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fteqw/engine/gl/gl_rmain.c
Spoike fcba94f554 Merging D3D and GL renderers a little.
D3D should be functional now. Maybe not pretty, maybe not complete, maybe not correct, but at least playable, at least with classic particles.
Some download fixes.
Some q3vm 64bit fixes.
Removed some dead cvars.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3614 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-11-02 23:17:25 +00:00

1870 lines
44 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 "gl_draw.h"
void R_RenderBrushPoly (msurface_t *fa);
#define PROJECTION_DISTANCE 200
#define MAX_STENCIL_ENTS 128
extern int gl_canstencil;
FTEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB;
FTEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB;
entity_t r_worldentity;
vec3_t modelorg, r_entorigin;
int r_visframecount; // bumped when going to a new PVS
extern int r_framecount; // used for dlight push checking
float r_wateralphaval; //allowed or not...
//mplane_t frustum[4];
int c_brush_polys, c_alias_polys;
//
// view origin
//
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
//
// screen size info
//
refdef_t r_refdef;
mleaf_t *r_viewleaf, *r_oldviewleaf;
mleaf_t *r_viewleaf2, *r_oldviewleaf2;
int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
texture_t *r_notexture_mip;
cvar_t r_norefresh = SCVAR("r_norefresh","0");
extern cvar_t gl_part_flame;
extern cvar_t r_bloom;
cvar_t gl_clear = SCVAR("gl_clear","0");
cvar_t gl_affinemodels = SCVAR("gl_affinemodels","0");
cvar_t gl_playermip = SCVAR("gl_playermip","0");
cvar_t gl_reporttjunctions = SCVAR("gl_reporttjunctions","0");
cvar_t gl_finish = SCVAR("gl_finish","0");
cvar_t gl_dither = SCVAR("gl_dither", "1");
cvar_t r_polygonoffset_submodel_factor = SCVAR("r_polygonoffset_submodel_factor", "0.05");
cvar_t r_polygonoffset_submodel_offset = SCVAR("r_polygonoffset_submodel_offset", "25");
extern cvar_t gl_mindist;
extern cvar_t ffov;
extern cvar_t gl_motionblur;
extern cvar_t gl_motionblurscale;
extern cvar_t gl_ati_truform;
extern cvar_t gl_ati_truform_type;
extern cvar_t gl_ati_truform_tesselation;
extern cvar_t gl_blendsprites;
#ifdef R_XFLIP
cvar_t r_xflip = SCVAR("leftisright", "0");
#endif
extern cvar_t scr_fov;
shader_t *scenepp_waterwarp;
shader_t *scenepp_mt_shader;
// post processing stuff
texid_t sceneblur_texture;
texid_t scenepp_texture_warp;
texid_t scenepp_texture_edge;
int scenepp_mt_program;
int scenepp_mt_parm_texture0i;
int scenepp_mt_parm_colorf;
int scenepp_mt_parm_inverti;
texid_t scenepp_fisheye_texture;
int scenepp_fisheye_program;
int scenepp_fisheye_parm_fov;
int scenepp_panorama_program;
int scenepp_panorama_parm_fov;
// KrimZon - init post processing - called in GL_CheckExtensions, when they're called
// I put it here so that only this file need be changed when messing with the post
// processing shaders
void GL_InitSceneProcessingShaders_WaterWarp (void)
{
/*
inputs:
texcoords: edge points
coords: vertex coords (duh)
time
ampscale (cvar = r_waterwarp)
use ifs instead of an edge map?
*/
if (gl_config.arb_shader_objects)
{
scenepp_waterwarp = R_RegisterShader("waterwarp",
"{\n"
"glslprogram\n"
"{\n"
"#ifdef VERTEX_SHADER\n"
"\
varying vec2 v_stc;\
varying vec2 v_warp;\
varying vec2 v_edge;\
uniform float time;\
void main (void)\
{\
gl_Position = ftransform();\
v_stc = (1.0+(gl_Position.xy / gl_Position.w))/2.0;\
v_warp.s = time * 0.25 + gl_MultiTexCoord0.s;\
v_warp.t = time * 0.25 + gl_MultiTexCoord0.t;\
v_edge = gl_MultiTexCoord0.xy;\
}\
\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"\
varying vec2 v_stc;\
varying vec2 v_warp;\
varying vec2 v_edge;\
uniform sampler2D texScreen;\
uniform sampler2D texWarp;\
uniform sampler2D texEdge;\
uniform float ampscale;\
uniform vec3 rendertexturescale;\
void main (void)\
{\
float amptemp;\
vec3 edge;\
edge = texture2D( texEdge, v_edge ).rgb;\
amptemp = (0.010 / 0.625) * ampscale * edge.x;\
vec3 offset;\
offset = texture2D( texWarp, v_warp ).rgb;\
offset.x = (offset.x - 0.5) * 2.0;\
offset.y = (offset.y - 0.5) * 2.0;\
vec2 temp;\
temp.x = v_stc.x + offset.x * amptemp;\
temp.y = v_stc.y + offset.y * amptemp;\
gl_FragColor = texture2D( texScreen, temp*rendertexturescale.st );\
}\
\n"
"#endif\n"
"}\n"
"param cvarf r_waterwarp ampscale\n"
"param texture 0 texScreen\n"
"param texture 1 texWarp\n"
"param texture 2 texEdge\n"
"param time time\n"
"param rendertexturescale rendertexturescale\n"
"{\n"
"map $currentrender\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"}\n"
"}\n"
);
scenepp_waterwarp->defaulttextures.upperoverlay = scenepp_texture_warp;
scenepp_waterwarp->defaulttextures.loweroverlay = scenepp_texture_edge;
}
}
void GL_InitFisheyeFov(void)
{
char *vshader = "\
varying vec2 texcoord;\
void main(void)\
{\
texcoord = gl_MultiTexCoord0.xy;\
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
}";
char *fisheyefshader = "\
uniform samplerCube source;\
varying vec2 texcoord;\
uniform float fov;\
void main(void)\
{\
vec3 tc; \
vec2 d; \
vec2 ang; \
d = texcoord; \
ang.x = sqrt(d.x*d.x+d.y*d.y)*fov; \
ang.y = -atan(d.y, d.x); \
tc.x = sin(ang.x) * cos(ang.y); \
tc.y = sin(ang.x) * sin(ang.y); \
tc.z = cos(ang.x); \
gl_FragColor = textureCube(source, tc);\
}";
char *panoramafshader = "\
uniform samplerCube source;\
varying vec2 texcoord;\
uniform float fov;\
void main(void)\
{\
vec3 tc; \
float ang; \
ang = texcoord.x*fov; \
tc.x = sin(ang); \
tc.y = -texcoord.y; \
tc.z = cos(ang); \
gl_FragColor = textureCube(source, tc);\
}";
scenepp_fisheye_program = GLSlang_CreateProgram(NULL, vshader, fisheyefshader);
if (scenepp_fisheye_program)
{
GLSlang_UseProgram(scenepp_fisheye_program);
GLSlang_SetUniform1i(GLSlang_GetUniformLocation(scenepp_fisheye_program, "source"), 0);
scenepp_fisheye_parm_fov = GLSlang_GetUniformLocation(scenepp_fisheye_program, "fov");
GLSlang_UseProgram(0);
}
scenepp_panorama_program = GLSlang_CreateProgram(NULL, vshader, panoramafshader);
if (scenepp_panorama_program)
{
GLSlang_UseProgram(scenepp_panorama_program);
GLSlang_SetUniform1i(GLSlang_GetUniformLocation(scenepp_panorama_program, "source"), 0);
scenepp_panorama_parm_fov = GLSlang_GetUniformLocation(scenepp_panorama_program, "fov");
GLSlang_UseProgram(0);
}
}
void GL_InitSceneProcessingShaders_MenuTint(void)
{
extern cvar_t gl_menutint_shader;
if (gl_config.arb_shader_objects && gl_menutint_shader.ival)
{
scenepp_mt_shader = R_RegisterShader("menutint",
"{\n"
"glslprogram\n"
"{\n"
"#ifdef VERTEX_SHADER\n"
"\
varying vec2 texcoord;\
uniform vec3 rendertexturescale;\
void main(void)\
{\
texcoord.x = gl_MultiTexCoord0.x*rendertexturescale.x;\
texcoord.y = (1-gl_MultiTexCoord0.y)*rendertexturescale.y;\
gl_Position = ftransform();\
}\
\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"\
varying vec2 texcoord;\
uniform vec3 colorparam;\
uniform sampler2D source;\
uniform int invert;\
const vec3 lumfactors = vec3(0.299, 0.587, 0.114);\
const vec3 invertvec = vec3(1.0, 1.0, 1.0);\
void main(void)\
{\
vec3 texcolor = texture2D(source, texcoord).rgb;\
float luminance = dot(lumfactors, texcolor);\
texcolor = vec3(luminance, luminance, luminance);\
texcolor *= colorparam;\
texcolor = invert > 0 ? (invertvec - texcolor) : texcolor;\
gl_FragColor = vec4(texcolor, 1.0);\
}\n"
"#endif\n"
"}\n"
"param cvari r_menutint_inverse invert\n"
"param cvar3f r_menutint colorparam\n"
"param texture 0 source\n"
"{\n"
"map $currentrender\n"
"}\n"
"param rendertexturescale rendertexturescale\n"
"}");
}
if (!scenepp_mt_shader)
{
scenepp_mt_shader = R_RegisterShader("menutint",
"{\n"
"{\n"
"map $whitetexture\n"
"blendfunc gl_dst_color gl_zero\n"
"rgbgen const $r_menutint\n"
"}\n"
"}\n"
);
}
}
void GL_InitSceneProcessingShaders (void)
{
if (gl_config.arb_shader_objects)
{
GL_InitSceneProcessingShaders_WaterWarp();
GL_InitFisheyeFov();
GL_InitSceneProcessingShaders_MenuTint();
}
}
#define PP_WARP_TEX_SIZE 64
#define PP_AMP_TEX_SIZE 64
#define PP_AMP_TEX_BORDER 4
void GL_SetupSceneProcessingTextures (void)
{
int i, x, y;
unsigned char pp_warp_tex[PP_WARP_TEX_SIZE*PP_WARP_TEX_SIZE*3];
unsigned char pp_edge_tex[PP_AMP_TEX_SIZE*PP_AMP_TEX_SIZE*3];
scenepp_fisheye_texture = r_nulltex;
sceneblur_texture = GL_AllocNewTexture(0, 0);
if (!gl_config.arb_shader_objects)
return;
scenepp_texture_warp = GL_AllocNewTexture(0, 0);
scenepp_texture_edge = GL_AllocNewTexture(0, 0);
// init warp texture - this specifies offset in
for (y=0; y<PP_WARP_TEX_SIZE; y++)
{
for (x=0; x<PP_WARP_TEX_SIZE; x++)
{
float fx, fy;
i = (x + y*PP_WARP_TEX_SIZE) * 3;
fx = sin(((double)y / PP_WARP_TEX_SIZE) * M_PI * 2);
fy = cos(((double)x / PP_WARP_TEX_SIZE) * M_PI * 2);
pp_warp_tex[i ] = (fx+1.0f)*127.0f;
pp_warp_tex[i+1] = (fy+1.0f)*127.0f;
pp_warp_tex[i+2] = 0;
}
}
GL_Bind(scenepp_texture_warp);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D(GL_TEXTURE_2D, 0, 3, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, pp_warp_tex);
// TODO: init edge texture - this is ampscale * 2, with ampscale calculated
// init warp texture - this specifies offset in
for (y=0; y<PP_AMP_TEX_SIZE; y++)
{
for (x=0; x<PP_AMP_TEX_SIZE; x++)
{
float fx = 1, fy = 1;
i = (x + y*PP_AMP_TEX_SIZE) * 3;
if (x < PP_AMP_TEX_BORDER)
{
fx = (float)x / PP_AMP_TEX_BORDER;
}
if (x > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER)
{
fx = (PP_AMP_TEX_SIZE - (float)x) / PP_AMP_TEX_BORDER;
}
if (y < PP_AMP_TEX_BORDER)
{
fy = (float)y / PP_AMP_TEX_BORDER;
}
if (y > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER)
{
fy = (PP_AMP_TEX_SIZE - (float)y) / PP_AMP_TEX_BORDER;
}
if (fx < fy)
{
fy = fx;
}
pp_edge_tex[i ] = fy * 255;
pp_edge_tex[i+1] = 0;
pp_edge_tex[i+2] = 0;
}
}
GL_Bind(scenepp_texture_edge);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, pp_edge_tex);
}
void R_RotateForEntity (const entity_t *e, const model_t *mod)
{
float mv[16];
float m[16];
m[0] = e->axis[0][0];
m[1] = e->axis[0][1];
m[2] = e->axis[0][2];
m[3] = 0;
m[4] = e->axis[1][0];
m[5] = e->axis[1][1];
m[6] = e->axis[1][2];
m[7] = 0;
m[8] = e->axis[2][0];
m[9] = e->axis[2][1];
m[10] = e->axis[2][2];
m[11] = 0;
m[12] = e->origin[0];
m[13] = e->origin[1];
m[14] = e->origin[2];
m[15] = 1;
if (e->scale != 1 && e->scale != 0) //hexen 2 stuff
{
float z;
float escale;
escale = e->scale;
switch(e->drawflags&SCALE_TYPE_MASKIN)
{
default:
case SCALE_TYPE_UNIFORM:
VectorScale((m+0), escale, (m+0));
VectorScale((m+4), escale, (m+4));
VectorScale((m+8), escale, (m+8));
break;
case SCALE_TYPE_XYONLY:
VectorScale((m+0), escale, (m+0));
