTS 128
extern int gl_stencilbits;
//mplane_t frustum[4];
//
// view origin
//
//vec3_t vup;
//vec3_t vpn;
//vec3_t vright;
//vec3_t r_origin;
extern cvar_t gl_part_flame;
extern cvar_t r_bloom;
extern cvar_t r_wireframe, r_wireframe_smooth;
extern cvar_t r_outline;
cvar_t gl_affinemodels = CVARFD("gl_affinemodels","0", CVAR_ARCHIVE, "Use affine texture sampling for models. This replicates software rendering's distortions.");
cvar_t gl_finish = CVAR("gl_finish","0");
cvar_t gl_dither = CVAR("gl_dither", "1");
extern cvar_t r_stereo_separation;
extern cvar_t r_stereo_convergence;
extern cvar_t r_stereo_method;
extern cvar_t r_postprocshader, r_fxaa, r_graphics;
extern cvar_t r_hdr_framebuffer;
extern cvar_t gl_screenangle;
extern cvar_t gl_mindist;
extern cvar_t vid_srgb;
extern cvar_t ffov;
extern cvar_t gl_motionblur;
extern cvar_t gl_motionblurscale;
extern cvar_t r_tessellation;
extern cvar_t gl_ati_truform_type;
extern cvar_t r_tessellation_level;
extern cvar_t r_portaldrawplanes;
extern cvar_t r_portalonly;
extern cvar_t scr_fov;
static shader_t *scenepp_rescaled;
static shader_t *scenepp_antialias;
static shader_t *scenepp_waterwarp;
static shader_t *scenepp_gamma;
// post processing stuff
static texid_t sceneblur_texture;
static texid_t scenepp_texture_warp;
static texid_t scenepp_texture_edge;
texid_t scenepp_postproc_cube;
static int scenepp_postproc_cube_size;
static fbostate_t fbo_vr;
static fbostate_t fbo_gameview;
static fbostate_t fbo_postproc;
static fbostate_t fbo_postproc_cube;
// KrimZon - init post processing - called in GL_CheckExtensions, when they're called
// I put it here so that only this file need be changed when messing with the post
// processing shaders
static void GL_InitSceneProcessingShaders_WaterWarp (void)
{
scenepp_waterwarp = NULL;
if (gl_config.arb_shader_objects)
{
scenepp_waterwarp = R_RegisterShader("waterwarp", SUF_NONE,
"{\n"
"program underwaterwarp\n"
"{\n"
"map $sourcecolour\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"}\n"
"}\n"
);
scenepp_waterwarp->defaulttextures->upperoverlay = scenepp_texture_warp;
scenepp_waterwarp->defaulttextures->loweroverlay = scenepp_texture_edge;
}
}
void GL_ShutdownPostProcessing(void)
{
GLBE_FBO_Destroy(&fbo_vr);
GLBE_FBO_Destroy(&fbo_gameview);
GLBE_FBO_Destroy(&fbo_postproc);
GLBE_FBO_Destroy(&fbo_postproc_cube);
R_BloomShutdown();
}
void GL_InitSceneProcessingShaders (void)
{
if (gl_config.arb_shader_objects)
{
GL_InitSceneProcessingShaders_WaterWarp();
}
scenepp_gamma = R_RegisterShader("fte_scenegamma", 0,
"{\n"
"program defaultgammacb\n"
"affine\n"
"{\n"
"map $sourcecolour\n"
"nodepthtest\n"
"}\n"
"}\n"
);
scenepp_rescaled = R_RegisterShader("fte_rescaler", 0,
"{\n"
"program default2d\n"
"affine\n"
"{\n"
"map $sourcecolour\n"
"nodepthtest\n"
"}\n"
"}\n"
);
scenepp_antialias = R_RegisterShader("fte_ppantialias", 0,
"{\n"
"program fxaa\n"
"affine\n"
"{\n"
"map $sourcecolour\n"
"nodepthtest\n"
"}\n"
"}\n"
);
r_wireframe_smooth.modified = true;
gl_dither.modified = true; //fixme: bad place for this, but hey
vid_srgb.modified = true;
}
#define PP_WARP_TEX_SIZE 64
#define PP_AMP_TEX_SIZE 64
#define PP_AMP_TEX_BORDER 4
void GL_SetupSceneProcessingTextures (void)
{
int i, x, y;
unsigned char pp_warp_tex[PP_WARP_TEX_SIZE*PP_WARP_TEX_SIZE*4];
unsigned char pp_edge_tex[PP_AMP_TEX_SIZE*PP_AMP_TEX_SIZE*4];
scenepp_postproc_cube = r_nulltex;
TEXASSIGN(sceneblur_texture, Image_CreateTexture("***postprocess_blur***", NULL, 0));
if (!gl_config.arb_shader_objects)
return;
TEXASSIGN(scenepp_texture_warp, Image_CreateTexture("***postprocess_warp***", NULL, IF_NOMIPMAP|IF_NOGAMMA|IF_LINEAR));
TEXASSIGN(scenepp_texture_edge, Image_CreateTexture("***postprocess_edge***", NULL, IF_NOMIPMAP|IF_NOGAMMA|IF_LINEAR));
// init warp texture - this specifies offset in
for (y=0; y<PP_WARP_TEX_SIZE; y++)
{
for (x=0; x<PP_WARP_TEX_SIZE; x++)
{
float fx, fy;
i = (x + y*PP_WARP_TEX_SIZE) * 4;
fx = sin(((double)y / PP_WARP_TEX_SIZE) * M_PI * 2);
fy = cos(((double)x / PP_WARP_TEX_SIZE) * M_PI * 2);
pp_warp_tex[i ] = (fx+1.0f)*127.0f;
pp_warp_tex[i+1] = (fy+1.0f)*127.0f;
pp_warp_tex[i+2] = 0;
pp_warp_tex[i+3] = 0xff;
}
}
Image_Upload(scenepp_texture_warp, TF_RGBX32, pp_warp_tex, NULL, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 1, IF_LINEAR|IF_NOMIPMAP|IF_NOGAMMA);
// TODO: init edge texture - this is ampscale * 2, with ampscale calculated
// init warp texture - this specifies offset in
for (y=0; y<PP_AMP_TEX_SIZE; y++)
{
for (x=0; x<PP_AMP_TEX_SIZE; x++)
{
float fx = 1, fy = 1;
i = (x + y*PP_AMP_TEX_SIZE) * 4;
if (x < PP_AMP_TEX_BORDER)
{
fx = (float)x / PP_AMP_TEX_BORDER;
}
if (x > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER)
{
fx = (PP_AMP_TEX_SIZE - (float)x) / PP_AMP_TEX_BORDER;
}
if (y < PP_AMP_TEX_BORDER)
{
fy = (float)y / PP_AMP_TEX_BORDER;
}
if (y > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER)
{
fy = (PP_AMP_TEX_SIZE - (float)y) / PP_AMP_TEX_BORDER;
}
//avoid any sudden changes.
fx=sin(fx*M_PI*0.5);
fy=sin(fy*M_PI*0.5);
//lame
fx = fy = min(fx, fy);
pp_edge_tex[i ] = fx * 255;
pp_edge_tex[i+1] = fy * 255;
pp_edge_tex[i+2] = 0;
pp_edge_tex[i+3] = 0xff;
}
}
Image_Upload(scenepp_texture_edge, TF_RGBX32, pp_edge_tex, NULL, PP_AMP_TEX_SIZE, PP_AMP_TEX_SIZE, 1, IF_LINEAR|IF_NOMIPMAP|IF_NOGAMMA);
}
void R_RotateForEntity (float *m, float *modelview, const entity_t *e, const model_t *mod)
{
if (e->flags & RF_WEAPONMODEL)
{
float em[16];
float vm[16];
if (e->flags & RF_WEAPONMODELNOBOB)
{
vm[0] = r_refdef.weaponmatrix[0][0];
vm[1] = r_refdef.weaponmatrix[0][1];
vm[2] = r_refdef.weaponmatrix[0][2];
vm[3] = 0;
vm[4] = r_refdef.weaponmatrix[1][0];
vm[5] = r_refdef.weaponmatrix[1][1];
vm[6] = r_refdef.weaponmatrix[1][2];
vm[7] = 0;
vm[8] = r_refdef.weaponmatrix[2][0];
vm[9] = r_refdef.weaponmatrix[2][1];
vm[10] = r_refdef.weaponmatrix[2][2];
vm[11] = 0;
vm[12] = r_refdef.weaponmatrix[3][0];
vm[13] = r_refdef.weaponmatrix[3][1];
vm[14] = r_refdef.weaponmatrix[3][2];
vm[15] = 1;
}
else
{
vm[0] = r_refdef.weaponmatrix_bob[0][0];
vm[1] = r_refdef.weaponmatrix_bob[0][1];
vm[2] = r_refdef.weaponmatrix_bob[0][2];
vm[3] = 0;
vm[4] = r_refdef.weaponmatrix_bob[1][0];
vm[5] = r_refdef.weaponmatrix_bob[1][1];
vm[6] = r_refdef.weaponmatrix_bob[1][2];
vm[7] = 0;
vm[8] = r_refdef.weaponmatrix_bob[2][0];
vm[9] = r_refdef.weaponmatrix_bob[2][1];
vm[10] = r_refdef.weaponmatrix_bob[2][2];
vm[11] = 0;
vm[12] = r_refdef.weaponmatrix_bob[3][0];
vm[13] = r_refdef.weaponmatrix_bob[3][1];
vm[14] = r_refdef.weaponmatrix_bob[3][2];
vm[15] = 1;
}
em[0] = e->axis[0][0];
em[1] = e->axis[0][1];
em[2] = e->axis[0][2];
em[3] = 0;
em[4] = e->axis[1][0];
em[5] = e->axis[1][1];
em[6] = e->axis[1][2];
em[7] = 0;
em[8] = e->axis[2][0];
em[9] = e->axis[2][1];
em[10] = e->axis[2][2];
em[11] = 0;
em[12] = e->origin[0];
em[13] = e->origin[1];
em[14] = e->origin[2];
em[15] = 1;
Matrix4_Multiply(vm, em, m);
}
else
{
m[0] = e->axis[0][0];
m[1] = e->axis[0][1];
