openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however.
_pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
parent
cd50a54a5a
commit
b9cd6ec91b
160 changed files with 13078 additions and 5542 deletions
|
@ -52,7 +52,7 @@ extern cvar_t r_bloom;
|
|||
extern cvar_t r_wireframe, r_wireframe_smooth;
|
||||
extern cvar_t r_outline;
|
||||
|
||||
cvar_t gl_affinemodels = CVAR("gl_affinemodels","0");
|
||||
cvar_t gl_affinemodels = CVARFD("gl_affinemodels","0", CVAR_ARCHIVE, "Use affine texture sampling for models. This replicates software rendering's distortions.");
|
||||
cvar_t gl_finish = CVAR("gl_finish","0");
|
||||
cvar_t gl_dither = CVAR("gl_dither", "1");
|
||||
extern cvar_t r_stereo_separation;
|
||||
|
@ -435,7 +435,7 @@ void R_RotateForEntity (float *m, float *modelview, const entity_t *e, const mod
|
|||
R_SetupGL
|
||||
=============
|
||||
*/
|
||||
static void R_SetupGL (vec3_t axisorigin[4], vec4_t fovoverrides, float projmatrix[16]/*for webvr*/, texid_t fbo)
|
||||
static void R_SetupGL (matrix3x4 eyematrix, vec4_t fovoverrides, float projmatrix[16]/*for webvr*/, texid_t fbo)
|
||||
{
|
||||
int x, x2, y2, y, w, h;
|
||||
vec3_t newa;
|
||||
|
@ -450,29 +450,14 @@ static void R_SetupGL (vec3_t axisorigin[4], vec4_t fovoverrides, float projmatr
|
|||
newa[0] = r_refdef.viewangles[0];
|
||||
newa[1] = r_refdef.viewangles[1];
|
||||
newa[2] = r_refdef.viewangles[2] + gl_screenangle.value;
|
||||
if (axisorigin)
|
||||
if (eyematrix)
|
||||
{
|
||||
vec3_t paxis[3];
|
||||
AngleVectors (newa, paxis[0], paxis[1], paxis[2]);
|
||||
|
||||
//R_ConcatRotations(r_refdef.headaxis, paxis, vpn);
|
||||
|
||||
VectorMA(vec3_origin, axisorigin[0][0], paxis[0], vpn);
|
||||
VectorMA(vpn, axisorigin[0][1], paxis[1], vpn);
|
||||
VectorMA(vpn, axisorigin[0][2], paxis[2], vpn);
|
||||
|
||||
VectorMA(vec3_origin, axisorigin[1][0], paxis[0], vright);
|
||||
VectorMA(vright, axisorigin[1][1], paxis[1], vright);
|
||||
VectorMA(vright, axisorigin[1][2], paxis[2], vright);
|
||||
|
||||
VectorMA(vec3_origin, axisorigin[2][0], paxis[0], vup);
|
||||
VectorMA(vup, axisorigin[2][1], paxis[1], vup);
|
||||
VectorMA(vup, axisorigin[2][2], paxis[2], vup);
|
||||
|
||||
|
||||
VectorMA(r_refdef.vieworg, axisorigin[3][0], vpn, r_origin);
|
||||
VectorMA(r_origin, axisorigin[3][1], vright, r_origin);
|
||||
VectorMA(r_origin, axisorigin[3][2], vup, r_origin);
|
||||
matrix3x4 headmatrix;
|
||||
matrix3x4 viewmatrix;
|
||||
Matrix3x4_RM_FromAngles(newa, r_refdef.vieworg, headmatrix[0]);
|
||||
Matrix3x4_Multiply(headmatrix[0], eyematrix[0], viewmatrix[0]);
|
||||
Matrix3x4_RM_ToVectors(viewmatrix[0], vpn, vright, vup, r_origin);
|
||||
VectorNegate(vright, vright);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -732,7 +717,7 @@ static void R_RenderScene_Internal(void)
|
|||
|
||||
depthcleared = false; //whatever is in the depth buffer is no longer useful.