VectorScale((m+4), escale, (m+4));
break;
case SCALE_TYPE_ZONLY:
VectorScale((m+8), escale, (m+8));
break;
}
if (mod && (e->drawflags&SCALE_TYPE_MASKIN) != SCALE_TYPE_XYONLY)
{
switch(e->drawflags&SCALE_ORIGIN_MASKIN)
{
case SCALE_ORIGIN_CENTER:
z = ((mod->maxs[2] + mod->mins[2]) * (1-escale))/2;
VectorMA((m+12), z, e->axis[2], (m+12));
break;
case SCALE_ORIGIN_BOTTOM:
VectorMA((m+12), mod->mins[2]*(1-escale), e->axis[2], (m+12));
break;
case SCALE_ORIGIN_TOP:
VectorMA((m+12), -mod->maxs[2], e->axis[2], (m+12));
break;
}
}
}
else if (mod && !strcmp(mod->name, "progs/eyes.mdl"))
{
/*resize eyes, to make them easier to see*/
m[14] -= (22 + 8);
VectorScale((m+0), 2, (m+0));
VectorScale((m+4), 2, (m+4));
VectorScale((m+8), 2, (m+8));
}
if (mod && !ruleset_allow_larger_models.ival && mod->clampscale != 1)
{ //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));
}
if (e->flags & Q2RF_WEAPONMODEL && r_refdef.currentplayernum>=0)
{
/*FIXME: no bob*/
float simpleview[16];
Matrix4_ModelViewMatrix(simpleview, vec3_origin, vec3_origin);
Matrix4_Multiply(simpleview, m, mv);
qglLoadMatrixf(mv);
}
else
{
Matrix4_Multiply(r_refdef.m_view, m, mv);
qglLoadMatrixf(mv);
}
}
/*
=============================================================
SPRITE MODELS
=============================================================
*/
/*
=================
R_DrawSpriteModel
=================
*/
void R_DrawSpriteModel (entity_t *e)
{
vec3_t point;
mspriteframe_t *frame, genframe;
vec3_t forward, right, up;
msprite_t *psprite;
vec3_t sprorigin;
unsigned int fl;
unsigned int sprtype;
static vec2_t texcoords[4]={{0, 1},{0,0},{1,0},{1,1}};
static index_t indexes[6] = {0, 1, 2, 0, 2, 3};
vecV_t vertcoords[4];
avec4_t colours[4];
mesh_t mesh;
if (e->flags & Q2RF_WEAPONMODEL && r_refdef.currentplayernum >= 0)
{
sprorigin[0] = cl.viewent[r_refdef.currentplayernum].origin[0];
sprorigin[1] = cl.viewent[r_refdef.currentplayernum].origin[1];
sprorigin[2] = cl.viewent[r_refdef.currentplayernum].origin[2];
VectorMA(sprorigin, e->origin[0], cl.viewent[r_refdef.currentplayernum].axis[0], sprorigin);
VectorMA(sprorigin, e->origin[1], cl.viewent[r_refdef.currentplayernum].axis[1], sprorigin);
VectorMA(sprorigin, e->origin[2], cl.viewent[r_refdef.currentplayernum].axis[2], sprorigin);
VectorMA(sprorigin, 12, vpn, sprorigin);
e->flags |= RF_NODEPTHTEST;
}
else
VectorCopy(e->origin, sprorigin);
if (!e->model || e->forcedshader)
{
genframe.shader = e->forcedshader;
genframe.up = genframe.left = -1;
genframe.down = genframe.right = 1;
sprtype = SPR_VP_PARALLEL;
frame = &genframe;
}
else
{
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = e->model->cache.data;
sprtype = psprite->type;
}
if (!frame->shader)
return;
switch(sprtype)
{
case SPR_ORIENTED:
// bullet marks on walls
AngleVectors (e->angles, forward, right, up);
break;
case SPR_FACING_UPRIGHT:
up[0] = 0;up[1] = 0;up[2]=1;
right[0] = sprorigin[1] - r_origin[1];
right[1] = -(sprorigin[0] - r_origin[0]);
right[2] = 0;
VectorNormalize (right);
break;
case SPR_VP_PARALLEL_UPRIGHT:
up[0] = 0;up[1] = 0;up[2]=1;
VectorCopy (vright, right);
break;
default:
case SPR_VP_PARALLEL:
//normal sprite
VectorCopy(vup, up);
VectorCopy(vright, right);
break;
}
up[0]*=e->scale;
up[1]*=e->scale;
up[2]*=e->scale;
right[0]*=e->scale;
right[1]*=e->scale;
right[2]*=e->scale;
Vector4Copy(e->shaderRGBAf, colours[0]);
Vector4Copy(e->shaderRGBAf, colours[1]);
Vector4Copy(e->shaderRGBAf, colours[2]);
Vector4Copy(e->shaderRGBAf, colours[3]);
fl = 0;
if (e->flags & Q2RF_ADDITIVE)
fl |= BEF_FORCEADDITIVE;
if (e->shaderRGBAf[3]<1 || gl_blendsprites.value)
fl |= BEF_FORCETRANSPARENT;
if (e->flags & RF_NODEPTHTEST)
fl |= BEF_FORCENODEPTH;
BE_SelectMode(BEM_STANDARD, fl);
VectorMA (sprorigin, frame->down, up, point);
VectorMA (point, frame->left, right, vertcoords[0]);
VectorMA (sprorigin, frame->up, up, point);
VectorMA (point, frame->left, right, vertcoords[1]);
VectorMA (sprorigin, frame->up, up, point);
VectorMA (point, frame->right, right, vertcoords[2]);
VectorMA (sprorigin, frame->down, up, point);
VectorMA (point, frame->right, right, vertcoords[3]);
memset(&mesh, 0, sizeof(mesh));
mesh.vbofirstelement = 0;
mesh.vbofirstvert = 0;
mesh.xyz_array = vertcoords;
mesh.indexes = indexes;
mesh.numindexes = sizeof(indexes)/sizeof(indexes[0]);
mesh.colors4f_array = colours;
mesh.lmst_array = NULL;
mesh.normals_array = NULL;
mesh.numvertexes = 4;
mesh.st_array = texcoords;
mesh.istrifan = true;
BE_DrawMesh_Single(frame->shader, &mesh, NULL, &frame->shader->defaulttextures);
}
//==================================================================================
void GLR_DrawSprite(int count, void **e, void *parm)
{
while(count--)
{
#pragma message("this needs merging or q3 railgun will lag like hell")
currententity = e[count];
R_DrawSpriteModel (currententity);
}
}
#ifdef Q3CLIENT
//q3 lightning gun
void R_DrawLightning(entity_t *e)
{
vec3_t v;
vec3_t dir, cr;
float scale = e->scale;
float length;
vecV_t points[4];
vec2_t texcoords[4] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
static index_t indexarray[6] = {0, 1, 2, 0, 2, 3};
mesh_t mesh;
if (!e->forcedshader)
return;
if (!scale)
scale = 10;
VectorSubtract(e->origin, e->oldorigin, dir);
length = Length(dir);
//this seems to be about right.