m[2] = e->axis[0][2];
m[3] = 0;
m[4] = e->axis[1][0];
m[5] = e->axis[1][1];
m[6] = e->axis[1][2];
m[7] = 0;
m[8] = e->axis[2][0];
m[9] = e->axis[2][1];
m[10] = e->axis[2][2];
m[11] = 0;
m[12] = e->origin[0];
m[13] = e->origin[1];
m[14] = e->origin[2];
m[15] = 1;
}
if (e->scale != 1 && e->scale != 0) //hexen 2 stuff
{
#ifdef HEXEN2
float z;
float escale;
escale = e->scale;
switch(e->drawflags&SCALE_TYPE_MASK)
{
default:
case SCALE_TYPE_UNIFORM:
VectorScale((m+0), escale, (m+0));
VectorScale((m+4), escale, (m+4));
VectorScale((m+8), escale, (m+8));
break;
case SCALE_TYPE_XYONLY:
VectorScale((m+0), escale, (m+0));
VectorScale((m+4), escale, (m+4));
break;
case SCALE_TYPE_ZONLY:
VectorScale((m+8), escale, (m+8));
break;
}
if (mod && (e->drawflags&SCALE_TYPE_MASK) != SCALE_TYPE_XYONLY)
{
switch(e->drawflags&SCALE_ORIGIN_MASK)
{
case SCALE_ORIGIN_CENTER:
z = ((mod->maxs[2] + mod->mins[2]) * (1-escale))/2;
VectorMA((m+12), z, e->axis[2], (m+12));
break;
case SCALE_ORIGIN_BOTTOM:
VectorMA((m+12), mod->mins[2]*(1-escale), e->axis[2], (m+12));
break;
case SCALE_ORIGIN_TOP:
VectorMA((m+12), -mod->maxs[2], e->axis[2], (m+12));
break;
}
}
#else
VectorScale((m+0), e->scale, (m+0));
VectorScale((m+4), e->scale, (m+4));
VectorScale((m+8), e->scale, (m+8));
#endif
}
else if (mod && !strcmp(mod->name, "progs/eyes.mdl"))
{
/*resize eyes, to make them easier to see*/
m[14] -= (22 + 8);
VectorScale((m+0), 2, (m+0));
VectorScale((m+4), 2, (m+4));
VectorScale((m+8), 2, (m+8));
}
if (mod && !ruleset_allow_larger_models.ival && mod->clampscale != 1 && mod->type == mod_alias)
{ //possibly this should be on a per-frame basis, but that's a real pain to do
Con_DPrintf("Rescaling %s by %f\n", mod->name, mod->clampscale);
VectorScale((m+0), mod->clampscale, (m+0));
VectorScale((m+4), mod->clampscale, (m+4));
VectorScale((m+8), mod->clampscale, (m+8));
}
Matrix4_Multiply(r_refdef.m_view, m, modelview);
}
//==================================================================================
/*
=============
R_SetupGL
=============
*/
static void R_SetupGL (const float eyematrix[12]/*can be null*/, const vec4_t fovoverrides/*can be null*/, const float projmatrix[16]/*can be null*/, const pxrect_t *viewport/*can be null*/, texid_t fbo/*can be null*/)
{
int x, x2, y2, y, w, h;
vec3_t newa;
float fov_x, fov_y, fov_l, fov_r, fov_d, fov_u;
float fovv_x, fovv_y;
TRACE(("dbg: calling R_SetupGL\n"));
if (!r_refdef.recurse)
{
newa[0] = r_refdef.viewangles[0];
newa[1] = r_refdef.viewangles[1];
newa[2] = r_refdef.viewangles[2] + gl_screenangle.value;
if (eyematrix)
{
extern cvar_t in_vraim;
matrix3x4 basematrix;
matrix3x4 viewmatrix;
if (r_refdef.base_known)
{ //mod is specifying its own base ang+org.
Matrix3x4_RM_FromAngles(r_refdef.base_angles, r_refdef.base_origin, basematrix[0]);
Matrix3x4_Multiply(eyematrix, basematrix[0], viewmatrix[0]);
Matrix3x4_RM_ToVectors(viewmatrix[0], vpn, vright, vup, r_origin);
VectorNegate(vright, vright);
}
else
{ //mod provides no info.
//client will fiddle with input_angles
newa[0] = newa[2] = 0; //ignore player pitch+roll. sorry. apply the eye's transform on top.
if (in_vraim.ival)
newa[1] -= SHORT2ANGLE(r_refdef.playerview->vrdev[VRDEV_HEAD].angles[YAW]);
Matrix3x4_RM_FromAngles(newa, r_refdef.vieworg, basematrix[0]);
Matrix3x4_Multiply(eyematrix, basematrix[0], viewmatrix[0]);
Matrix3x4_RM_ToVectors(viewmatrix[0], vpn, vright, vup, r_origin);
VectorNegate(vright, vright);
}
}
else
{
AngleVectors (newa, vpn, vright, vup);
VectorCopy(r_refdef.vieworg, r_origin);
}
VectorAdd(r_origin, r_refdef.eyeoffset, r_origin); //used for vr screenshots
//
// set up viewpoint
//
if (viewport)
{
r_refdef.pxrect = *viewport;
}
else if (fbo)
{
//with VR fbo postprocessing, we disable all viewport.
r_refdef.pxrect.x = 0;
r_refdef.pxrect.y = 0;
r_refdef.pxrect.width = fbo->width;
r_refdef.pxrect.height = fbo->height;
r_refdef.pxrect.maxheight = fbo->height;
}
else if (r_refdef.flags & (RDF_ALLPOSTPROC|RDF_RENDERSCALE))
{
//with fbo postprocessing, we disable all viewport.
r_refdef.pxrect.x = 0;
r_refdef.pxrect.y = 0;
r_refdef.pxrect.width = vid.fbpwidth;
r_refdef.pxrect.height = vid.fbpheight;
r_refdef.pxrect.maxheight = vid.fbpheight;
}
else if (*r_refdef.rt_destcolour[0].texname)
{
//with fbo rendering, we disable all virtual scaling.
x = r_refdef.vrect.x;
x2 = r_refdef.vrect.x + r_refdef.vrect.width;
y = r_refdef.vrect.y;
y2 = r_refdef.vrect.y + r_refdef.vrect.height;
w = x2 - x;
h = y2 - y;
r_refdef.pxrect.x = x;
r_refdef.pxrect.y = y;
r_refdef.pxrect.width = w;
r_refdef.pxrect.height = h;
r_refdef.pxrect.maxheight = vid.fbpheight;
}
else
{
x = floor(r_refdef.vrect.x * (float)vid.fbpwidth/(float)vid.width);
x2 = ceil((r_refdef.vrect.x + r_refdef.vrect.width) * (float)vid.fbpwidth/(float)vid.width);
y = floor(r_refdef.vrect.y * (float)vid.fbpheight/(float)vid.height);
y2 = ceil((r_refdef.vrect.y + r_refdef.vrect.height) * (float)vid.fbpheight/(float)vid.height);
// fudge around because of frac screen scale
/* if (x > 0)
x--;
if (x2 < vid.fbpwidth)
x2++;
if (y2 < vid.fbpheight)
y2++;
if (y > 0)
y--;
*/
w = x2 - x;
h = y2 - y;
/* if (r_refdef.stereomethod == STEREO_CROSSEYED)
{
w /= 2;
if (i)
x += vid.fbpwidth/2;
}
*/
r_refdef.pxrect.x = x;
r_refdef.pxrect.y = y;
r_refdef.pxrect.width = w;
r_refdef.pxrect.height = h;
r_refdef.pxrect.maxheight = vid.fbpheight;
}
if (projmatrix)
{
memcpy(r_refdef.m_projection_std, projmatrix, sizeof(r_refdef.m_projection_std));
memcpy(r_refdef.m_projection_view, projmatrix, sizeof(r_refdef.m_projection_view));
r_refdef.flipcull = 0;
}
else
{
if (fovoverrides)
{
fov_l = fovoverrides[0];
fov_r = fovoverrides[1];
fov_d = fovoverrides[2];
fov_u = fovoverrides[3];
fov_x = fov_r-fov_l;
fov_y = fov_u-fov_d;
fovv_x = fov_x;
fovv_y = fov_y;
r_refdef.flipcull = ((fov_u < fov_d)^(fov_r < fov_l))?SHADER_CULL_FLIP:0;
}
else
{
fov_x = r_refdef.fov_x;
fov_y = r_refdef.fov_y;
fovv_x = r_refdef.fovv_x;
fovv_y = r_refdef.fovv_y;
if ((*r_refdef.rt_destcolour[0].texname || *r_refdef.rt_depth.texname) && strcmp(r_refdef.rt_destcolour[0].texname, "megascreeny"))
{
r_refdef.pxrect.y = r_refdef.pxrect.maxheight - (r_refdef.pxrect.height+r_refdef.pxrect.y);
fov_y *= -1;
fovv_y *= -1;
r_refdef.flipcull ^= SHADER_CULL_FLIP;
}
else if ((r_refdef.flags & RDF_UNDERWATER) && !(r_refdef.flags & RDF_WATERWARP))
{
fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
fovv_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
fovv_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
}
fov_l = -fov_x / 2;
fov_r = fov_x / 2;
fov_d = -fov_y / 2;
fov_u = fov_y / 2;
}
if (r_xflip.ival)
{
float t = fov_l;
fov_l = fov_r;
fov_r = t;
r_refdef.flipcull ^= SHADER_CULL_FLIP;
fovv_x *= -1;
}
if (r_refdef.useperspective)
{
float maxdist = r_refdef.maxdist;
if (sh_config.stencilbits && Sh_StencilShadowsActive())
maxdist = 0; //if we're using stencil shadows then force the maxdist to infinite to ensure the shadow volume is sealed.