|
||||
}
|
||||
static void R_RenderEyeScene (texid_t rendertarget, vec4_t fovoverride, vec3_t axisorigin[4])
|
||||
static void R_RenderEyeScene (texid_t rendertarget, vec4_t fovoverride, matrix3x4 eyematrix)
|
||||
{
|
||||
extern qboolean depthcleared;
|
||||
refdef_t refdef = r_refdef;
|
||||
|
@ -750,9 +735,47 @@ static void R_RenderEyeScene (texid_t rendertarget, vec4_t fovoverride, vec3_t a
|
|||
vid.fbpheight = rendertarget->height;
|
||||
}
|
||||
|
||||
R_SetupGL (axisorigin, fovoverride, NULL, rendertarget);
|
||||
R_SetupGL (eyematrix, fovoverride, NULL, rendertarget);
|
||||
R_RenderScene_Internal();
|
||||
|
||||
//if (eyematrix)
|
||||
{
|
||||
vec3_t newa, newo;
|
||||
matrix3x4 headmatrix; //position of the head in local space
|
||||
//eyematrix //position of the eye in head space...
|
||||
matrix3x4 headeyematrix;
|
||||
matrix3x4 correctionmatrix; //to nudge the 2d stuff into view
|
||||
matrix3x4 viewmatrix; //final transform
|
||||
extern usercmd_t cl_pendingcmd[MAX_SPLITS];
|
||||
newa[0] = SHORT2ANGLE(cl_pendingcmd[0].vr[VRDEV_HEAD].angles[0]);
|
||||
newa[1] = SHORT2ANGLE(cl_pendingcmd[0].vr[VRDEV_HEAD].angles[1]);
|
||||
newa[2] = SHORT2ANGLE(cl_pendingcmd[0].vr[VRDEV_HEAD].angles[2]);
|
||||
Matrix3x4_RM_FromAngles(newa, cl_pendingcmd[0].vr[VRDEV_HEAD].origin, headmatrix[0]);
|
||||
|
||||
newa[0] = Cvar_Get("2dpitch", "-90", 0, "")->value;
|
||||
newa[1] = Cvar_Get("2dyaw", "0", 0, "")->value;
|
||||
newa[2] = Cvar_Get("2droll", "90", 0, "")->value;
|
||||
//why /4, not /2? wtf?
|
||||
newo[0] = vid.width/4 + Cvar_Get("2dfwd", "0", 0, "")->value;
|
||||
newo[1] = vid.height/4 + Cvar_Get("2dleft", "0", 0, "")->value;
|
||||
newo[2] = Cvar_Get("2dup", "-256", 0, "")->value;
|
||||
Matrix3x4_RM_FromAngles(newa, newo, correctionmatrix[0]);
|
||||
|
||||
Matrix3x4_Multiply(headmatrix[0], eyematrix[0], headeyematrix[0]);
|
||||
Matrix3x4_Multiply(headeyematrix[0], correctionmatrix[0], viewmatrix[0]);
|
||||
Matrix3x4_RM_ToVectors(viewmatrix[0], vpn, vright, vup, r_origin);
|
||||
VectorNegate(vright, vright);
|
||||
|
||||
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_origin);
|
||||
GL_SetShaderState2D(true);
|
||||
|
||||
Menu_Draw();
|
||||
SCR_DrawConsole(false);
|
||||
if (R2D_Flush)
|
||||
R2D_Flush();
|
||||
GL_SetShaderState2D(false);
|
||||
}
|
||||
|
||||
if (rendertarget)
|
||||
{
|
||||
GLBE_FBO_Pop(r);
|
||||
|
@ -772,7 +795,8 @@ static void R_RenderScene (void)
|
|||
int i;
|
||||
int cull = r_refdef.flipcull;
|
||||
unsigned int colourmask = r_refdef.colourmask;
|
||||
vec3_t axisorg[4], ang;
|
||||
vec3_t ang, org;
|
||||
matrix3x4 eyematrix;
|
||||
extern qboolean depthcleared;
|
||||
|
||||
r_refdef.colourmask = 0u;
|
||||
|
@ -893,11 +917,9 @@ static void R_RenderScene (void)
|
|||
ang[0] = 0;
|
||||
ang[1] = r_stereo_convergence.value * (i?0.5:-0.5);
|
||||
ang[2] = 0;
|
||||
AngleVectorsFLU(ang, axisorg[0], axisorg[1], axisorg[2]);
|
||||
axisorg[3][0] = 0;
|
||||
axisorg[3][1] = stereooffset[i];
|
||||
axisorg[3][2] = 0;
|
||||
R_SetupGL (axisorg, NULL, NULL, NULL);
|
||||
VectorSet(org, 0, stereooffset[i], 0);
|
||||
Matrix3x4_RM_FromAngles(ang, org, eyematrix[0]);
|
||||
R_SetupGL (eyematrix, NULL, NULL, NULL);
|
||||
R_RenderScene_Internal ();
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue