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fteqw/engine/gl/gl_rmain.c
Spoike c0680334c7 What could possibly go wrong?...
Multiple consoles can now be printed/cleared via extra con commands.
Fixed the tab-completion alignment, by adding support for \t characters.
Changing the download mechanisms. Don't try downloading an ftp:// file. It'll probably crash you for now.
Trying to fix load time issues on q3bsps with a lot of curves.
Fixed sprites.
Added warning prints/spam where the new backend is bypassed, thus marking things that still need to be fixed.
QTV proxy fixed to not sit on qw servers unless someone is actually watching. Will ping for status requests still.
QTV proxy now supports ipv6.
QTV proxy now attempts to use the fte browser plugin.
Reworked the browser plugin code, now uses threads instead of ugly hacks. This should make cooperation with other such plugins work. Fixes unresponsiveness of opera, and gives an API that can be used from any other bit of software you want, tbh (read: internet explorer/activex plugins).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3516 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-03-14 14:35:56 +00:00

2140 lines
51 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"
void R_RenderBrushPoly (msurface_t *fa);
#define PROJECTION_DISTANCE 200
#define MAX_STENCIL_ENTS 128
extern int gl_canstencil;
vrect_t gl_truescreenrect;
FTEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB;
FTEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB;
#define Q2RF_WEAPONMODEL 4 // only draw through eyes
#define Q2RF_DEPTHHACK 16
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;
qboolean envmap; // true during envmap command capture
int mirrortexturenum; // quake texturenum, not gltexturenum
qboolean mirror;
mplane_t *mirror_plane;
msurface_t *r_mirror_chain;
qboolean r_inmirror; //or out-of-body
//
// view origin
//
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
extern float r_projection_matrix[16];
extern float r_view_matrix[16];
//
// 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;
//void R_MarkLeaves (void);
cvar_t r_norefresh = SCVAR("r_norefresh","0");
//cvar_t r_drawentities = SCVAR("r_drawentities","1");
//cvar_t r_drawviewmodel = SCVAR("r_drawviewmodel","1");
//cvar_t r_speeds = SCVAR("r_speeds","0");
//cvar_t r_fullbright = SCVAR("r_fullbright","0");
cvar_t r_mirroralpha = SCVARF("r_mirroralpha","1", CVAR_CHEAT);
//cvar_t r_waterwarp = SCVAR("r_waterwarp", "0");
//cvar_t r_novis = SCVAR("r_novis","0");
//cvar_t r_netgraph = SCVAR("r_netgraph","0");
extern cvar_t gl_part_flame;
cvar_t gl_clear = SCVAR("gl_clear","0");
cvar_t gl_cull = SCVAR("gl_cull","1");
cvar_t gl_smoothmodels = SCVAR("gl_smoothmodels","1");
cvar_t gl_affinemodels = SCVAR("gl_affinemodels","0");
cvar_t gl_playermip = SCVAR("gl_playermip","0");
cvar_t gl_keeptjunctions = SCVAR("gl_keeptjunctions","1");
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 gl_maxdist = SCVAR("gl_maxdist", "8192");
#pragma message("r_polygonoffset_submodel_offset: not implemented at the mo")
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_contrast;
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 gl_ztrick;
extern cvar_t scr_fov;
// post processing stuff
texid_t sceneblur_texture;
texid_t scenepp_texture;
texid_t scenepp_texture_warp;
texid_t scenepp_texture_edge;
int scenepp_ww_program;
int scenepp_ww_parm_texture0i;
int scenepp_ww_parm_texture1i;
int scenepp_ww_parm_texture2i;
int scenepp_ww_parm_ampscalef;
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)
{
char *genericvert = "\
varying vec2 v_texCoord0;\
varying vec2 v_texCoord1;\
varying vec2 v_texCoord2;\
void main (void)\
{\
vec4 v = vec4( gl_Vertex.x, gl_Vertex.y, gl_Vertex.z, 1.0 );\
gl_Position = gl_ModelViewProjectionMatrix * v;\