Matrix4x4_CM_Projection_Offset(r_refdef.m_projection_std, fov_l, fov_r, fov_d, fov_u, r_refdef.mindist, maxdist, false);
Matrix4x4_CM_Projection_Offset(r_refdef.m_projection_view, -fovv_x/2, fovv_x/2, -fovv_y/2, fovv_y/2, r_refdef.mindist, maxdist, false);
r_refdef.m_projection_std[8] += r_refdef.projectionoffset[0];
r_refdef.m_projection_std[9] += r_refdef.projectionoffset[1];
r_refdef.m_projection_view[8] += r_refdef.projectionoffset[0];
r_refdef.m_projection_view[9] += r_refdef.projectionoffset[1];
}
else
{
Matrix4x4_CM_Orthographic(r_refdef.m_projection_std, -fov_x/2, fov_x/2, -fov_y/2, fov_y/2, r_refdef.mindist, r_refdef.maxdist?r_refdef.maxdist:9999);
memcpy(r_refdef.m_projection_view, r_refdef.m_projection_std, sizeof(r_refdef.m_projection_view));
}
}
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_origin);
//bias the viewmodel depth range to a third: -1 through -0.333 (instead of -1 to 1)
r_refdef.m_projection_view[2+4*0] *= 0.333;
r_refdef.m_projection_view[2+4*1] *= 0.333;
r_refdef.m_projection_view[2+4*2] *= 0.333;
r_refdef.m_projection_view[2+4*3] *= 0.333;
r_refdef.m_projection_view[14] -= 0.666;
GL_ViewportUpdate();
}
if (qglLoadMatrixf)
{
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(r_refdef.m_projection_std);
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf(r_refdef.m_view);
}
#ifdef GL_LINE_SMOOTH
if (!gl_config.gles && r_wireframe_smooth.modified)
{
r_wireframe_smooth.modified = false;
if (r_wireframe_smooth.ival || (r_outline.ival && !r_wireframe.ival))
{
qglEnable(GL_LINE_SMOOTH);
if (qglHint)
qglHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
}
else
{
qglDisable(GL_LINE_SMOOTH);
if (qglHint)
qglHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
}
}
#endif
if (!gl_config.gles && gl_dither.modified)
{
gl_dither.modified = false;
if (gl_dither.ival)
{
qglEnable(GL_DITHER);
}
else
{
qglDisable(GL_DITHER);
}
}
}
void Surf_SetupFrame(void);
/*
================
R_RenderScene
r_refdef must be set before the first call
================
*/
static void R_RenderScene_Internal(void)
{
extern qboolean depthcleared;
int tmpvisents = cl_numvisedicts;
TRACE(("dbg: calling R_SetFrustrum\n"));
if (!r_refdef.recurse)
R_SetFrustum (r_refdef.m_projection_std, r_refdef.m_view);
RQ_BeginFrame();
TRACE(("dbg: calling Surf_DrawWorld\n"));
Surf_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
// R_DrawDecals();
TRACE(("dbg: calling R_RenderDlights\n"));
R_RenderDlights ();
if (r_refdef.recurse)
RQ_RenderBatch();
else
RQ_RenderBatchClear();
cl_numvisedicts = tmpvisents;
depthcleared = false; //whatever is in the depth buffer is no longer useful.
if (vrui.enabled)
{
vec3_t uifwd, uiright, uiup;
vec3_t diff;
float d;
vec3_t ctrlang, ctrlorg, aimdir;
extern cvar_t cl_vrui_lock;
if (cl_vrui_lock.ival)
VRUI_SnapAngle();
// extern usercmd_t cl_pendingcmd[MAX_SPLITS];
AngleVectors(vrui.angles, uifwd, uiright, uiup);
VectorAngles(uiright, uifwd, r_worldentity.angles, false);
AngleVectors(r_worldentity.angles, r_worldentity.axis[0], r_worldentity.axis[1], r_worldentity.axis[2]);
VectorNegate(r_worldentity.axis[1], r_worldentity.axis[1]);
r_worldentity.scale = 1;//0.2;
VectorMA(r_refdef.vieworg, Cvar_Get("2dz", "256", 0, "")->value*r_worldentity.scale, r_worldentity.axis[2], r_worldentity.origin);
VectorMA(r_worldentity.origin, -(int)(vid.width/2)*r_worldentity.scale, r_worldentity.axis[0], r_worldentity.origin);
VectorMA(r_worldentity.origin, -(int)(vid.height/2)*r_worldentity.scale, r_worldentity.axis[1], r_worldentity.origin);
GL_SetShaderState2D(true);
VectorCopy(r_refdef.viewangles, ctrlang);
if (r_refdef.playerview->vrdev[VRDEV_RIGHT].status&VRSTATUS_ANG)
{
ctrlang[0] = SHORT2ANGLE(r_refdef.playerview->vrdev[VRDEV_RIGHT].angles[0]);
ctrlang[1] = SHORT2ANGLE(r_refdef.playerview->vrdev[VRDEV_RIGHT].angles[1]);
ctrlang[2] = SHORT2ANGLE(r_refdef.playerview->vrdev[VRDEV_RIGHT].angles[2]);
}
else
VectorCopy(r_refdef.viewangles, ctrlang);
if (r_refdef.playerview->vrdev[VRDEV_RIGHT].status&VRSTATUS_ORG)
VectorCopy(r_refdef.playerview->vrdev[VRDEV_RIGHT].origin, ctrlorg);
else
VectorCopy(r_refdef.vieworg, ctrlorg);
AngleVectors(ctrlang, aimdir, NULL, NULL);
VectorSubtract(r_worldentity.origin, ctrlorg, diff);
//d = DotProduct(diff, vpn); //figure out how far we need to move it to get an impact.
d = DotProduct(diff, r_worldentity.axis[2]);
d /= DotProduct(aimdir, r_worldentity.axis[2]); //compensate for the length.
VectorMA(ctrlorg, d, aimdir, diff); //calc the impact point...
VectorSubtract(diff, r_worldentity.origin, diff);
mousecursor_x = DotProduct(diff, r_worldentity.axis[0]);
mousecursor_y = DotProduct(diff, r_worldentity.axis[1]);
mousecursor_x = bound(0, mousecursor_x, vid.width-1);
mousecursor_y = bound(0, mousecursor_y, vid.height-1);
#ifdef PLUGINS
Plug_SBar (r_refdef.playerview);
#else
if (Sbar_ShouldDraw(r_refdef.playerview))
{
SCR_TileClear (sb_lines);
Sbar_Draw (r_refdef.playerview);
Sbar_DrawScoreboard (r_refdef.playerview);
}
else
SCR_TileClear (0);
#endif
SCR_DrawTwoDimensional(true);
VectorClear(r_worldentity.origin);
VectorClear(r_worldentity.angles);
VectorSet(r_worldentity.axis[0], 1,0,0);
VectorSet(r_worldentity.axis[1], 0,1,0);
VectorSet(r_worldentity.axis[2], 0,0,1);
r_worldentity.scale = 1;
GL_SetShaderState2D(false);
}
}
static void R_RenderEyeScene (texid_t rendertarget, const pxrect_t *viewport, const vec4_t fovoverride, const float projmatrix[16], const float eyematrix[12])
{
extern qboolean depthcleared;
refdef_t refdef = r_refdef;
int pw = vid.fbpwidth;
int ph = vid.fbpheight;
int r = 0;
extern void CL_ClampPitch (int pnum, float frametime);
/*the vr code tends to be somewhat laggy with its head angles, leaving it to the last minute, so redo this to reduce latency*/
if ((size_t)(refdef.playerview-cl.playerview) < MAX_SPLITS)
CL_ClampPitch (refdef.playerview-cl.playerview, 0);
vrui.enabled = true;
if (rendertarget)
{
r = GLBE_FBO_Update(&fbo_vr, FBO_RB_DEPTH, &rendertarget, 1, r_nulltex, rendertarget->width, rendertarget->height, 0);
GL_ForceDepthWritable();
qglClear (GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
depthcleared = true;
vid.fbpwidth = rendertarget->width;
vid.fbpheight = rendertarget->height;
}
R_SetupGL (eyematrix, fovoverride, projmatrix, viewport, rendertarget);
R_RenderScene_Internal();
if (rendertarget)
{
GLBE_FBO_Pop(r);
if (gl_finish.ival)
qglFinish();
}
r_refdef = refdef;
vid.fbpwidth = pw;
vid.fbpheight = ph;
}
static void R_RenderScene (void)
{
float stereooffset[2];
int stereoframes = 1;
int stereomode;
int i;
int cull = r_refdef.flipcull;
unsigned int colourmask = r_refdef.colourmask;
vec3_t eyeangorg[2];
float eyematrix[12];
extern qboolean depthcleared;
r_refdef.colourmask = 0u;
stereomode = r_refdef.stereomethod;
if (stereomode == STEREO_QUAD)
{
#ifdef GL_STEREO
GLint glb;
qglGetIntegerv(GL_STEREO, &glb);
if (!glb || !qglDrawBuffer)
#endif
stereomode = STEREO_OFF; //we are not a stereo context, so no stereoscopic rendering (this encourages it to otherwise be left enabled, which means the user is more likely to spot that they asked it to give a slower context.
}
if (r_refdef.recurse || !stereomode)// || !(r_stereo_separation.value||r_stereo_convergence.value))
{
stereooffset[0] = 0;
stereoframes = 1;
stereomode = STEREO_OFF;
}
else
{
stereooffset[0] = -0.5*r_stereo_separation.value;
stereooffset[1] = +0.5*r_stereo_separation.value;
stereoframes = 2;
}
if (vid.vr && !r_refdef.recurse && vid.vr->Render(R_RenderEyeScene))
; //we drew something VR-ey
else if (stereomode == STEREO_OFF)
{
GL_ForceDepthWritable();
qglClear (GL_DEPTH_BUFFER_BIT);
R_SetupGL (NULL, NULL, NULL, NULL, NULL);
R_RenderScene_Internal();
}
else for (i = 0; i < stereoframes; i++)
{
r_refdef.colourmask = 0u;
switch (stereomode)
{
default:
case STEREO_OFF: //off
if (i)
return;
break;
#ifdef GL_STEREO
case STEREO_QUAD: //proper gl stereo rendering
if (stereooffset[i] < 0)
qglDrawBuffer(GL_BACK_LEFT);
else
qglDrawBuffer(GL_BACK_RIGHT);
break;
#endif
case STEREO_RED_CYAN: //red/cyan(green+blue)
if (stereooffset[i] < 0)
r_refdef.colourmask = (SBITS_MASK_GREEN|SBITS_MASK_BLUE);
else
r_refdef.colourmask = SBITS_MASK_RED;
break;
case STEREO_RED_BLUE: //red/blue
if (stereooffset[i] < 0)
r_refdef.colourmask = (SBITS_MASK_GREEN|SBITS_MASK_BLUE);
else
r_refdef.colourmask = (SBITS_MASK_RED|SBITS_MASK_GREEN);
break;
case STEREO_RED_GREEN: //red/green
if (stereooffset[i] < 0)
r_refdef.colourmask = (SBITS_MASK_GREEN|SBITS_MASK_BLUE);
else
r_refdef.colourmask = (SBITS_MASK_RED|SBITS_MASK_BLUE);
break;
case STEREO_CROSSEYED: //eyestrain
break;
case STEREO_LEFTONLY:
if (i != 0)
continue;
break;
case STEREO_RIGHTONLY:
if (i != 1)
continue;
//fixme: depth buffer doesn't need clearing
break;
}
if (!depthcleared)
{
GL_ForceDepthWritable();
qglClear (GL_DEPTH_BUFFER_BIT);
depthcleared = true;
}
eyeangorg[0][0] = 0;
eyeangorg[0][1] = r_stereo_convergence.value * (i?0.5:-0.5);
eyeangorg[0][2] = 0;
VectorSet(eyeangorg[1], 0, stereooffset[i], 0);
Matrix3x4_RM_FromAngles(eyeangorg[0], eyeangorg[1], eyematrix);
R_SetupGL (eyematrix, NULL, NULL, NULL, NULL);
R_RenderScene_Internal ();
}
switch (stereomode)
{
default:
case STEREO_OFF:
case STEREO_LEFTONLY:
case STEREO_RIGHTONLY:
break;
case STEREO_QUAD:
qglDrawBuffer(GL_BACK);
break;
case STEREO_RED_BLUE: //green should have already been cleared.