texcoords[2][0] = length/128;
texcoords[3][0] = length/128;
VectorSubtract(r_refdef.vieworg, e->origin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->origin, -scale/2, cr, points[0]);
VectorMA(e->origin, scale/2, cr, points[1]);
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->oldorigin, scale/2, cr, points[2]);
VectorMA(e->oldorigin, -scale/2, cr, points[3]);
memset(&mesh, 0, sizeof(mesh));
mesh.vbofirstelement = 0;
mesh.vbofirstvert = 0;
mesh.xyz_array = points;
mesh.indexes = indexarray;
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
mesh.colors4f_array = NULL;
mesh.lmst_array = NULL;
mesh.normals_array = NULL;
mesh.numvertexes = 4;
mesh.st_array = texcoords;
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL);
}
//q3 railgun beam
void R_DrawRailCore(entity_t *e)
{
vec3_t v;
vec3_t dir, cr;
float scale = e->scale;
float length;
mesh_t mesh;
vecV_t points[4];
vec2_t texcoords[4] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
static index_t indexarray[6] = {0, 1, 2, 0, 2, 3};
vec4_t colors[4];
if (!e->forcedshader)
return;
if (!scale)
scale = 10;
VectorSubtract(e->origin, e->oldorigin, dir);
length = Length(dir);
//this seems to be about right.
texcoords[2][0] = length/128;
texcoords[3][0] = length/128;
VectorSubtract(r_refdef.vieworg, e->origin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->origin, -scale/2, cr, points[0]);
VectorMA(e->origin, scale/2, cr, points[1]);
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->oldorigin, scale/2, cr, points[2]);
VectorMA(e->oldorigin, -scale/2, cr, points[3]);
Vector4Copy(e->shaderRGBAf, colors[0]);
Vector4Copy(e->shaderRGBAf, colors[1]);
Vector4Copy(e->shaderRGBAf, colors[2]);
Vector4Copy(e->shaderRGBAf, colors[3]);
memset(&mesh, 0, sizeof(mesh));
mesh.vbofirstelement = 0;
mesh.vbofirstvert = 0;
mesh.xyz_array = points;
mesh.indexes = indexarray;
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
mesh.colors4f_array = (vec4_t*)colors;
mesh.lmst_array = NULL;
mesh.normals_array = NULL;
mesh.numvertexes = 4;
mesh.st_array = texcoords;
BE_DrawMesh_Single(e->forcedshader, &mesh, NULL, NULL);
}
#endif
/*quick test: map bunk1 ware1 */
void R_DrawBeam(entity_t *e)
{
float r, g, b;
vec3_t dir, v, cr;
vecV_t points[4];
float length, scale;
static byte_vec4_t colours[4];
static vec2_t texcoords[4] = {{0, 0}, {0, 1}, {1, 1}, {1, 0}};
static index_t indexarray[6] = {0, 1, 2, 0, 2, 3};
mesh_t mesh;
shader_t *beamshader;
beamshader = R_RegisterShader("q2beam",
"{\n"
"{\n"
"map $whiteimage\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
VectorSubtract(e->origin, e->oldorigin, dir);
length = Length(dir);
scale = e->scale;
if (!scale)
scale = 1;
scale *= e->framestate.g[FS_REG].frame[0];
if (!scale)
scale = 6;
scale/= 2;
VectorSubtract(r_refdef.vieworg, e->origin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->origin, scale, cr, points[0]);
VectorMA(e->origin, -scale, cr, points[1]);
VectorSubtract(r_refdef.vieworg, e->oldorigin, v);
CrossProduct(v, dir, cr);
VectorNormalize(cr);
VectorMA(e->oldorigin, -scale, cr, points[2]);
VectorMA(e->oldorigin, scale, cr, points[3]);
r = ( d_8to24rgbtable[e->skinnum & 0xFF] ) & 0xFF;
g = ( d_8to24rgbtable[e->skinnum & 0xFF] >> 8 ) & 0xFF;
b = ( d_8to24rgbtable[e->skinnum & 0xFF] >> 16 ) & 0xFF;
r *= e->shaderRGBAf[0];
g *= e->shaderRGBAf[1];
b *= e->shaderRGBAf[2];
colours[0][0] = r;
colours[0][1] = g;
colours[0][2] = b;
colours[0][3] = 255*0.666;
*(int*)colours[1] = *(int*)colours[0];
*(int*)colours[2] = *(int*)colours[0];
*(int*)colours[3] = *(int*)colours[0];
memset(&mesh, 0, sizeof(mesh));
mesh.vbofirstelement = 0;
mesh.vbofirstvert = 0;
mesh.xyz_array = points;
mesh.indexes = indexarray;
mesh.numindexes = sizeof(indexarray)/sizeof(indexarray[0]);
mesh.colors4b_array = colours;
mesh.lmst_array = NULL;
mesh.normals_array = NULL;
mesh.numvertexes = sizeof(points)/sizeof(points[0]);
mesh.st_array = texcoords;
BE_DrawMesh_Single(beamshader, &mesh, NULL, &beamshader->defaulttextures);
}
/*
=============
R_ShouldDraw
Ents are added to the list regardless.
This is where they're filtered (based on which view is currently being drawn).
=============
*/
qboolean R_ShouldDraw(entity_t *e)
{
if (!r_refdef.externalview && (e->externalmodelview & (1<<r_refdef.currentplayernum)))
return false;
if (!Cam_DrawPlayer(r_refdef.currentplayernum, e->keynum-1))
return false;
return true;
}
/*
=============
R_DrawEntitiesOnList
=============
*/
void GLR_DrawEntitiesOnList (void)
{
int i;
if (!r_drawentities.value)
return;
// draw sprites seperately, because of alpha blending
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (!R_ShouldDraw(currententity))
continue;
switch (currententity->rtype)
{
case RT_SPRITE:
RQ_AddDistReorder(GLR_DrawSprite, currententity, NULL, currententity->origin);
// R_DrawSpriteModel(currententity);
continue;
#ifdef Q3CLIENT
case RT_BEAM:
case RT_RAIL_RINGS:
case RT_LIGHTNING:
R_DrawLightning(currententity);
continue;
case RT_RAIL_CORE:
R_DrawRailCore(currententity);
continue;
#endif
case RT_MODEL: //regular model
break;
case RT_PORTALSURFACE:
continue; //this doesn't do anything anyway, does it?
default:
case RT_POLY: //these are a little painful, we need to do them some time... just not yet.
continue;
}
if (currententity->flags & Q2RF_BEAM)
{
R_DrawBeam(currententity);
continue;
}
if (!currententity->model)
continue;
if (cl.lerpents && (cls.allow_anyparticles || currententity->visframe)) //allowed or static
{
if (gl_part_flame.value)
{
if (currententity->model->engineflags & MDLF_ENGULPHS)
continue;
}
}
if (currententity->model->engineflags & MDLF_NOTREPLACEMENTS)
{
if (currententity->model->fromgame != fg_quake || currententity->model->type != mod_alias)
if (!ruleset_allow_sensative_texture_replacements.value)
continue;
}
switch (currententity->model->type)
{
case mod_alias:
break;
#ifdef HALFLIFEMODELS
case mod_halflife:
R_DrawHLModel (currententity);
break;
#endif
case mod_brush:
break;
case mod_sprite:
RQ_AddDistReorder(GLR_DrawSprite, currententity, NULL, currententity->origin);
break;
#ifdef TERRAIN
case mod_heightmap:
GL_DrawHeightmapModel(currententity);
break;
#endif
default:
break;
}
}
}
/*
=============
R_SetupGL
=============
*/
void R_SetupGL (void)
{
float screenaspect;
int x, x2, y2, y, w, h;
float fov_x, fov_y;
if (!r_refdef.recurse)
{
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
//
// set up viewpoint
//
x = r_refdef.vrect.x * vid.pixelwidth/(int)vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * vid.pixelwidth/(int)vid.width;
y = (vid.height-r_refdef.vrect.y) * vid.pixelheight/(int)vid.height;
y2 = ((int)vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * (int)vid.pixelheight/(int)vid.height;
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < vid.pixelwidth)
x2++;
if (y2 < 0)
y2--;
if (y < vid.pixelheight)
y++;
w = x2 - x;
h = y - y2;
r_refdef.pxrect.x = x;
r_refdef.pxrect.y = y;
r_refdef.pxrect.width = w;
r_refdef.pxrect.height = h;
qglViewport (x, y2, w, h);
fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
if (r_waterwarp.value<0 && r_viewleaf && r_viewleaf->contents <= Q1CONTENTS_WATER)
{
fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
}
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
if (r_refdef.useperspective)
{
int stencilshadows = 0;
#ifdef RTLIGHTS
stencilshadows |= r_shadow_realtime_dlight.ival && r_shadow_realtime_dlight_shadows.ival;
stencilshadows |= r_shadow_realtime_world.ival && r_shadow_realtime_world_shadows.ival;
#endif
if ((!stencilshadows || !gl_canstencil) && gl_maxdist.value>=100)//gl_nv_range_clamp)
{
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
// yfov = (2.0 * tan (scr_fov.value/360*M_PI)) / screenaspect;
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov.value*2)/M_PI;
// MYgluPerspective (yfov, screenaspect, 4, 4096);
Matrix4_Projection_Far(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value, gl_maxdist.value);
}
else
{
Matrix4_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value);
}
}
else
{
if (gl_maxdist.value>=1)
Matrix4_Orthographic(r_refdef.m_projection, -fov_x/2, fov_x/2, fov_y/2, -fov_y/2, -gl_maxdist.value, gl_maxdist.value);
else
Matrix4_Orthographic(r_refdef.m_projection, 0, r_refdef.vrect.width, 0, r_refdef.vrect.height, -9999, 9999);
}
Matrix4_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
}
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(r_refdef.m_projection);
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf(r_refdef.m_view);
if (gl_dither.ival)
{
qglEnable(GL_DITHER);
}
else
{
qglDisable(GL_DITHER);
}
}
/*
================
R_RenderScene
r_refdef must be set before the first call
================
*/
void R_RenderScene (void)
{
int tmpvisents = cl_numvisedicts; /*world rendering is allowed to add additional ents, but we don't want to keep them for recursive views*/
if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap))
r_refdef.flags |= Q2RDF_NOWORLDMODEL;
TRACE(("dbg: calling R_SetupGL\n"));
R_SetupGL ();
TRACE(("dbg: calling R_SetFrustrum\n"));
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
{
TRACE(("dbg: calling R_DrawWorld\n"));
Surf_DrawWorld (); // adds static entities to the list
}
else
BE_DrawNonWorld();
S_ExtraUpdate (); // don't let sound get messed up if going slow
RQ_BeginFrame();
TRACE(("dbg: calling GLR_DrawEntitiesOnList\n"));
GLR_DrawEntitiesOnList ();
// R_DrawDecals();
TRACE(("dbg: calling R_RenderDlights\n"));
GLR_RenderDlights ();
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
{
TRACE(("dbg: calling R_DrawParticles\n"));
P_DrawParticles ();
}
RQ_RenderBatchClear();
cl_numvisedicts = tmpvisents;
}
/*generates a new modelview matrix, as well as vpn vectors*/
static void R_MirrorMatrix(plane_t *plane)
{
float mirror[16];
float view[16];
float result[16];
vec3_t pnorm;
VectorNegate(plane->normal, pnorm);
mirror[0] = 1-2*pnorm[0]*pnorm[0];
mirror[1] = -2*pnorm[0]*pnorm[1];
mirror[2] = -2*pnorm[0]*pnorm[2];
mirror[3] = 0;
mirror[4] = -2*pnorm[1]*pnorm[0];
mirror[5] = 1-2*pnorm[1]*pnorm[1];
mirror[6] = -2*pnorm[1]*pnorm[2] ;
mirror[7] = 0;
mirror[8] = -2*pnorm[2]*pnorm[0];
mirror[9] = -2*pnorm[2]*pnorm[1];
mirror[10] = 1-2*pnorm[2]*pnorm[2];
mirror[11] = 0;
mirror[12] = -2*pnorm[0]*plane->dist;
mirror[13] = -2*pnorm[1]*plane->dist;
mirror[14] = -2*pnorm[2]*plane->dist;
mirror[15] = 1;
view[0] = vpn[0];
view[1] = vpn[1];
view[2] = vpn[2];
view[3] = 0;
view[4] = -vright[0];
view[5] = -vright[1];
view[6] = -vright[2];
view[7] = 0;
view[8] = vup[0];
view[9] = vup[1];
view[10] = vup[2];
view[11] = 0;
view[12] = r_refdef.vieworg[0];
view[13] = r_refdef.vieworg[1];
view[14] = r_refdef.vieworg[2];
view[15] = 1;
VectorMA(r_refdef.vieworg, 0.25, plane->normal, r_refdef.pvsorigin);
Matrix4_Multiply(mirror, view, result);
vpn[0] = result[0];
vpn[1] = result[1];
vpn[2] = result[2];
vright[0] = -result[4];
vright[1] = -result[5];
vright[2] = -result[6];
vup[0] = result[8];
vup[1] = result[9];
vup[2] = result[10];
r_refdef.vieworg[0] = result[12];
r_refdef.vieworg[1] = result[13];
r_refdef.vieworg[2] = result[14];
}
static entity_t *R_NearestPortal(plane_t *plane)
{
int i;
entity_t *best = NULL;
float dist, bestd = 0;
for (i = 0; i < cl_numvisedicts; i++)
{
if (cl_visedicts[i].rtype == RT_PORTALSURFACE)
{
dist = DotProduct(cl_visedicts[i].origin, plane->normal)-plane->dist;
dist = fabs(dist);
if (dist < 64 && (!best || dist < bestd))
best = &cl_visedicts[i];
}
}
return best;
}
static void TransformCoord(vec3_t in, vec3_t planea[3], vec3_t planeo, vec3_t viewa[3], vec3_t viewo, vec3_t result)
{
int i;
vec3_t local;
vec3_t transformed;
float d;
local[0] = in[0] - planeo[0];
local[1] = in[1] - planeo[1];
local[2] = in[2] - planeo[2];
VectorClear(transformed);
for ( i = 0 ; i < 3 ; i++ )
{
d = DotProduct(local, planea[i]);
VectorMA(transformed, d, viewa[i], transformed);
}
result[0] = transformed[0] + viewo[0];
result[1] = transformed[1] + viewo[1];
result[2] = transformed[2] + viewo[2];
}
static void TransformDir(vec3_t in, vec3_t planea[3], vec3_t viewa[3], vec3_t result)
{
int i;
float d;
vec3_t tmp;
VectorCopy(in, tmp);
VectorClear(result);
for ( i = 0 ; i < 3 ; i++ )
{
d = DotProduct(tmp, planea[i]);
VectorMA(result, d, viewa[i], result);
}
}
void R_DrawPortal(batch_t *batch, batch_t **blist)
{
entity_t *view;
GLdouble glplane[4];
plane_t plane;
refdef_t oldrefdef;
mesh_t *mesh = batch->mesh[batch->firstmesh];
int sort;
if (r_refdef.recurse)
return;
VectorCopy(mesh->normals_array[0], plane.normal);
plane.dist = DotProduct(mesh->xyz_array[0], plane.normal);
//if we're too far away from the surface, don't draw anything
if (batch->shader->flags & SHADER_AGEN_PORTAL)
{
/*there's a portal alpha blend on that surface, that fades out after this distance*/
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist > batch->shader->portaldist)
return;
}
//if we're behind it, then also don't draw anything.
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist < 0)
return;
view = R_NearestPortal(&plane);
//if (!view)
// return;
oldrefdef = r_refdef;
r_refdef.recurse = true;
r_refdef.externalview = true;
if (!view || VectorCompare(view->origin, view->oldorigin))
{
r_refdef.flipcull ^= true;
R_MirrorMatrix(&plane);
}
else
{
float d;
vec3_t paxis[3], porigin, vaxis[3], vorg;
void PerpendicularVector( vec3_t dst, const vec3_t src );
/*calculate where the surface is meant to be*/
VectorCopy(mesh->normals_array[0], paxis[0]);
PerpendicularVector(paxis[1], paxis[0]);
CrossProduct(paxis[0], paxis[1], paxis[2]);
d = DotProduct(view->origin, plane.normal) - plane.dist;
VectorMA(view->origin, -d, paxis[0], porigin);