v_texCoord0 = gl_MultiTexCoord0.xy;\
v_texCoord1 = gl_MultiTexCoord1.xy;\
v_texCoord2 = gl_MultiTexCoord2.xy;\
}\
";
char *wwfrag = "\
varying vec2 v_texCoord0;\
varying vec2 v_texCoord1;\
varying vec2 v_texCoord2;\
uniform sampler2D theTexture0;\
uniform sampler2D theTexture1;\
uniform sampler2D theTexture2;\
uniform float ampscale;\
void main (void)\
{\
float amptemp;\
vec3 edge;\
edge = texture2D( theTexture2, v_texCoord2 ).rgb;\
amptemp = ampscale * edge.x;\
vec3 offset;\
offset = texture2D( theTexture1, v_texCoord1 ).rgb;\
offset.x = (offset.x - 0.5) * 2.0;\
offset.y = (offset.y - 0.5) * 2.0;\
vec2 temp;\
temp.x = v_texCoord0.x + offset.x * amptemp;\
temp.y = v_texCoord0.y + offset.y * amptemp;\
gl_FragColor = texture2D( theTexture0, temp );\
}\
";
if (qglGetError())
Con_Printf("GL Error before initing shader object\n");
scenepp_ww_program = GLSlang_CreateProgram(NULL, genericvert, wwfrag);
if (!scenepp_ww_program)
return;
scenepp_ww_parm_texture0i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture0");
scenepp_ww_parm_texture1i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture1");
scenepp_ww_parm_texture2i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture2");
scenepp_ww_parm_ampscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "ampscale");
GLSlang_UseProgram(scenepp_ww_program);
GLSlang_SetUniform1i(scenepp_ww_parm_texture0i, 0);
GLSlang_SetUniform1i(scenepp_ww_parm_texture1i, 1);
GLSlang_SetUniform1i(scenepp_ww_parm_texture2i, 2);
GLSlang_UseProgram(0);
if (qglGetError())
Con_Printf(CON_ERROR "GL Error initing shader object\n");
}
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)
{
char *vshader = "\
varying vec2 texcoord;\
void main(void)\
{\
texcoord = gl_MultiTexCoord0.xy;\
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
}";
char *fshader = "\
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);\
}";
if (qglGetError())
Con_Printf("GL Error before initing shader object\n");
scenepp_mt_program = GLSlang_CreateProgram(NULL, vshader, fshader);
if (!scenepp_mt_program)
return;
scenepp_mt_parm_texture0i = GLSlang_GetUniformLocation(scenepp_mt_program, "source");
scenepp_mt_parm_colorf = GLSlang_GetUniformLocation(scenepp_mt_program, "colorparam");
scenepp_mt_parm_inverti = GLSlang_GetUniformLocation(scenepp_mt_program, "invert");
GLSlang_UseProgram(scenepp_mt_program);
GLSlang_SetUniform1i(scenepp_mt_parm_texture0i, 0);
GLSlang_UseProgram(0);
if (qglGetError())
Con_Printf(CON_ERROR "GL Error initing shader object\n");
}
void GL_InitSceneProcessingShaders (void)
{
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();
if (!gl_config.arb_shader_objects)
return;
scenepp_texture = GL_AllocNewTexture();
scenepp_texture_warp = GL_AllocNewTexture();
scenepp_texture_edge = GL_AllocNewTexture();
// 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 (entity_t *e)
{
float m[16];
if (e->flags & Q2RF_WEAPONMODEL && r_refdef.currentplayernum>=0)
{ //rotate to view first
m[0] = cl.viewent[r_refdef.currentplayernum].axis[0][0];
m[1] = cl.viewent[r_refdef.currentplayernum].axis[0][1];
m[2] = cl.viewent[r_refdef.currentplayernum].axis[0][2];
m[3] = 0;
m[4] = cl.viewent[r_refdef.currentplayernum].axis[1][0];
m[5] = cl.viewent[r_refdef.currentplayernum].axis[1][1];
m[6] = cl.viewent[r_refdef.currentplayernum].axis[1][2];
m[7] = 0;
m[8] = cl.viewent[r_refdef.currentplayernum].axis[2][0];
m[9] = cl.viewent[r_refdef.currentplayernum].axis[2][1];
m[10] = cl.viewent[r_refdef.currentplayernum].axis[2][2];
m[11] = 0;
m[12] = cl.viewent[r_refdef.currentplayernum].origin[0];
m[13] = cl.viewent[r_refdef.currentplayernum].origin[1];
m[14] = cl.viewent[r_refdef.currentplayernum].origin[2];
m[15] = 1;
qglMultMatrixf(m);
}
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;
qglMultMatrixf(m);
}
/*