case STEREO_RED_GREEN: //blue should have already been cleared.
case STEREO_RED_CYAN:
break;
case 5:
break;
}
r_refdef.flipcull = cull;
r_refdef.colourmask = colourmask;
}
/*generates a new modelview matrix, as well as vpn vectors*/
static void R_MirrorMatrix(plane_t *plane)
{
float mirror[16];
float view[16];
float result[16];
vec3_t pnorm;
VectorNegate(plane->normal, pnorm);
mirror[0] = 1-2*pnorm[0]*pnorm[0];
mirror[1] = -2*pnorm[0]*pnorm[1];
mirror[2] = -2*pnorm[0]*pnorm[2];
mirror[3] = 0;
mirror[4] = -2*pnorm[1]*pnorm[0];
mirror[5] = 1-2*pnorm[1]*pnorm[1];
mirror[6] = -2*pnorm[1]*pnorm[2] ;
mirror[7] = 0;
mirror[8] = -2*pnorm[2]*pnorm[0];
mirror[9] = -2*pnorm[2]*pnorm[1];
mirror[10] = 1-2*pnorm[2]*pnorm[2];
mirror[11] = 0;
mirror[12] = -2*pnorm[0]*plane->dist;
mirror[13] = -2*pnorm[1]*plane->dist;
mirror[14] = -2*pnorm[2]*plane->dist;
mirror[15] = 1;
view[0] = vpn[0];
view[1] = vpn[1];
view[2] = vpn[2];
view[3] = 0;
view[4] = -vright[0];
view[5] = -vright[1];
view[6] = -vright[2];
view[7] = 0;
view[8] = vup[0];
view[9] = vup[1];
view[10] = vup[2];
view[11] = 0;
view[12] = r_refdef.vieworg[0];
view[13] = r_refdef.vieworg[1];
view[14] = r_refdef.vieworg[2];
view[15] = 1;
VectorMA(r_refdef.vieworg, 0.25, plane->normal, r_refdef.pvsorigin);
Matrix4_Multiply(mirror, view, result);
vpn[0] = result[0];
vpn[1] = result[1];
vpn[2] = result[2];
vright[0] = -result[4];
vright[1] = -result[5];
vright[2] = -result[6];
vup[0] = result[8];
vup[1] = result[9];
vup[2] = result[10];
r_refdef.vieworg[0] = result[12];
r_refdef.vieworg[1] = result[13];
r_refdef.vieworg[2] = result[14];
}
static entity_t *R_FindPortalCamera(entity_t *rent)
{
int i;
for (i = 0; i < cl_numvisedicts; i++)
{
if (cl_visedicts[i].rtype == RT_PORTALCAMERA)
{
if (cl_visedicts[i].keynum == rent->keynum )
return &cl_visedicts[i];
}
}
return NULL;
}
static entity_t *R_NearestPortal(plane_t *plane)
{
int i;
entity_t *best = NULL;
float dist, bestd = 0;
//for q3-compat, portals on world scan for a visedict to use for their view.
for (i = 0; i < cl_numvisedicts; i++)
{
if (cl_visedicts[i].rtype == RT_PORTALSURFACE)
{
dist = DotProduct(cl_visedicts[i].origin, plane->normal)-plane->dist;
dist = fabs(dist);
if (dist < 64 && (!best || dist < bestd))
best = &cl_visedicts[i];
}
}
return best;
}
static void TransformCoord(vec3_t in, vec3_t planea[3], vec3_t planeo, vec3_t viewa[3], vec3_t viewo, vec3_t result)
{
int i;
vec3_t local;
vec3_t transformed;
float d;
local[0] = in[0] - planeo[0];
local[1] = in[1] - planeo[1];
local[2] = in[2] - planeo[2];
VectorClear(transformed);
for ( i = 0 ; i < 3 ; i++ )
{
d = DotProduct(local, planea[i]);
VectorMA(transformed, d, viewa[i], transformed);
}
result[0] = transformed[0] + viewo[0];
result[1] = transformed[1] + viewo[1];
result[2] = transformed[2] + viewo[2];
}
static void TransformDir(vec3_t in, vec3_t planea[3], vec3_t viewa[3], vec3_t result)
{
int i;
float d;
vec3_t tmp;
VectorCopy(in, tmp);
VectorClear(result);
for ( i = 0 ; i < 3 ; i++ )
{
d = DotProduct(tmp, planea[i]);
VectorMA(result, d, viewa[i], result);
}
}
void R_ObliqueNearClip(float *viewmat, mplane_t *wplane);
void CL_DrawDebugPlane(float *normal, float dist, float r, float g, float b, qboolean enqueue);
void GLR_DrawPortal(batch_t *batch, batch_t **blist, batch_t *depthmasklist[2], int portaltype)
{
entity_t *view, *surfent;
// GLdouble glplane[4];
plane_t plane, oplane;
float vmat[16];
refdef_t oldrefdef;
vec3_t r;
int i;
mesh_t *mesh = batch->mesh[batch->firstmesh];
pvsbuffer_t newvis;
float ivmat[16], trmat[16];
if (mesh->xyz_array)
{
if (!mesh->normals_array)
{
VectorSet(plane.normal, 0, 0, 1);
}
else
{
VectorCopy(mesh->normals_array[0], plane.normal);
}
if (batch->ent == &r_worldentity)
{
plane.dist = DotProduct(mesh->xyz_array[0], plane.normal);
}
else
{
vec3_t point;
VectorCopy(plane.normal, oplane.normal);
//rotate the surface normal around its entity's matrix
plane.normal[0] = oplane.normal[0]*batch->ent->axis[0][0] + oplane.normal[1]*batch->ent->axis[1][0] + oplane.normal[2]*batch->ent->axis[2][0];
plane.normal[1] = oplane.normal[0]*batch->ent->axis[0][1] + oplane.normal[1]*batch->ent->axis[1][1] + oplane.normal[2]*batch->ent->axis[2][1];
plane.normal[2] = oplane.normal[0]*batch->ent->axis[0][2] + oplane.normal[1]*batch->ent->axis[1][2] + oplane.normal[2]*batch->ent->axis[2][2];
//rotate some point on the mesh around its entity's matrix
point[0] = mesh->xyz_array[0][0]*batch->ent->axis[0][0] + mesh->xyz_array[0][1]*batch->ent->axis[1][0] + mesh->xyz_array[0][2]*batch->ent->axis[2][0] + batch->ent->origin[0];
point[1] = mesh->xyz_array[0][0]*batch->ent->axis[0][1] + mesh->xyz_array[0][1]*batch->ent->axis[1][1] + mesh->xyz_array[0][2]*batch->ent->axis[2][1] + batch->ent->origin[1];
point[2] = mesh->xyz_array[0][0]*batch->ent->axis[0][2] + mesh->xyz_array[0][1]*batch->ent->axis[1][2] + mesh->xyz_array[0][2]*batch->ent->axis[2][2] + batch->ent->origin[2];
//now we can figure out the plane dist
plane.dist = DotProduct(point, plane.normal);
}
}
else
return;
//if we're too far away from the surface, don't draw anything
if (batch->shader->flags & SHADER_AGEN_PORTAL)
{
/*there's a portal alpha blend on that surface, that fades out after this distance*/
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist > batch->shader->portaldist)
return;
}
//if we're behind it, then also don't draw anything. for our purposes, behind is when the entire near clipplane is behind.
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist < -r_refdef.mindist)
return;
if (r_refdef.recurse >= R_MAX_RECURSE-1)
{
GLBE_SelectMode(BEM_DEPTHDARK);
GLBE_SubmitBatch(batch);
GLBE_SelectMode(BEM_STANDARD);
return;
}
TRACE(("GLR_DrawPortal: portal type %i\n", portaltype));
oldrefdef = r_refdef;
r_refdef.recurse+=1;
r_refdef.externalview = true;
switch(portaltype)
{
case 1: /*fbo explicit mirror (fucked depth, working clip plane)*/
//fixme: pvs is surely wrong?