/*grab the camera origin*/
VectorNegate(view->axis[0], vaxis[0]);
VectorNegate(view->axis[1], vaxis[1]);
VectorCopy(view->axis[2], vaxis[2]);
VectorCopy(view->oldorigin, vorg);
VectorCopy(vorg, r_refdef.pvsorigin);
/*rotate it a bit*/
RotatePointAroundVector(vaxis[1], vaxis[0], view->axis[1], sin(realtime)*4);
CrossProduct(vaxis[0], vaxis[1], vaxis[2]);
TransformCoord(oldrefdef.vieworg, paxis, porigin, vaxis, vorg, r_refdef.vieworg);
TransformDir(vpn, paxis, vaxis, vpn);
TransformDir(vright, paxis, vaxis, vright);
TransformDir(vup, paxis, vaxis, vup);
}
Matrix4_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
VectorAngles(vpn, vup, r_refdef.viewangles);
VectorCopy(r_refdef.vieworg, r_origin);
/*FIXME: the batch stuff should be done in renderscene*/
/*fixup the first mesh index*/
for (sort = 0; sort < SHADER_SORT_COUNT; sort++)
for (batch = blist[sort]; batch; batch = batch->next)
{
batch->firstmesh = batch->meshes;
}
GL_CullFace(0);
/*FIXME: can we get away with stenciling the screen?*/
/*Add to frustum culling instead of clip planes?*/
glplane[0] = -plane.normal[0];
glplane[1] = -plane.normal[1];
glplane[2] = -plane.normal[2];
glplane[3] = plane.dist;
qglClipPlane(GL_CLIP_PLANE0, glplane);
qglEnable(GL_CLIP_PLANE0);
R_RenderScene();
qglDisable(GL_CLIP_PLANE0);
for (sort = 0; sort < SHADER_SORT_COUNT; sort++)
for (batch = blist[sort]; batch; batch = batch->next)
{
batch->firstmesh = 0;
}
r_refdef = oldrefdef;
/*broken stuff*/
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
/*put GL back the way it was*/
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(r_refdef.m_projection);
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf(r_refdef.m_view);
GL_CullFace(0);
#pragma message("warning: there's a bug with rtlights in portals, culling is broken or something. May also be loading the wrong matrix")
}
/*
=============
R_Clear
=============
*/
int gldepthfunc = GL_LEQUAL;
void R_Clear (void)
{
/*tbh, this entire function should be in the backend*/
GL_ForceDepthWritable();
{
if (gl_clear.value && !r_secondaryview && !(r_refdef.flags & Q2RDF_NOWORLDMODEL))
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
qglClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 1;
gldepthfunc=GL_LEQUAL;
}
qglDepthRange (gldepthmin, gldepthmax);
}
#if 0
void GLR_SetupFog (void)
{
if (r_viewleaf)// && r_viewleaf->contents != CONTENTS_EMPTY)
{
// static fogcolour;
float fogcol[4]={0};
float fogperc;
float fogdist;
fogperc=0;
fogdist=512;
switch(r_viewleaf->contents)
{
case FTECONTENTS_WATER:
fogcol[0] = 64/255.0;
fogcol[1] = 128/255.0;
fogcol[2] = 192/255.0;
fogperc=0.2;
fogdist=512;
break;
case FTECONTENTS_SLIME:
fogcol[0] = 32/255.0;
fogcol[1] = 192/255.0;
fogcol[2] = 92/255.0;
fogperc=1;
fogdist=256;
break;
case FTECONTENTS_LAVA:
fogcol[0] = 192/255.0;
fogcol[1] = 32/255.0;
fogcol[2] = 64/255.0;
fogperc=1;
fogdist=128;
break;
default:
fogcol[0] = 192/255.0;
fogcol[1] = 192/255.0;
fogcol[2] = 192/255.0;
fogperc=1;
fogdist=1024;
break;
}
if (fogperc)
{
qglFogi(GL_FOG_MODE, GL_LINEAR);
qglFogfv(GL_FOG_COLOR, fogcol);
qglFogf(GL_FOG_DENSITY, fogperc);
qglFogf(GL_FOG_START, 1);
qglFogf(GL_FOG_END, fogdist);
qglEnable(GL_FOG);
}
}
}
#endif
static void R_RenderMotionBlur(void)
{
int vwidth = 1, vheight = 1;
float vs, vt, cs, ct;
#pragma message("backend fixme")
Con_Printf("motionblur is not updated for the backend\n");
if (gl_config.arb_texture_non_power_of_two)
{ //we can use any size, supposedly
vwidth = vid.pixelwidth;
vheight = vid.pixelheight;
}
else
{ //limit the texture size to square and use padding.
while (vwidth < vid.pixelwidth)
vwidth *= 2;
while (vheight < vid.pixelheight)
vheight *= 2;
}
qglViewport (0, 0, vid.pixelwidth, vid.pixelheight);
PPL_RevertToKnownState();
GL_Bind(sceneblur_texture);
// go 2d
qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity ();
qglOrtho (0, vid.pixelwidth, 0, vid.pixelheight, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
//blend the last frame onto the scene
//the maths is because our texture is over-sized (must be power of two)
cs = vs = (float)vid.pixelwidth / vwidth * 0.5;
ct = vt = (float)vid.pixelheight / vheight * 0.5;
vs *= gl_motionblurscale.value;
vt *= gl_motionblurscale.value;
qglDisable (GL_DEPTH_TEST);
GL_CullFace(0);
qglDisable (GL_ALPHA_TEST);
qglEnable(GL_BLEND);
qglColor4f(1, 1, 1, gl_motionblur.value);
qglBegin(GL_QUADS);
qglTexCoord2f(cs-vs, ct-vt);
qglVertex2f(0, 0);
qglTexCoord2f(cs+vs, ct-vt);
qglVertex2f(vid.pixelwidth, 0);
qglTexCoord2f(cs+vs, ct+vt);
qglVertex2f(vid.pixelwidth, vid.pixelheight);
qglTexCoord2f(cs-vs, ct+vt);
qglVertex2f(0, vid.pixelheight);
qglEnd();
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
//copy the image into the texture so that we can play with it next frame too!
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, vwidth, vheight, 0);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
PPL_RevertToKnownState();
}
#ifdef FISH
/*FIXME: we could use geometry shaders to draw to all 6 faces at once*/
qboolean R_RenderScene_Fish(void)
{
int cmapsize = 512;
int i;
static vec3_t ang[6] =
{ {0, -90, 0}, {0, 90, 0},
{90, 0, 0}, {-90, 0, 0},
{0, 0, 0}, {0, -180, 0} };
int order[6] = {4, 0, 1, 5, 3, 2};
int numsides = 4;
vec3_t saveang;
int rot45 = 0;
vrect_t vrect;
vrect_t prect;
SCR_VRectForPlayer(&vrect, r_refdef.currentplayernum);
prect.x = (vrect.x * vid.pixelwidth)/vid.width;
prect.width = (vrect.width * vid.pixelwidth)/vid.width;
prect.y = (vrect.y * vid.pixelheight)/vid.height;
prect.height = (vrect.height * vid.pixelheight)/vid.height;
if (!scenepp_panorama_program)
return false;
if (gl_config.arb_texture_non_power_of_two)
{
if (prect.width < prect.height)
cmapsize = prect.width;
else
cmapsize = prect.height;
}
else
{
while (cmapsize > prect.width || cmapsize > prect.height)
{
cmapsize /= 2;
}
}
VectorCopy(r_refdef.viewangles, saveang);
saveang[2] = 0;
if (ffov.value < 0)
{
//panoramic view needs at most the four sides
if (ffov.value >= -90)
numsides = 1;
// else if (ffov.value >= -180)
// {
// numsides = 2;
// rot45 = 1;
// }
else if (ffov.value >= -270)
numsides = 3;
else
numsides = 4;
order[0] = 4;
order[1] = 0;
order[2] = 1;
order[3] = 5;
}
else
{
//fisheye view sees a full sphere
//
if (ffov.value <= 77)
numsides = 1;
// else if (ffov.value <= 180)
// {
// numsides = 3;
// rot45 = 3;
// }
else if (ffov.value <= 270)
numsides = 5;
else
numsides = 6;
order[0] = 4;
order[1] = 0;
order[2] = 3;
order[3] = 1;
order[4] = 2;
order[5] = 5;
}
if (!TEXVALID(scenepp_fisheye_texture))
{
scenepp_fisheye_texture = GL_AllocNewTexture(cmapsize, cmapsize);
qglDisable(GL_TEXTURE_2D);
qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, scenepp_fisheye_texture);
for (i = 0; i < 6; i++)
qglCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, 0, GL_RGB, 0, 0, cmapsize, cmapsize, 0);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglEnable(GL_TEXTURE_2D);
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
}
r_refdef.vrect.width = cmapsize;
r_refdef.vrect.height = cmapsize;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = prect.y;
ang[0][0] = -saveang[0];
ang[0][1] = -90;
ang[0][2] = -saveang[0];
ang[1][0] = -saveang[0];
ang[1][1] = 90;
ang[1][2] = saveang[0];
ang[5][0] = -saveang[0]*2;
for (i = 0; i < numsides; i++)
{
r_refdef.fov_x = 90;
r_refdef.fov_y = 90;
r_refdef.viewangles[0] = saveang[0]+ang[order[i]][0];
r_refdef.viewangles[1] = saveang[1]+ang[order[i]][1];
r_refdef.viewangles[2] = saveang[2]+ang[order[i]][2];
R_Clear ();
// GLR_SetupFog ();
GL_SetShaderState2D(false);
// render normal view
R_RenderScene ();
qglDisable(GL_TEXTURE_2D);
qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, scenepp_fisheye_texture);
qglCopyTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + order[i], 0, 0, 0, 0, vid.pixelheight - (prect.y + cmapsize), cmapsize, cmapsize);
qglEnable(GL_TEXTURE_2D);
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
}
//qglClear (GL_COLOR_BUFFER_BIT);
qglViewport (prect.x, vid.pixelheight - (prect.y+prect.height), prect.width, prect.height);
qglDisable(GL_TEXTURE_2D);
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, scenepp_fisheye_texture);
qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
if (scenepp_panorama_program && ffov.value < 0)
{
GLSlang_UseProgram(scenepp_panorama_program);
GLSlang_SetUniform1f(scenepp_panorama_parm_fov, -ffov.value*3.1415926535897932384626433832795/180);
}
else
{
GLSlang_UseProgram(scenepp_fisheye_program);
GLSlang_SetUniform1f(scenepp_fisheye_parm_fov, ffov.value*3.1415926535897932384626433832795/180);
}
// go 2d
qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity ();
qglOrtho (0, vid.width, vid.height, 0, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
qglDisable (GL_DEPTH_TEST);
GL_CullFace(0);
qglDisable (GL_ALPHA_TEST);
qglDisable(GL_BLEND);
qglBegin(GL_QUADS);
qglTexCoord2f(-0.5, 0.5);
qglVertex2f(0, 0);
qglTexCoord2f(0.5, 0.5);
qglVertex2f(vid.width, 0);
qglTexCoord2f(0.5, -0.5);
qglVertex2f(vid.width, vid.height);
qglTexCoord2f(-0.5, -0.5);
qglVertex2f(0, vid.height);
qglEnd();
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
qglEnable(GL_TEXTURE_2D);
GLSlang_UseProgram(0);
qglEnable (GL_DEPTH_TEST);
PPL_RevertToKnownState();
return true;
}
#endif
/*
================
R_RenderView
r_refdef must be set before the first call
================
*/
void GLR_RenderView (void)
{
double time1 = 0, time2;
if (qglGetError())
Con_Printf("GL Error before drawing scene\n");
if (r_norefresh.value || !vid.pixelwidth || !vid.pixelheight)
{
GL_DoSwap();
return;
}
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
if (!r_worldentity.model || !cl.worldmodel)
{
GL_DoSwap();
return;
}
// Sys_Error ("R_RenderView: NULL worldmodel");
if (qglPNTrianglesiATI)
{
if (gl_ati_truform_type.ival)
{ //linear
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
}
else
{ //quadric
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
}
qglPNTrianglesfATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, gl_ati_truform_tesselation.value);
}
if (gl_finish.ival)
{
RSpeedMark();
qglFinish ();
RSpeedEnd(RSPEED_FINISH);
}
if (r_speeds.ival)
{
time1 = Sys_DoubleTime ();
c_brush_polys = 0;
c_alias_polys = 0;
}
#ifdef FISH
if (ffov.value && cls.allow_fish && !(r_refdef.flags & Q2RDF_NOWORLDMODEL) && R_RenderScene_Fish())
{
//fisheye does its own rendering.
}
else
#endif
{
GL_SetShaderState2D(false);
R_Clear ();
// GLR_SetupFog ();
// render normal view
R_RenderScene ();
}
// qglDisable(GL_FOG);
if (r_speeds.ival)
{
// glFinish ();
time2 = Sys_DoubleTime ();
RQuantAdd(RQUANT_MSECS, (int)((time2-time1)*1000000));
RQuantAdd(RQUANT_WPOLYS, c_brush_polys);
RQuantAdd(RQUANT_EPOLYS, c_alias_polys);
// Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
}
if (qglGetError())
Con_Printf("GL Error drawing scene\n");
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
return;
if (r_bloom.ival)
R_BloomBlend();
// SCENE POST PROCESSING
// we check if we need to use any shaders - currently it's just waterwarp
if ((r_waterwarp.value>0 && r_viewleaf && r_viewleaf->contents <= Q1CONTENTS_WATER))
{
GL_Set2D();
if (scenepp_waterwarp)
R2D_ScalePic(0, 0, vid.width, vid.height, scenepp_waterwarp);
}
if (gl_motionblur.value>0 && gl_motionblur.value < 1 && qglCopyTexImage2D)
R_RenderMotionBlur();
if (qglGetError())
Con_Printf("GL Error drawing post processing\n");
}
#endif