=============================================================
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_DrawMeshChain(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++;
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}};
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_DrawMeshChain(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}};
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_DrawMeshChain(e->forcedshader, &mesh, NULL, NULL);
}
#endif
/*
=============
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 (!PPL_ShouldDraw())
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:
if (r_refdef.flags & Q2RDF_NOWORLDMODEL || !cl.worldmodel || cl.worldmodel->type != mod_brush || cl.worldmodel->fromgame == fg_doom)
R_DrawGAliasModel (currententity, BEM_STANDARD);
break;
#ifdef HALFLIFEMODELS
case mod_halflife:
R_DrawHLModel (currententity);
break;
#endif
case mod_brush:
if (!cl.worldmodel || cl.worldmodel->type != mod_brush || cl.worldmodel->fromgame == fg_doom)
PPL_BaseBModelTextures (currententity);
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_PolyBlend
============
*/
void GLV_CalcBlendServer (float colors[4]);
//bright flashes and stuff
void R_PolyBlend (void)
{
float shift[4];
extern qboolean gammaworks;
if ((!v_blend[3] || !gl_nohwblend.value) && !cl.cshifts[CSHIFT_SERVER].percent)
return;
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
return;
#pragma message("backend fixme")
Con_Printf("polyblends are not updated for the backend\n");
GLV_CalcBlendServer(shift); //figure out the shift we need (normally just the server specified one)
Con_Printf("R_PolyBlend(): %4.2f %4.2f %4.2f %4.2f\n",shift[0], shift[1], shift[2], shift[3]);
PPL_RevertToKnownState();
qglDisable (GL_ALPHA_TEST);
qglEnable (GL_BLEND);
qglDisable (GL_DEPTH_TEST);
qglDisable (GL_TEXTURE_2D);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglColor4fv (shift);
qglBegin (GL_QUADS);
qglVertex3f (r_refdef.vrect.x, r_refdef.vrect.y, -1);
qglVertex3f (r_refdef.vrect.x, r_refdef.vrect.y+r_refdef.vrect.height, -1);
qglVertex3f (r_refdef.vrect.x+r_refdef.vrect.width, r_refdef.vrect.y+r_refdef.vrect.height, -1);
qglVertex3f (r_refdef.vrect.x+r_refdef.vrect.width, r_refdef.vrect.y, -1);
qglEnd ();
qglDisable (GL_BLEND);
qglEnable (GL_TEXTURE_2D);
qglEnable (GL_ALPHA_TEST);
PPL_RevertToKnownState();
}
//for lack of hardware gamma
void GLR_BrightenScreen (void)
{
float f;
RSpeedMark();
if (gl_contrast.value <= 1.0)
return;
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
return;
PPL_RevertToKnownState();
f = gl_contrast.value;
f = min (f, 3);
qglDisable (GL_TEXTURE_2D);
qglEnable (GL_BLEND);
qglBlendFunc (GL_DST_COLOR, GL_ONE);
qglBegin (GL_QUADS);
while (f > 1) {
if (f >= 2)
qglColor3f (1,1,1);
else
qglColor3f (f - 1, f - 1, f - 1);
qglVertex2f (0, 0);
qglVertex2f (vid.width, 0);
qglVertex2f (vid.width, vid.height);
qglVertex2f (0, vid.height);
f *= 0.5;
}
qglEnd ();
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglEnable (GL_TEXTURE_2D);
qglDisable (GL_BLEND);
qglColor3f(1, 1, 1);
PPL_RevertToKnownState();
RSpeedEnd(RSPEED_PALETTEFLASHES);
}
/*
===============
R_SetupFrame
===============
*/
static void GLR_SetupFrame (void)
{
// don't allow cheats in multiplayer
r_wateralphaval = r_wateralpha.value;
if (!cls.allow_watervis)
r_wateralphaval = 1;
if (!mirror)
{
R_AnimateLight ();
// build the transformation matrix for the given view angles
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
r_framecount++;
}
VectorCopy (r_refdef.vieworg, r_origin);
// current viewleaf
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
{
}
#ifdef Q2BSPS
else if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3))
{
static mleaf_t fakeleaf;
mleaf_t *leaf;
r_viewleaf = &fakeleaf; //so we can use quake1 rendering routines for q2 bsps.