// r_refdef.flipcull ^= SHADER_CULL_FLIP;
R_MirrorMatrix(&plane);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
VectorCopy(mesh->xyz_array[0], r_refdef.pvsorigin);
for (i = 1; i < mesh->numvertexes; i++)
VectorAdd(r_refdef.pvsorigin, mesh->xyz_array[i], r_refdef.pvsorigin);
VectorScale(r_refdef.pvsorigin, 1.0/mesh->numvertexes, r_refdef.pvsorigin);
break;
case 2: /*fbo refraction (fucked depth, working clip plane)*/
case 3: /*screen copy refraction (screen depth, fucked clip planes)*/
/*refraction image (same view, just with things culled*/
r_refdef.externalview = oldrefdef.externalview;
VectorNegate(plane.normal, plane.normal);
plane.dist = -plane.dist;
//use the player's origin for r_viewleaf, because there's not much we can do anyway*/
VectorCopy(r_origin, r_refdef.pvsorigin);
if (cl.worldmodel && cl.worldmodel->funcs.ClusterPVS && !r_novis.ival)
{
int clust, i, j;
float d;
vec3_t point;
r_refdef.forcevis = false;
r_refdef.forcedvis = NULL;
newvis.buffer = alloca(newvis.buffersize=cl.worldmodel->pvsbytes);
for (i = batch->firstmesh; i < batch->meshes; i++)
{
mesh = batch->mesh[i];
if (!mesh->xyz_array)
continue;
r_refdef.forcevis = true;
VectorClear(point);
for (j = 0; j < mesh->numvertexes; j++)
VectorAdd(point, mesh->xyz_array[j], point);
VectorScale(point, 1.0f/mesh->numvertexes, point);
d = DotProduct(point, plane.normal) - plane.dist;
d += 0.1; //an epsilon on the far side
VectorMA(point, d, plane.normal, point);
clust = cl.worldmodel->funcs.ClusterForPoint(cl.worldmodel, point, NULL);
if (i == batch->firstmesh)
r_refdef.forcedvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clust, &newvis, PVM_REPLACE);
else
r_refdef.forcedvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clust, &newvis, PVM_MERGE);
}
// memset(newvis, 0xff, pvsbytes);
}
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
break;
case 0: /*q3 portal*/
default:
#ifdef CSQC_DAT
if (CSQC_SetupToRenderPortal(batch->ent->keynum))
{
oplane = plane;
//transform the old surface plane into the new view matrix
Matrix4_Invert(r_refdef.m_view, ivmat);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
Matrix4_Multiply(ivmat, vmat, trmat);
plane.normal[0] = -(oplane.normal[0] * trmat[0] + oplane.normal[1] * trmat[1] + oplane.normal[2] * trmat[2]);
plane.normal[1] = -(oplane.normal[0] * trmat[4] + oplane.normal[1] * trmat[5] + oplane.normal[2] * trmat[6]);
plane.normal[2] = -(oplane.normal[0] * trmat[8] + oplane.normal[1] * trmat[9] + oplane.normal[2] * trmat[10]);
plane.dist = -oplane.dist + trmat[12]*oplane.normal[0] + trmat[13]*oplane.normal[1] + trmat[14]*oplane.normal[2];
if (Cvar_Get("temp_useplaneclip", "1", 0, "temp")->ival)
portaltype = 1; //make sure the near clipplane is used.
break;
}
#endif
surfent = batch->ent;
if (batch->ent->keynum)
view = R_FindPortalCamera(batch->ent);
else
{
view = R_NearestPortal(&plane);
if (view)
{ //for q3bsps where the portal surface is embedded in the bsp itself, we need an extra leyer of indirection.
entity_t *oc = R_FindPortalCamera(view);
if(oc)
{
surfent = view;
view = oc;
}
}
}
if (view && view->rtype == RT_PORTALCAMERA)
{ //q1-style portal, where the portal is defined via attachments
//the portal plane itself is assumed to be facing directly forwards from the entity that we're drawing, and with the same origin.
oplane = plane;
TransformCoord(r_refdef.vieworg, surfent->axis, surfent->origin, view->axis, view->origin, r_refdef.vieworg);
TransformDir(vpn, surfent->axis, view->axis, vpn);
TransformDir(vright, surfent->axis, view->axis, vright);
TransformDir(vup, surfent->axis, view->axis, vup);
//transform the old surface plane into the new view matrix
Matrix4_Invert(r_refdef.m_view, ivmat);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
Matrix4_Multiply(ivmat, vmat, trmat);
plane.normal[0] = -(oplane.normal[0] * trmat[0] + oplane.normal[1] * trmat[1] + oplane.normal[2] * trmat[2]);
plane.normal[1] = -(oplane.normal[0] * trmat[4] + oplane.normal[1] * trmat[5] + oplane.normal[2] * trmat[6]);
plane.normal[2] = -(oplane.normal[0] * trmat[8] + oplane.normal[1] * trmat[9] + oplane.normal[2] * trmat[10]);
plane.dist = -oplane.dist + trmat[12]*oplane.normal[0] + trmat[13]*oplane.normal[1] + trmat[14]*oplane.normal[2];
portaltype = 1; //make sure the near clipplane is used.
break;
}
//portal surfaces with the same origin+oldorigin are explicit mirrors, and skipped in this case.
if (view && view->rtype == RT_PORTALSURFACE && !VectorCompare(view->origin, view->oldorigin))
{ //q3-style portal, where a single entity provides orientation+two origins
float d;
vec3_t paxis[3], porigin, vaxis[3], vorg;
oplane = plane;
/*calculate where the surface is meant to be*/
VectorCopy(mesh->normals_array[0], paxis[0]);
PerpendicularVector(paxis[1], paxis[0]);
CrossProduct(paxis[0], paxis[1], paxis[2]);
d = DotProduct(view->origin, plane.normal) - plane.dist;
VectorMA(view->origin, -d, paxis[0], porigin);
/*grab the camera origin*/
VectorNegate(view->axis[0], vaxis[0]);
VectorNegate(view->axis[1], vaxis[1]);
VectorCopy(view->axis[2], vaxis[2]);
VectorCopy(view->oldorigin, vorg);
VectorCopy(vorg, r_refdef.pvsorigin);
/*rotate it a bit*/
if (view->framestate.g[FS_REG].frame[1]) //oldframe
{
if (view->framestate.g[FS_REG].frame[0]) //newframe
d = realtime * view->framestate.g[FS_REG].frame[0]; //newframe
else
d = view->skinnum + sin(realtime)*4;
}
else
d = view->skinnum;
if (d)
{
vec3_t rdir;
VectorCopy(vaxis[1], rdir);
RotatePointAroundVector(vaxis[1], vaxis[0], rdir, d);
CrossProduct(vaxis[0], vaxis[1], vaxis[2]);
}
TransformCoord(oldrefdef.vieworg, paxis, porigin, vaxis, vorg, r_refdef.vieworg);
TransformDir(vpn, paxis, vaxis, vpn);
TransformDir(vright, paxis, vaxis, vright);
TransformDir(vup, paxis, vaxis, vup);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
//transform the old surface plane into the new view matrix
if (Matrix4_Invert(r_refdef.m_view, ivmat))
{
Matrix4_Multiply(ivmat, vmat, trmat);
plane.normal[0] = -(oplane.normal[0] * trmat[0] + oplane.normal[1] * trmat[1] + oplane.normal[2] * trmat[2]);
plane.normal[1] = -(oplane.normal[0] * trmat[4] + oplane.normal[1] * trmat[5] + oplane.normal[2] * trmat[6]);
plane.normal[2] = -(oplane.normal[0] * trmat[8] + oplane.normal[1] * trmat[9] + oplane.normal[2] * trmat[10]);
plane.dist = -oplane.dist + trmat[12]*oplane.normal[0] + trmat[13]*oplane.normal[1] + trmat[14]*oplane.normal[2];
portaltype = 1;
}
break;
}
//fixme: q3 gamecode has explicit mirrors. we 'should' just ignore the surface if we've not seen it yet.
//a portal with no portal entity, or a portal rentity with an origin equal to its oldorigin, is a mirror.
R_MirrorMatrix(&plane);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
VectorCopy(mesh->xyz_array[0], r_refdef.pvsorigin);
for (i = 1; i < mesh->numvertexes; i++)
VectorAdd(r_refdef.pvsorigin, mesh->xyz_array[i], r_refdef.pvsorigin);
VectorScale(r_refdef.pvsorigin, 1.0/mesh->numvertexes, r_refdef.pvsorigin);
portaltype = 1;
break;
}
/*FIXME: can we get away with stenciling the screen?*/
/*Add to frustum culling instead of clip planes?*/
/* if (qglClipPlane && portaltype)
{
GLdouble glplane[4];
glplane[0] = plane.normal[0];
glplane[1] = plane.normal[1];
glplane[2] = plane.normal[2];
glplane[3] = plane.dist;
qglClipPlane(GL_CLIP_PLANE0, glplane);
qglEnable(GL_CLIP_PLANE0);
}
*/ //fixme: we can probably scissor a smaller frusum
R_SetFrustum (r_refdef.m_projection_std, vmat);
if (r_refdef.frustum_numplanes < MAXFRUSTUMPLANES)
{
extern int SignbitsForPlane (mplane_t *out);
mplane_t fp;
VectorCopy(plane.normal, fp.normal);
fp.dist = plane.dist;
// if (DotProduct(fp.normal, vpn) < 0)
// {
// VectorNegate(fp.normal, fp.normal);
// fp.dist *= -1;
// }
fp.type = PLANE_ANYZ;
fp.signbits = SignbitsForPlane (&fp);
if (portaltype == 1 || portaltype == 2)
R_ObliqueNearClip(vmat, &fp);
//our own culling should be an epsilon forwards so we don't still draw things behind the line due to precision issues.
fp.dist += 0.01;
r_refdef.frustum[r_refdef.frustum_numplanes++] = fp;
}
#if 1
if (depthmasklist)
{
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
/*we can only do this AFTER the oblique perspective matrix is calculated, to avoid depth inconsistancies, while we still have the old view matrix*/
int i;
batch_t *dmask = NULL;
if (qglLoadMatrixf)
{
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(r_refdef.m_projection_std);
qglMatrixMode(GL_MODELVIEW);
}
//portals to mask are relative to the old view still.
currententity = NULL;
if (gl_config.arb_depth_clamp)
qglEnable(GL_DEPTH_CLAMP_ARB); //ignore the near clip plane(ish), this means nearer portals can still mask further ones.
GL_ForceDepthWritable();
GLBE_SelectMode(BEM_DEPTHONLY);
for (i = 0; i < 2; i++)
{
for (dmask = depthmasklist[i]; dmask; dmask = dmask->next)
{
if (dmask == batch)
continue;
// if (dmask->meshes == dmask->firstmesh)
// continue;
GLBE_SubmitBatch(dmask);
}
}
GLBE_SelectMode(BEM_STANDARD);
if (gl_config.arb_depth_clamp)
qglDisable(GL_DEPTH_CLAMP_ARB);
currententity = NULL;
}
#endif
// r_refdef = oldrefdef;
// return;
//now determine the stuff the backend will use.
memcpy(r_refdef.m_view, vmat, sizeof(float)*16);
VectorAngles(vpn, vup, r_refdef.viewangles, false);
VectorCopy(r_refdef.vieworg, r_origin);
//determine r_refdef.flipcull & SHADER_CULL_FLIP based upon whether right is right or not.
CrossProduct(vpn, vup, r);
if (DotProduct(r, vright) < 0)
r_refdef.flipcull |= SHADER_CULL_FLIP;
else
r_refdef.flipcull &= ~SHADER_CULL_FLIP;
if (r_refdef.m_projection_std[5]<0)
r_refdef.flipcull ^= SHADER_CULL_FLIP;
Surf_SetupFrame();
//FIXME: just call Surf_DrawWorld instead?
R_RenderScene();
// if (qglClipPlane)
// qglDisable(GL_CLIP_PLANE0);
if (r_portaldrawplanes.ival)
{
//the front of the plane should generally point away from the camera, and will be drawn in bright green. woo
CL_DrawDebugPlane(plane.normal, plane.dist+0.01, 0.0, 0.5, 0.0, false);
CL_DrawDebugPlane(plane.normal, plane.dist-0.01, 0.0, 0.5, 0.0, false);
//the back of the plane points towards the camera, and will be drawn in blue, for the luls
VectorNegate(plane.normal, plane.normal);
plane.dist *= -1;
CL_DrawDebugPlane(plane.normal, plane.dist+0.01, 0.0, 0.0, 0.2, false);
CL_DrawDebugPlane(plane.normal, plane.dist-0.01, 0.0, 0.0, 0.2, false);
}
r_refdef = oldrefdef;
/*broken stuff*/
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
GLBE_SelectEntity(&r_worldentity);
GL_CullFace(0);//make sure flipcull reversion takes effect
TRACE(("GLR_DrawPortal: portal drawn\n"));
#ifdef warningmsg
#pragma warningmsg("warning: there's a bug with rtlights in portals, culling is broken or something. May also be loading the wrong matrix")
#endif
currententity = NULL;
}
/*
=============
R_Clear
=============
*/
int gldepthfunc = GL_LEQUAL;
qboolean depthcleared;
void R_Clear (qboolean fbo)
{
/*tbh, this entire function should be in the backend*/
{
if (!depthcleared || fbo)
{
GL_ForceDepthWritable();
//we no longer clear colour here. we only ever (need to) do that at the start of the frame, and this point can be called multiple times per frame.
//for performance, we clear the depth at the same time we clear colour, so we can skip clearing depth here the first time around each frame.
//but for multiple scenes, we do need to clear depth still.
//fbos always get cleared depth, just in case (colour fbos may contain junk, but hey).
if ((fbo && r_clear.ival) || r_refdef.stereomethod==STEREO_RED_BLUE||r_refdef.stereomethod==STEREO_RED_GREEN)
{
qglClearColor(0, 0, 0, 1);
qglClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
}
else
qglClear (GL_DEPTH_BUFFER_BIT);
}
if (!fbo)
depthcleared = false;
gldepthmin = 0;
gldepthmax = 1;
gldepthfunc=GL_LEQUAL;
}
}
#if 0
void GLR_SetupFog (void)
{
if (r_viewleaf)// && r_viewcontents != FTECONTENTS_EMPTY)
{
// static fogcolour;
float fogcol[4]={0};
float fogperc;
float fogdist;
fogperc=0;
fogdist=512;
switch(r_viewcontents)
{
case FTECONTENTS_WATER:
fogcol[0] = 64/255.0;
fogcol[1] = 128/255.0;
fogcol[2] = 192/255.0;
fogperc=0.2;
fogdist=512;
break;
case FTECONTENTS_SLIME:
fogcol[0] = 32/255.0;
fogcol[1] = 192/255.0;
fogcol[2] = 92/255.0;
fogperc=1;
fogdist=256;
break;
case FTECONTENTS_LAVA:
fogcol[0] = 192/255.0;
fogcol[1] = 32/255.0;
fogcol[2] = 64/255.0;
fogperc=1;
fogdist=128;
break;
default:
fogcol[0] = 192/255.0;
fogcol[1] = 192/255.0;
fogcol[2] = 192/255.0;
fogperc=1;
fogdist=1024;
break;
}
if (fogperc)
{
qglFogi(GL_FOG_MODE, GL_LINEAR);
qglFogfv(GL_FOG_COLOR, fogcol);
qglFogf(GL_FOG_DENSITY, fogperc);
qglFogf(GL_FOG_START, 1);
qglFogf(GL_FOG_END, fogdist);
qglEnable(GL_FOG);
}
}
}
#endif
static void R_RenderMotionBlur(void)
{
#if !defined(ANDROID)
int vwidth = 1, vheight = 1;
float vs, vt, cs, ct;
shader_t *shader;
//figure out the size of our texture.
if (sh_config.texture_non_power_of_two_pic)
{ //we can use any size, supposedly
vwidth = vid.pixelwidth;
vheight = vid.pixelheight;
}
else
{ //limit the texture size to square and use padding.
while (vwidth < vid.pixelwidth)
vwidth *= 2;
while (vheight < vid.pixelheight)
vheight *= 2;
}
//blend the last frame onto the scene
//the maths is because our texture is over-sized (must be power of two)
cs = vs = (float)vid.pixelwidth / vwidth * 0.5;
ct = vt = (float)vid.pixelheight / vheight * 0.5;
vs *= gl_motionblurscale.value;
vt *= gl_motionblurscale.value;
//render using our texture
shader = R_RegisterShader("postproc_motionblur", SUF_NONE,
"{\n"
"program default2d\n"
"{\n"
"map $sourcecolour\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
GLBE_FBO_Sources(sceneblur_texture, r_nulltex);
R2D_ImageColours(1, 1, 1, gl_motionblur.value);
R2D_Image(0, 0, vid.width, vid.height, cs-vs, ct+vt, cs+vs, ct-vt, shader);
GLBE_RenderToTextureUpdate2d(false);
//grab the current image so we can feed that back into the next frame.
GL_MTBind(0, GL_TEXTURE_2D, sceneblur_texture);
//copy the image into the texture so that we can play with it next frame too!
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, vwidth, vheight, 0);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#endif
}
#if 1
#include "shader.h"
/*FIXME: we could use geometry shaders to draw to all 6 faces at once*/
qboolean R_RenderScene_Cubemap(void)
{
int cmapsize = 512;
int i;
static vec3_t ang[6] =
{ {0, -90, 0}, {0, 90, 0},
{90, 0, 0}, {-90, 0, 0},
{0, 0, 0}, {0, -180, 0} };
vec3_t saveang;
vec3_t saveorg;
vrect_t vrect;
pxrect_t prect;
shader_t *shader;
int facemask;
extern cvar_t r_projection;
int oldfbo = -1;
qboolean usefbo = true; //this appears to be a 20% speedup in my tests.
qboolean fboreset = false;
int osm = r_refdef.stereomethod;
/*needs glsl*/
if (!gl_config.arb_shader_objects)
return false;
if (!*ffov.string || !strcmp(ffov.string, "0"))
ffov.value = scr_fov.value;
facemask = 0;
switch(r_projection.ival)
{
default: //invalid.
return false;
case PROJ_STEREOGRAPHIC:
shader = R_RegisterShader("postproc_stereographic", SUF_NONE,
"{\n"
"program postproc_stereographic\n"
"{\n"
"map $sourcecube\n"
"}\n"
"}\n"
);
facemask |= 1<<4; /*front view*/
if (ffov.value > 70)
{
facemask |= (1<<0) | (1<<1); /*side/top*/
if (ffov.value > 85)
facemask |= (1<<2) | (1<<3); /*bottom views*/
if (ffov.value > 300)
facemask |= 1<<5; /*back view*/
}
break;
case PROJ_FISHEYE:
shader = R_RegisterShader("postproc_fisheye", SUF_NONE,
"{\n"
"program postproc_fisheye\n"
"{\n"
"map $sourcecube\n"
"}\n"
"}\n"
);
//fisheye view sees up to a full sphere
facemask |= 1<<4; /*front view*/
if (ffov.value > 77)
facemask |= (1<<0) | (1<<1) | (1<<2) | (1<<3); /*side/top/bottom views*/
if (ffov.value > 270)
facemask |= 1<<5; /*back view*/
break;
case PROJ_PANORAMA:
shader = R_RegisterShader("postproc_panorama", SUF_NONE,
"{\n"
"program postproc_panorama\n"
"{\n"
"map $sourcecube\n"
"}\n"
"}\n"
);
//panoramic view needs at most the four sides
facemask |= 1<<4; /*front view*/
if (ffov.value > 90)
{
facemask |= (1<<0) | (1<<1); /*side views*/
if (ffov.value > 270)
facemask |= 1<<5; /*back view*/
}
facemask = 0x3f;
break;
case PROJ_LAEA:
shader = R_RegisterShader("postproc_laea", SUF_NONE,
"{\n"
"program postproc_laea\n"
"{\n"
"map $sourcecube\n"
"}\n"
"}\n"
);
facemask |= 1<<4; /*front view*/
if (ffov.value > 90)
{
facemask |= (1<<0) | (1<<1) | (1<<2) | (1<<3); /*side/top/bottom views*/
if (ffov.value > 270)
facemask |= 1<<5; /*back view*/
}
break;
case PROJ_EQUIRECTANGULAR:
shader = R_RegisterShader("postproc_equirectangular", SUF_NONE,
"{\n"
"program postproc_equirectangular\n"
"{\n"
"map $sourcecube\n"
"}\n"
"}\n"
);
facemask = 0x3f;
#if 0
facemask |= 1<<4; /*front view*/
if (ffov.value > 90)
{
facemask |= (1<<0) | (1<<1) | (1<<2) | (1<<3); /*side/top/bottom views*/
if (ffov.value > 270)
facemask |= 1<<5; /*back view*/
}
#endif
break;
case PROJ_PANINI:
shader = R_RegisterShader("postproc_panini", SUF_NONE,
"{\n"
"program postproc_panini\n"
"{\n"
"map $sourcecube\n"
"}\n"
"}\n"
);
facemask |= 1<<4; /*front view*/
if (ffov.value > 70)
{
facemask |= (1<<0) | (1<<1); /*side/top*/
if (ffov.value > 85)
facemask |= (1<<2) | (1<<3); /*bottom views*/
if (ffov.value > 300)
facemask |= 1<<5; /*back view*/
}
break;
}
//FIXME: we should be able to rotate the view
vrect = r_refdef.vrect;
prect = r_refdef.pxrect;
// prect.x = (vrect.x * vid.pixelwidth)/vid.width;
// prect.width = (vrect.width * vid.pixelwidth)/vid.width;
// prect.y = (vrect.y * vid.pixelheight)/vid.height;
// prect.height = (vrect.height * vid.pixelheight)/vid.height;
if (sh_config.texture_non_power_of_two_pic)
{
if (usefbo)
{
cmapsize = prect.width > prect.height?prect.width:prect.height;
if (cmapsize > 4096)//sh_config.texture_maxsize)
cmapsize = 4096;//sh_config.texture_maxsize;
}
else
cmapsize = prect.width < prect.height?prect.width:prect.height;
}
else if (!usefbo)
{
while (cmapsize > prect.width || cmapsize > prect.height)
{
cmapsize /= 2;
}
}
if (usefbo)
{
r_refdef.flags |= RDF_FISHEYE;
vid.fbpwidth = vid.fbpheight = cmapsize;
}
//FIXME: gl_max_size
VectorCopy(r_refdef.vieworg, saveorg);
VectorCopy(r_refdef.viewangles, saveang);
saveang[2] = 0;
r_refdef.stereomethod = STEREO_OFF;
if (!TEXVALID(scenepp_postproc_cube) || cmapsize != scenepp_postproc_cube_size)
{
if (!TEXVALID(scenepp_postproc_cube))
{
scenepp_postproc_cube = Image_CreateTexture("***fish***", NULL, IF_TEXTYPE_CUBE|IF_RENDERTARGET|IF_CLAMP|IF_LINEAR);
qglGenTextures(1, &scenepp_postproc_cube->num);
}
else
{
qglDeleteTextures(1, &scenepp_postproc_cube->num);
scenepp_postproc_cube->num = 0;
GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, scenepp_postproc_cube);
qglGenTextures(1, &scenepp_postproc_cube->num);
}
GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, scenepp_postproc_cube);
for (i = 0; i < 6; i++)
qglCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, 0, GL_RGB, 0, 0, cmapsize, cmapsize, 0);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
scenepp_postproc_cube_size = cmapsize;
fboreset = true;
}
vrect = r_refdef.vrect; //save off the old vrect
r_refdef.vrect.width = (cmapsize * vid.fbvwidth) / vid.fbpwidth;
r_refdef.vrect.height = (cmapsize * vid.fbvheight) / vid.fbpheight;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = prect.y;
ang[0][0] = -saveang[0];
ang[0][1] = -90;
ang[0][2] = -saveang[0];
ang[1][0] = -saveang[0];
ang[1][1] = 90;
ang[1][2] = saveang[0];
ang[5][0] = -saveang[0]*2;
//in theory, we could use a geometry shader to duplicate the polygons to each face.
//that would of course require that every bit of glsl had such a geometry shader.
//it would at least reduce cpu load quite a bit.
for (i = 0; i < 6; i++)
{
if (!(facemask & (1<<i)))
continue;
if (usefbo)
{
int r = GLBE_FBO_Update(&fbo_postproc_cube, FBO_RB_DEPTH|(fboreset?FBO_RESET:0), &scenepp_postproc_cube, 1, r_nulltex, cmapsize, cmapsize, i);
fboreset = false;
if (oldfbo < 0)
oldfbo = r;
}
r_refdef.fov_x = 90;
r_refdef.fov_y = 90;
r_refdef.viewangles[0] = saveang[0]+ang[i][0];
r_refdef.viewangles[1] = saveang[1]+ang[i][1];
r_refdef.viewangles[2] = saveang[2]+ang[i][2];
R_Clear (usefbo);
GL_SetShaderState2D(false);
// render normal view
R_RenderScene ();
if (!usefbo)
{
GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, scenepp_postproc_cube);
qglCopyTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, 0, 0, 0, 0, vid.fbpheight - (prect.y + cmapsize), cmapsize, cmapsize);
}
}
if (usefbo)
GLBE_FBO_Pop(oldfbo);
r_refdef.vrect = vrect;
r_refdef.pxrect = prect;
VectorCopy(saveorg, r_refdef.vieworg);
r_refdef.stereomethod = osm;
//GL_ViewportUpdate();
GL_Set2D(false);
// go 2d
/* qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity ();
qglOrtho (0, vid.width, vid.height, 0, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
*/
// draw it through the shader
if (r_projection.ival == PROJ_EQUIRECTANGULAR)
{
//note vr screenshots have requirements here
R2D_Image(vrect.x, vrect.y, vrect.width, vrect.height, 0, 1, 1, 0, shader);
}
else if (r_projection.ival == PROJ_PANORAMA)
{
float saspect = .5;
float taspect = vrect.height / vrect.width * ffov.value / 90;//(0.5 * vrect.width) / vrect.height;
R2D_Image(vrect.x, vrect.y, vrect.width, vrect.height, -saspect, taspect, saspect, -taspect, shader);
}
else if (vrect.width > vrect.height)
{
float aspect = (0.5 * vrect.height) / vrect.width;
R2D_Image(vrect.x, vrect.y, vrect.width, vrect.height, -0.5, aspect, 0.5, -aspect, shader);
}
else
{
float aspect = (0.5 * vrect.width) / vrect.height;
R2D_Image(vrect.x, vrect.y, vrect.width, vrect.height, -aspect, 0.5, aspect, -0.5, shader);
}
if (R2D_Flush)
R2D_Flush();
//revert the matricies
/* qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
*/
return true;
}
#endif
texid_t R_RenderPostProcess (texid_t sourcetex, texid_t sourcedepth, int type, shader_t *shader, char *restexname)
{
if (r_refdef.flags & type)
{
r_refdef.flags &= ~type;
if (r_refdef.flags & RDF_ALLPOSTPROC)
{ //there's other post-processing passes that still need to be applied.
//thus we need to write this output to a texture.
int w = (r_refdef.vrect.width * vid.pixelwidth) / vid.width;
int h = (r_refdef.vrect.height * vid.pixelheight) / vid.height;
if (R2D_Flush)
R2D_Flush();
GLBE_FBO_Sources(sourcetex, sourcedepth);
sourcetex = R2D_RT_Configure(restexname, w, h, TF_RGBA32, RT_IMAGEFLAGS);
GLBE_FBO_Update(&fbo_postproc, 0, &sourcetex, 1, r_nulltex, w, h, 0);
qglViewport(0,0,w,h);
R2D_ScalePic(0, 0, vid.fbvwidth, vid.fbvheight, shader);
if (R2D_Flush)
R2D_Flush();
GLBE_RenderToTextureUpdate2d(true);
}
else
{ //yay, dump it to the screen
//update stuff now that we're not rendering the 3d scene
if (R2D_Flush)
R2D_Flush();
GLBE_FBO_Sources(sourcetex, sourcedepth);
R2D_ScalePic(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height, shader);
if (R2D_Flush)
R2D_Flush();
}
}
return sourcetex;
}
/*
================
R_RenderView
r_refdef must be set before the first call
================
*/
void GLR_RenderView (void)
{
int dofbo = *r_refdef.rt_destcolour[0].texname || *r_refdef.rt_depth.texname;
double time1 = 0, time2;
texid_t sourcetex = r_nulltex;
texid_t sourcedepth = r_nulltex;
shader_t *custompostproc = NULL;
float renderscale; //extreme, but whatever
int oldfbo = 0;
qboolean forcedfb = false;
qboolean fbdepth = false;
checkglerror();
if (r_norefresh.value || !vid.fbpwidth || !vid.fbpwidth)
return;
//when loading/bugged, its possible that the world is still loading.
//in this case, don't act as a wallhack (unless the world is meant to be hidden anyway)
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
{
//FIXME: fbo stuff
if (!r_worldentity.model || !cl.worldmodel)
r_refdef.flags |= RDF_NOWORLDMODEL;
else if (r_worldentity.model->loadstate != MLS_LOADED || !cl.worldmodel)
{
GL_Set2D (false);
R2D_ImageColours(0, 0, 0, 1);
R2D_FillBlock(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height);
R2D_ImageColours(1, 1, 1, 1);
return;
}
// Sys_Error ("R_RenderView: NULL worldmodel");
}
//check if we're underwater (this also limits damage from stereo wallhacks).
Surf_SetupFrame();
r_refdef.flags &= ~(RDF_ALLPOSTPROC|RDF_RENDERSCALE);
if (dofbo || (r_refdef.flags & RDF_NOWORLDMODEL))
renderscale = 1;
else
{
renderscale = r_renderscale.value;
if (R_CanBloom())
r_refdef.flags |= RDF_BLOOM;
}
//check if we can do underwater warp
if (cls.protocol != CP_QUAKE2) //quake2 tells us directly
{
if (r_viewcontents & FTECONTENTS_FLUID)
r_refdef.flags |= RDF_UNDERWATER;
else
r_refdef.flags &= ~RDF_UNDERWATER;
}
if (r_refdef.flags & RDF_UNDERWATER)
{
extern cvar_t r_projection;
if (!r_waterwarp.value || r_projection.ival)
r_refdef.flags &= ~RDF_UNDERWATER; //no warp at all
else if (r_waterwarp.value > 0 && scenepp_waterwarp)
r_refdef.flags |= RDF_WATERWARP; //try fullscreen warp instead if we can
}
if (!r_refdef.globalfog.density)
{
extern cvar_t r_fog_linear;
int fogtype = ((r_refdef.flags & RDF_UNDERWATER) && cl.fog[FOGTYPE_WATER].density)?FOGTYPE_WATER:FOGTYPE_AIR;
CL_BlendFog(&r_refdef.globalfog, &cl.oldfog[fogtype], realtime, &cl.fog[fogtype]);
if (!r_fog_linear.ival)
r_refdef.globalfog.density /= 64; //FIXME
}
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
{
if (r_fxaa.ival)
r_refdef.flags |= RDF_ANTIALIAS;
if (*r_postprocshader.string)
custompostproc = R_RegisterCustom(NULL, r_postprocshader.string, SUF_NONE, NULL, NULL);
else if (!r_graphics.ival)
custompostproc = R_RegisterShader("postproc_ascii", 0,
"{\n"
"program postproc_ascii\n"
"affine\n"
"{\n"
"map $sourcecolour\n"
"nodepthtest\n"
"}\n"
"}\n"
);
if (custompostproc)
r_refdef.flags |= RDF_CUSTOMPOSTPROC;
if (r_hdr_framebuffer.ival && !(vid.flags & VID_FP16)) //primary use of this cvar is to fix q3shader overbrights (so bright lightmaps can oversaturate then drop below 1 by modulation with the lightmap
forcedfb = true;
if (custompostproc)
{
int i;
for (i = 0; i < custompostproc->numpasses; i++)
if (custompostproc->passes[i].texgen == T_GEN_SOURCEDEPTH)
{
fbdepth = true;
break;
}
}
if (vid_hardwaregamma.ival == 4 && (v_gamma.value != 1 || v_contrast.value != 1 || v_contrastboost.value != 1|| v_brightness.value != 0))
r_refdef.flags |= RDF_SCENEGAMMA;
}
//disable stuff if its simply not supported.