r_viewleaf->contents = Q1CONTENTS_EMPTY;
r_viewleaf2 = NULL;
r_oldviewcluster = r_viewcluster;
r_oldviewcluster2 = r_viewcluster2;
leaf = RMod_PointInLeaf (cl.worldmodel, r_origin);
r_viewcluster = r_viewcluster2 = leaf->cluster;
// check above and below so crossing solid water doesn't draw wrong
if (!leaf->contents)
{ // look down a bit
vec3_t temp;
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
else
{ // look up a bit
vec3_t temp;
VectorCopy (r_origin, temp);
temp[2] += 16;
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
}
#endif
else
{
mleaf_t *leaf;
vec3_t temp;
r_oldviewleaf = r_viewleaf;
r_oldviewleaf2 = r_viewleaf2;
r_viewleaf = RMod_PointInLeaf (cl.worldmodel, r_origin);
if (!r_viewleaf)
{
}
else if (r_viewleaf->contents == Q1CONTENTS_EMPTY)
{ //look down a bit
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA)
r_viewleaf2 = leaf;
else
r_viewleaf2 = NULL;
}
else if (r_viewleaf->contents <= Q1CONTENTS_WATER && r_viewleaf->contents >= Q1CONTENTS_LAVA)
{ //in water, look up a bit.
VectorCopy (r_origin, temp);
temp[2] += 16;
leaf = RMod_PointInLeaf (cl.worldmodel, temp);
if (leaf->contents == Q1CONTENTS_EMPTY)
r_viewleaf2 = leaf;
else
r_viewleaf2 = NULL;
}
else
r_viewleaf2 = NULL;
if (r_viewleaf)
V_SetContentsColor (r_viewleaf->contents);
}
GLV_CalcBlend ();
c_brush_polys = 0;
c_alias_polys = 0;
}
/*
=============
R_SetupGL
=============
*/
void R_SetupGL (void)
{
float screenaspect;
int x, x2, y2, y, w, h;
float fov_x, fov_y;
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)) * 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;
if (envmap)
{
x = y2 = 0;
w = h = 256;
}
gl_truescreenrect.x = x;
gl_truescreenrect.y = y;
gl_truescreenrect.width = w;
gl_truescreenrect.height = h;
qglViewport (x, y2, w, h);
qglMatrixMode(GL_PROJECTION);
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.value && r_shadow_realtime_dlight_shadows.value;
stencilshadows |= r_shadow_realtime_world.value && r_shadow_realtime_world_shadows.value;
#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_projection_matrix, fov_x, fov_y, gl_mindist.value, gl_maxdist.value);
}
else
{
Matrix4_Projection_Inf(r_projection_matrix, fov_x, fov_y, gl_mindist.value);
}
}
else
{
if (gl_maxdist.value>=1)
GL_ParallelPerspective(-fov_x/2, fov_x/2, fov_y/2, -fov_y/2, -gl_maxdist.value, gl_maxdist.value);
else
GL_ParallelPerspective(0, r_refdef.vrect.width, 0, r_refdef.vrect.height, -9999, 9999);
}
qglLoadMatrixf(r_projection_matrix);
qglMatrixMode(GL_MODELVIEW);
Matrix4_ModelViewMatrixFromAxis(r_view_matrix, vpn, vright, vup, r_refdef.vieworg);
qglLoadMatrixf(r_view_matrix);
if (gl_dither.value)
{
qglEnable(GL_DITHER);
}
else
{
qglDisable(GL_DITHER);
}
}
/*
================
R_RenderScene
r_refdef must be set before the first call
================
*/
void R_RenderScene (void)
{
qboolean GLR_DoomWorld(void);
if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap))
r_refdef.flags |= Q2RDF_NOWORLDMODEL;
#ifdef RTLIGHTS
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
Sh_GenShadowMaps();
#endif
TRACE(("dbg: calling R_SetupGL\n"));
R_SetupGL ();
TRACE(("dbg: calling R_SetFrustrum\n"));
R_SetFrustum (r_projection_matrix, r_view_matrix);
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
{
#ifdef DOOMWADS
if (!GLR_DoomWorld ())
#endif
{
TRACE(("dbg: calling R_DrawWorld\n"));
Surf_DrawWorld (); // adds static entities to the list
}
}
S_ExtraUpdate (); // don't let sound get messed up if going slow
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();
}
/*
=============
R_Clear
=============
*/
int gldepthfunc = GL_LEQUAL;
void R_Clear (void)
{
/*tbh, this entire function should be in the backend*/
GL_ForceDepthWritable();
if (r_mirroralpha.value != 1.0)
{
if (gl_clear.value && !r_secondaryview)
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
qglClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 0.5;
gldepthfunc=GL_LEQUAL;
}
#ifdef SIDEVIEWS
else if (gl_ztrick.value && !gl_ztrickdisabled)
#else
else if (gl_ztrick.value)
#endif
{
static int trickframe;
if (gl_clear.value && !(r_refdef.flags & Q2RDF_NOWORLDMODEL))
qglClear (GL_COLOR_BUFFER_BIT);
trickframe++;
if (trickframe & 1)
{
gldepthmin = 0;
gldepthmax = 0.49999;
gldepthfunc=GL_LEQUAL;
}
else
{
gldepthmin = 1;
gldepthmax = 0.5;
gldepthfunc=GL_GEQUAL;
}
}
else
{
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);
}
void R_Mirror (void)
{
msurface_t *s, *prevs, *prevr, *rejects;
// entity_t *ent;
mplane_t *mirror_plane;
vec3_t oldangles, oldorg, oldvpn, oldvright, oldvup; //cache - for rear view mirror and stuff.
float base_view_matrix[16];
if (!mirror)
{
r_inmirror = false;
return;
}
#pragma message("backend fixme")
Con_Printf("mirrors are not updated for the backend\n");
r_inmirror = true;
memcpy(oldangles, r_refdef.viewangles, sizeof(vec3_t));
memcpy(oldorg, r_refdef.vieworg, sizeof(vec3_t));
memcpy(oldvpn, vpn, sizeof(vec3_t));
memcpy(oldvright, vright, sizeof(vec3_t));
memcpy(oldvup, vup, sizeof(vec3_t));
memcpy (base_view_matrix, r_view_matrix, sizeof(base_view_matrix));
s = r_mirror_chain;
while(s) //okay, so this is a hack
{
s->nextalphasurface = s->texturechain;
s = s->nextalphasurface;
}
cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
while(r_mirror_chain)
{
s = r_mirror_chain;
r_mirror_chain = r_mirror_chain->nextalphasurface;
#if 0
s->nextalphasurface = NULL;
#else
//this loop figures out all surfaces with the same plane.
//yes, this can mean that the list is reversed a few times, but we do have depth testing to solve that anyway.
for(prevs = s,prevr=NULL,rejects=NULL;r_mirror_chain;r_mirror_chain=r_mirror_chain->nextalphasurface)
{
if (s->plane->dist != r_mirror_chain->plane->dist || s->plane->signbits != r_mirror_chain->plane->signbits
|| s->plane->normal[0] != r_mirror_chain->plane->normal[0] || s->plane->normal[1] != r_mirror_chain->plane->normal[1] || s->plane->normal[2] != r_mirror_chain->plane->normal[2])
{ //reject
if (prevr)
prevr->nextalphasurface = r_mirror_chain;
else
rejects = r_mirror_chain;
prevr = r_mirror_chain;
}
else
{ //matches
prevs->nextalphasurface = r_mirror_chain;
prevs = r_mirror_chain;
}
}
prevs->nextalphasurface = NULL;
if (prevr)
prevr->nextalphasurface = NULL;
r_mirror_chain = rejects;
#endif
mirror_plane = s->plane;
//enable stencil writing
qglClearStencil(0);
qglClear(GL_STENCIL_BUFFER_BIT);
qglDisable(GL_ALPHA_TEST);
qglDisable(GL_STENCIL_TEST);
qglEnable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); //replace where it passes
qglStencilFunc( GL_ALWAYS, 1, ~0 ); //always pass (where z passes set to 1)
qglDisable(GL_TEXTURE_2D);
qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
qglDepthMask( GL_FALSE );
qglEnableClientState( GL_VERTEX_ARRAY );
for (prevs = s; s; s=s->nextalphasurface) //write the polys to the stencil buffer.
{
qglVertexPointer(3, GL_FLOAT, sizeof(vecV_t), s->mesh->xyz_array);
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
}
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc( GL_EQUAL, 1, ~0 ); //pass if equal to 1
//now clear the depth buffer where the stencil passed
//we achieve this by changing the projection matrix underneath.
//the stencil only shows where the final surface will appear, and only where not obscured
//we rewrite the depth with the blending pass after.
qglEnable(GL_DEPTH_TEST); //use only the stencil test
qglDepthRange(1, 1);
qglDepthFunc (GL_ALWAYS);
qglDepthMask( GL_TRUE );
qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity();
qglOrtho (0, 1, 1, 0, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglLoadIdentity ();
qglBegin(GL_QUADS);
qglVertex3f(0, 0, -99999);
qglVertex3f(1, 0, -99999);
qglVertex3f(1, 1, -99999);
qglVertex3f(0, 1, -99999);
qglEnd();
qglEnable(GL_DEPTH_TEST); //use only the stencil test
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
/*
Thus the final mirror matrix for any given plane p*<nx,ny,nz>+k=0 is:
| 1-2*nx*nx -2*nx*ny -2*nx*nz -2*nx*k |
| -2*ny*nx 1-2*ny*ny -2*ny*nz -2*ny*k |
| -2*nz*nx -2*nz*ny 1-2*nz*nz -2*nz*k |
| 0 0 0 1 |
*/
{
float mirror[16];
float view[16];
float result[16];
float nx = mirror_plane->normal[0];
float ny = mirror_plane->normal[1];
float nz = mirror_plane->normal[2];
float k = -mirror_plane->dist;
mirror[0] = 1-2*nx*nx;
mirror[1] = -2*nx*ny;
mirror[2] = -2*nx*nz;
mirror[3] = 0;
mirror[4] = -2*ny*nx;
mirror[5] = 1-2*ny*ny;
mirror[6] = -2*ny*nz;
mirror[7] = 0;
mirror[8] = -2*nz*nx;
mirror[9] = -2*nz*ny;
mirror[10] = 1-2*nz*nz;
mirror[11] = 0;
mirror[12] = -2*nx*k;
mirror[13] = -2*ny*k;
mirror[14] = -2*nz*k;
mirror[15] = 1;
view[0] = oldvpn[0];
view[1] = oldvpn[1];
view[2] = oldvpn[2];
view[3] = 0;
view[4] = -oldvright[0];
view[5] = -oldvright[1];
view[6] = -oldvright[2];
view[7] = 0;
view[8] = oldvup[0];
view[9] = oldvup[1];
view[10] = oldvup[2];
view[11] = 0;
view[12] = oldorg[0];
view[13] = oldorg[1];
view[14] = oldorg[2];
view[15] = 1;
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];
}
r_refdef.viewangles[0] = 0;
r_refdef.viewangles[1] = 0;
r_refdef.viewangles[2] = 0;
gldepthmin = 0.5;
gldepthmax = 1;
qglDepthRange (gldepthmin, gldepthmax);
qglDepthFunc (gldepthfunc);
R_RenderScene ();
// GLR_DrawWaterSurfaces ();
gldepthmin = 0;
gldepthmax = 0.5;
qglDepthRange (gldepthmin, gldepthmax);
qglDepthFunc (gldepthfunc);
memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t));
memcpy(r_refdef.vieworg, oldorg, sizeof(vec3_t));
qglCullFace(GL_FRONT);
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf (base_view_matrix);
qglDisable(GL_STENCIL_TEST);
// blend on top
qglDisable(GL_ALPHA_TEST);
qglEnable (GL_BLEND);
qglEnable(GL_TEXTURE_2D);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglColor4f (1,1,1,r_mirroralpha.value);
qglDisable(GL_STENCIL_TEST);
qglPolygonOffset(1, 0);
qglEnable(GL_POLYGON_OFFSET_FILL);
for (s=prevs ; s ; s=s->nextalphasurface)
{
qglEnable (GL_BLEND);
//R_RenderBrushPoly (s);
}
qglDisable(GL_POLYGON_OFFSET_FILL);
qglPolygonOffset(0, 0);
qglEnable(GL_TEXTURE_2D);
qglDisable (GL_BLEND);
qglColor4f (1,1,1,1);
}
qglDisable(GL_STENCIL_TEST);
memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t));
memcpy(r_refdef.vieworg, oldorg, sizeof(vec3_t));
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
r_inmirror = false;
}
//#endif
#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();
}
static void R_RenderWaterWarp(void)
{
float vwidth = 1, vheight = 1;
float vs, vt;
PPL_RevertToKnownState();
#pragma message("backend fixme")
Con_Printf("waterwarp is not updated for the backend\n");
// get the powers of 2 for the size of the texture that will hold the scene
if (gl_config.arb_texture_non_power_of_two)
{
vwidth = vid.pixelwidth;
vheight = vid.pixelheight;
}
else
{
while (vwidth < vid.pixelwidth)
{
vwidth *= 2;
}
while (vheight < vid.pixelheight)
{
vheight *= 2;
}
}
// get the maxtexcoords while we're at it
vs = vid.pixelwidth / vwidth;
vt = vid.pixelheight / vheight;
// 2d mode, but upside down to quake's normal 2d drawing
// this makes grabbing the sreen a lot easier
qglViewport (0, 0, vid.pixelwidth, vid.pixelheight);
qglMatrixMode(GL_PROJECTION);
// Push the matrices to go into 2d mode, that matches opengl's mode
qglPushMatrix();
qglLoadIdentity ();
// TODO: use actual window width and height
qglOrtho (0, vid.pixelwidth, 0, vid.pixelheight, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
qglDisable (GL_DEPTH_TEST);
GL_CullFace(0);
qglDisable (GL_BLEND);
qglEnable (GL_ALPHA_TEST);
// copy the scene to texture
GL_Bind(scenepp_texture);
qglEnable(GL_TEXTURE_2D);
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);
if (qglGetError())
Con_Printf(CON_ERROR "GL Error after qglCopyTexImage2D\n");
// Here we apply the shaders - currently just waterwarp
GLSlang_UseProgram(scenepp_ww_program);
//keep the amp proportional to the size of the scene in texture coords
// WARNING - waterwarp can change the amplitude, but if it's too big it'll exceed
// the size determined by the edge texture, after which black bits will be shown.