if (dofbo || !gl_config.arb_shader_objects || !gl_config.ext_framebuffer_objects || !sh_config.texture_non_power_of_two_pic)
{
forcedfb &= !dofbo && gl_config.ext_framebuffer_objects && sh_config.texture_non_power_of_two_pic;
r_refdef.flags &= ~(RDF_ALLPOSTPROC); //block all of this stuff
}
if (dofbo)
forcedfb = false;
else if (renderscale != 1)
forcedfb = gl_config.ext_framebuffer_objects && sh_config.texture_non_power_of_two_pic;
BE_Scissor(NULL);
if (dofbo)
{
unsigned int flags = 0;
texid_t col[R_MAX_RENDERTARGETS], depth = r_nulltex;
unsigned int cw=0, ch=0, dw=0, dh=0;
int mrt;
if (!gl_config.ext_framebuffer_objects && sh_config.texture_non_power_of_two_pic)
{
Con_DPrintf(CON_WARNING"Render targets are not supported on this gpu.\n");
return; //not supported on this gpu. you'll just get black textures or something.
}
//3d views generally ignore source colour+depth.
//FIXME: support depth with no colour
for (mrt = 0; mrt < R_MAX_RENDERTARGETS; mrt++)
{
if (*r_refdef.rt_destcolour[mrt].texname)
{
col[mrt] = R2D_RT_GetTexture(r_refdef.rt_destcolour[mrt].texname, &cw, &ch);
if (!TEXVALID(col[mrt]))
break;
}
else
{
col[mrt] = r_nulltex;
break;
}
}
if (*r_refdef.rt_depth.texname)
depth = R2D_RT_GetTexture(r_refdef.rt_depth.texname, &dw, &dh);
if (mrt)
{ //colour (with or without depth)
if (*r_refdef.rt_depth.texname && (dw != cw || dh != ch))
{
Con_Printf("RT: destcolour and depth render targets are of different sizes\n"); //should check rgb/depth modes too I guess.
depth = r_nulltex;
}
vid.fbvwidth = vid.fbpwidth = cw;
vid.fbvheight = vid.fbpheight = ch;
}
else
{ //depth, with no colour
vid.fbvwidth = vid.fbpwidth = dw;
vid.fbvheight = vid.fbpheight = dh;
}
if (TEXVALID(depth))
flags |= FBO_TEX_DEPTH;
else
flags |= FBO_RB_DEPTH;
oldfbo = GLBE_FBO_Update(&fbo_gameview, flags, col, mrt, depth, vid.fbpwidth, vid.fbpheight, 0);
}
else if ((r_refdef.flags & (RDF_ALLPOSTPROC)) || forcedfb)
{
unsigned int rtflags = IF_NOMIPMAP|IF_CLAMP|IF_RENDERTARGET|IF_NOSRGB;
enum uploadfmt fmt;
unsigned int fboflags = 0;
r_refdef.flags |= RDF_RENDERSCALE;
//the game needs to be drawn to a texture for post processing
if (1)//vid.framebuffer)
{
vid.fbpwidth = (r_refdef.vrect.width * r_refdef.pxrect.width) / vid.width;
vid.fbpheight = (r_refdef.vrect.height * r_refdef.pxrect.height) / vid.height;
}
else
{
vid.fbpwidth = (r_refdef.vrect.width * vid.pixelwidth) / vid.width;
vid.fbpheight = (r_refdef.vrect.height * vid.pixelheight) / vid.height;
}
if (renderscale < 0)
{
renderscale = -renderscale;
rtflags |= IF_NEAREST;
vid.fbpwidth *= renderscale;
vid.fbpheight *= renderscale;
}
else
{
rtflags |= IF_LINEAR;
vid.fbpwidth *= renderscale;
vid.fbpheight *= renderscale;
}
//well... err... meh.
vid.fbpwidth = bound(1, vid.fbpwidth, sh_config.texture2d_maxsize);
vid.fbpheight = bound(1, vid.fbpheight, sh_config.texture2d_maxsize);
vid.fbvwidth = vid.fbpwidth;
vid.fbvheight = vid.fbpheight;
fmt = PTI_RGBA8;
if (r_hdr_framebuffer.ival < 0)
{ //cvar change handler will set ival negative if it matches a known format name, doesn't mean its supported.
fmt = -r_hdr_framebuffer.ival;
if (fmt >= PTI_FIRSTCOMPRESSED || !sh_config.texfmt[fmt])
fmt = PTI_RGB565;
}
else if ((r_refdef.flags&RDF_SCENEGAMMA)||(vid.flags&(VID_SRGBAWARE|VID_FP16))||r_hdr_framebuffer.ival)
{ //gamma ramps really need higher colour precision, otherwise the entire thing looks terrible.
if (sh_config.texfmt[PTI_B10G11R11F])
fmt = PTI_B10G11R11F;
else if (sh_config.texfmt[PTI_RGBA16F])
fmt = PTI_RGBA16F;
else if (sh_config.texfmt[PTI_A2BGR10])
fmt = PTI_A2BGR10;
}
sourcetex = R2D_RT_Configure("rt/$lastgameview", vid.fbpwidth, vid.fbpheight, fmt, rtflags);
if (fbdepth)
{
if (sh_config.texfmt[PTI_DEPTH24_8] && !r_shadow_shadowmapping.ival)
fmt = PTI_DEPTH24_8;
else if (sh_config.texfmt[PTI_DEPTH32])
fmt = PTI_DEPTH32;
else
fmt = PTI_DEPTH16;
}
else
fmt = PTI_INVALID;
sourcedepth = (fmt != PTI_INVALID)?R2D_RT_Configure("rt/$lastgameviewdepth", vid.fbpwidth, vid.fbpheight, fmt, rtflags):r_nulltex;
if (sourcedepth)
fboflags = FBO_TEX_DEPTH;
else
fboflags = FBO_RB_DEPTH;
oldfbo = GLBE_FBO_Update(&fbo_gameview, fboflags, &sourcetex, 1, sourcedepth, vid.fbpwidth, vid.fbpheight, 0);
dofbo = true;
}
else if (vid.framebuffer)
{
vid.fbvwidth = vid.width;
vid.fbvheight = vid.height;
vid.fbpwidth = vid.framebuffer->width;
vid.fbpheight = vid.framebuffer->height;
}
else
{
vid.fbvwidth = vid.width;
vid.fbvheight = vid.height;
vid.fbpwidth = vid.pixelwidth;
vid.fbpheight = vid.pixelheight;
}
r_refdef.flipcull = 0;
if (qglPNTrianglesiATI)
{
if (gl_ati_truform_type.ival)
{ //linear
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
}
else
{ //quadric
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
}
qglPNTrianglesfATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, r_tessellation_level.value);
}
if (gl_finish.ival)
{
RSpeedMark();
qglFinish ();
RSpeedEnd(RSPEED_SUBMIT);
}
if (r_speeds.ival)
{
time1 = Sys_DoubleTime ();
}
if (!(r_refdef.flags & RDF_NOWORLDMODEL) && R_RenderScene_Cubemap())
{
}
else
{
GL_SetShaderState2D(false);
R_Clear (dofbo);
// GLR_SetupFog ();
// render normal view
R_RenderScene ();
}
// qglDisable(GL_FOG);
if (r_speeds.ival)
{
// glFinish ();
time2 = Sys_DoubleTime ();
RQuantAdd(RQUANT_MSECS, (int)((time2-time1)*1000000));
// Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
}
checkglerror();
//update stuff now that we're not rendering the 3d scene
if (dofbo)
GLBE_FBO_Pop(oldfbo);
GLBE_RenderToTextureUpdate2d(false);
GL_Set2D (2);
// SCENE POST PROCESSING
if (forcedfb && !(r_refdef.flags & RDF_ALLPOSTPROC))
{
GLBE_FBO_Sources(sourcetex, sourcedepth);
R2D_Image(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height, 0, 1, 1, 0, scenepp_rescaled);
}
else
{
if (r_refdef.flags & RDF_SCENEGAMMA)
{
R2D_ImageColours (v_gammainverted.ival?v_gamma.value:(1/v_gamma.value), v_contrast.value, v_brightness.value, v_contrastboost.value);
sourcetex = R_RenderPostProcess (sourcetex, sourcedepth, RDF_SCENEGAMMA, scenepp_gamma, "rt/$gammaed");
R2D_ImageColours (1, 1, 1, 1);
}
sourcetex = R_RenderPostProcess (sourcetex, sourcedepth, RDF_WATERWARP, scenepp_waterwarp, "rt/$waterwarped");
sourcetex = R_RenderPostProcess (sourcetex, sourcedepth, RDF_CUSTOMPOSTPROC, custompostproc, "rt/$postproced");
sourcetex = R_RenderPostProcess (sourcetex, sourcedepth, RDF_ANTIALIAS, scenepp_antialias, "rt/$antialiased");
if (r_refdef.flags & RDF_BLOOM)
R_BloomBlend(sourcetex, r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height);
}
if (R2D_Flush)
R2D_Flush();
GLBE_FBO_Sources(r_nulltex, r_nulltex);
if (gl_motionblur.value>0 && gl_motionblur.value < 1 && qglCopyTexImage2D)
R_RenderMotionBlur();
if (gl_screenangle.value)
GL_Set2D (false); //make sure any hud stuff is rotated properly.
checkglerror();
}
#endif