// Suggest clamping to a suitable range.
if (r_waterwarp.value<0)
{
GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, (0.005 / 0.625) * vs*(-r_waterwarp.value));
}
else
{
GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, (0.005 / 0.625) * vs*r_waterwarp.value);
}
if (qglGetError())
Con_Printf("GL Error after GLSlang_UseProgram\n");
{
float xmin, xmax, ymin, ymax;
xmin = cl.time * 0.25;
ymin = cl.time * 0.25;
xmax = xmin + 1;
ymax = ymin + 1/vt*vs;
GL_SelectTexture(1);
qglEnable(GL_TEXTURE_2D);
GL_Bind (scenepp_texture_warp);
GL_SelectTexture(2);
qglEnable(GL_TEXTURE_2D);
GL_Bind(scenepp_texture_edge);
qglBegin(GL_QUADS);
qglMTexCoord2fSGIS (mtexid0, 0, 0);
qglMTexCoord2fSGIS (mtexid1, xmin, ymin);
qglMTexCoord2fSGIS (mtexid1+1, 0, 0);
qglVertex2f(0, 0);
qglMTexCoord2fSGIS (mtexid0, vs, 0);
qglMTexCoord2fSGIS (mtexid1, xmax, ymin);
qglMTexCoord2fSGIS (mtexid1+1, 1, 0);
qglVertex2f(vid.pixelwidth, 0);
qglMTexCoord2fSGIS (mtexid0, vs, vt);
qglMTexCoord2fSGIS (mtexid1, xmax, ymax);
qglMTexCoord2fSGIS (mtexid1+1, 1, 1);
qglVertex2f(vid.pixelwidth, vid.pixelheight);
qglMTexCoord2fSGIS (mtexid0, 0, vt);
qglMTexCoord2fSGIS (mtexid1, xmin, ymax);
qglMTexCoord2fSGIS (mtexid1+1, 0, 1);
qglVertex2f(0, vid.pixelheight);
qglEnd();
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(1);
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(0);
}
// Disable shaders
GLSlang_UseProgram(0);
// After all the post processing, pop the matrices
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
PPL_RevertToKnownState();
if (qglGetError())
Con_Printf("GL Error after drawing with shaderobjects\n");
}
#ifdef FISH
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;
#pragma message("backend fixme")
Con_Printf("fisheye/panorama is not updated for the backend\n");
if (!scenepp_panorama_program)
return false;
if (gl_config.arb_texture_non_power_of_two)
{
if (vid.pixelwidth < vid.pixelheight)
cmapsize = vid.pixelwidth;
else
cmapsize = vid.pixelheight;
}
else
{
while (cmapsize > vid.pixelwidth || cmapsize > vid.pixelheight)
{
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;
}
qglViewport (0, vid.pixelheight - cmapsize, cmapsize, cmapsize);
if (!TEXVALID(scenepp_fisheye_texture))
{
scenepp_fisheye_texture = GL_AllocNewTexture();
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+0.99)*vid.width/vid.pixelwidth;
r_refdef.vrect.height = (cmapsize+0.99)*vid.height/vid.pixelheight;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = vid.height - r_refdef.vrect.height;
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++)
{
mirror = false;
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 ();
// render mirror view
R_Mirror ();
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, 0, cmapsize, cmapsize);
qglEnable(GL_TEXTURE_2D);
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
}
//qglClear (GL_COLOR_BUFFER_BIT);
qglViewport (0, 0, vid.pixelwidth, vid.pixelheight);
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.pixelwidth, 0, vid.pixelheight, -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.pixelwidth, 0);
qglTexCoord2f(0.5, 0.5);
qglVertex2f(vid.pixelwidth, vid.pixelheight);
qglTexCoord2f(-0.5, 0.5);
qglVertex2f(0, vid.pixelheight);
qglEnd();
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
qglEnable(GL_TEXTURE_2D);
GLSlang_UseProgram(0);
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
{
mirror = false;
GL_SetShaderState2D(false);
R_Clear ();
// GLR_SetupFog ();
// render normal view
R_RenderScene ();
// render mirror view
R_Mirror ();
}
R_BloomBlend();
// 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;
// SCENE POST PROCESSING
// we check if we need to use any shaders - currently it's just waterwarp
if (scenepp_ww_program)
if ((r_waterwarp.value>0 && r_viewleaf && r_viewleaf->contents <= Q1CONTENTS_WATER))
R_RenderWaterWarp();
if (gl_motionblur.value>0 && gl_motionblur.value < 1 && qglCopyTexImage2D)
R_RenderMotionBlur();
}
#endif