c1f86620db
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2934 fc73d0e0-1445-4013-8a0c-d673dee63da5
1860 lines
44 KiB
C
1860 lines
44 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_main.c
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#include "quakedef.h"
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#ifdef RGLQUAKE
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#include "glquake.h"
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#include "renderque.h"
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#ifdef Q3SHADERS
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#include "shader.h"
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#endif
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void R_RenderBrushPoly (msurface_t *fa);
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#define PROJECTION_DISTANCE 200
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#define MAX_STENCIL_ENTS 128
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extern int gl_canstencil;
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vrect_t gl_truescreenrect;
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FTEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB;
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FTEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB;
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#define Q2RF_WEAPONMODEL 4 // only draw through eyes
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#define Q2RF_DEPTHHACK 16
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entity_t r_worldentity;
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qboolean r_cache_thrash; // compatability
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vec3_t modelorg, r_entorigin;
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entity_t *currententity;
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int r_visframecount; // bumped when going to a new PVS
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int r_framecount; // used for dlight push checking
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float r_wateralphaval; //allowed or not...
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//mplane_t frustum[4];
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int c_brush_polys, c_alias_polys;
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qboolean envmap; // true during envmap command capture
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int particletexture; // little dot for particles
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int explosiontexture;
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int balltexture;
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int playertextures; // up to 16 color translated skins
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int mirrortexturenum; // quake texturenum, not gltexturenum
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qboolean mirror;
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mplane_t *mirror_plane;
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msurface_t *r_mirror_chain;
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qboolean r_inmirror; //or out-of-body
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//
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// view origin
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//
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vec3_t vup;
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vec3_t vpn;
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vec3_t vright;
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vec3_t r_origin;
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extern float r_projection_matrix[16];
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extern float r_view_matrix[16];
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//
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// screen size info
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//
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refdef_t r_refdef;
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mleaf_t *r_viewleaf, *r_oldviewleaf;
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mleaf_t *r_viewleaf2, *r_oldviewleaf2;
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int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
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texture_t *r_notexture_mip;
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//void R_MarkLeaves (void);
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cvar_t r_norefresh = SCVAR("r_norefresh","0");
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//cvar_t r_drawentities = SCVAR("r_drawentities","1");
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//cvar_t r_drawviewmodel = SCVAR("r_drawviewmodel","1");
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//cvar_t r_speeds = SCVAR("r_speeds","0");
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//cvar_t r_fullbright = SCVAR("r_fullbright","0");
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cvar_t r_mirroralpha = SCVARF("r_mirroralpha","1", CVAR_CHEAT);
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//cvar_t r_waterwarp = SCVAR("r_waterwarp", "0");
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//cvar_t r_novis = SCVAR("r_novis","0");
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//cvar_t r_netgraph = SCVAR("r_netgraph","0");
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extern cvar_t gl_part_flame;
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cvar_t gl_clear = SCVAR("gl_clear","0");
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cvar_t gl_cull = SCVAR("gl_cull","1");
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cvar_t gl_smoothmodels = SCVAR("gl_smoothmodels","1");
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cvar_t gl_affinemodels = SCVAR("gl_affinemodels","0");
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cvar_t gl_playermip = SCVAR("gl_playermip","0");
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cvar_t gl_keeptjunctions = SCVAR("gl_keeptjunctions","1");
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cvar_t gl_reporttjunctions = SCVAR("gl_reporttjunctions","0");
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cvar_t gl_finish = SCVAR("gl_finish","0");
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cvar_t gl_dither = SCVAR("gl_dither", "1");
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cvar_t gl_maxdist = SCVAR("gl_maxdist", "8192");
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extern cvar_t gl_contrast;
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extern cvar_t gl_mindist;
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extern cvar_t gl_motionblur;
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extern cvar_t gl_motionblurscale;
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extern cvar_t gl_ati_truform;
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extern cvar_t gl_ati_truform_type;
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extern cvar_t gl_ati_truform_tesselation;
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extern cvar_t gl_blendsprites;
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#ifdef R_XFLIP
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cvar_t r_xflip = SCVAR("leftisright", "0");
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#endif
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extern cvar_t gl_ztrick;
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extern cvar_t scr_fov;
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// post processing stuff
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int sceneblur_texture;
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int scenepp_texture;
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int scenepp_texture_warp;
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int scenepp_texture_edge;
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int scenepp_ww_program;
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int scenepp_ww_parm_texture0i;
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int scenepp_ww_parm_texture1i;
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int scenepp_ww_parm_texture2i;
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int scenepp_ww_parm_ampscalef;
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int scenepp_mt_program;
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int scenepp_mt_parm_texture0i;
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int scenepp_mt_parm_colorf;
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int scenepp_mt_parm_inverti;
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// KrimZon - init post processing - called in GL_CheckExtensions, when they're called
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// I put it here so that only this file need be changed when messing with the post
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// processing shaders
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void GL_InitSceneProcessingShaders_WaterWarp (void)
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{
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char *genericvert = "\
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varying vec2 v_texCoord0;\
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varying vec2 v_texCoord1;\
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varying vec2 v_texCoord2;\
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void main (void)\
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{\
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vec4 v = vec4( gl_Vertex.x, gl_Vertex.y, gl_Vertex.z, 1.0 );\
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gl_Position = gl_ModelViewProjectionMatrix * v;\
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v_texCoord0 = gl_MultiTexCoord0.xy;\
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v_texCoord1 = gl_MultiTexCoord1.xy;\
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v_texCoord2 = gl_MultiTexCoord2.xy;\
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}\
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";
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char *wwfrag = "\
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varying vec2 v_texCoord0;\
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varying vec2 v_texCoord1;\
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varying vec2 v_texCoord2;\
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uniform sampler2D theTexture0;\
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uniform sampler2D theTexture1;\
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uniform sampler2D theTexture2;\
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uniform float ampscale;\
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void main (void)\
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{\
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float amptemp;\
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vec3 edge;\
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edge = texture2D( theTexture2, v_texCoord2 ).rgb;\
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amptemp = ampscale * edge.x;\
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vec3 offset;\
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offset = texture2D( theTexture1, v_texCoord1 ).rgb;\
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offset.x = (offset.x - 0.5) * 2.0;\
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offset.y = (offset.y - 0.5) * 2.0;\
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vec2 temp;\
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temp.x = v_texCoord0.x + offset.x * amptemp;\
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temp.y = v_texCoord0.y + offset.y * amptemp;\
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gl_FragColor = texture2D( theTexture0, temp );\
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}\
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";
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if (qglGetError())
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Con_Printf("GL Error before initing shader object\n");
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scenepp_ww_program = GLSlang_CreateProgram(NULL, genericvert, wwfrag);
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if (!scenepp_ww_program)
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return;
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scenepp_ww_parm_texture0i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture0");
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scenepp_ww_parm_texture1i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture1");
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scenepp_ww_parm_texture2i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture2");
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scenepp_ww_parm_ampscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "ampscale");
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GLSlang_UseProgram(scenepp_ww_program);
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GLSlang_SetUniform1i(scenepp_ww_parm_texture0i, 0);
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GLSlang_SetUniform1i(scenepp_ww_parm_texture1i, 1);
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GLSlang_SetUniform1i(scenepp_ww_parm_texture2i, 2);
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GLSlang_UseProgram(0);
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if (qglGetError())
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Con_Printf(CON_ERROR "GL Error initing shader object\n");
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}
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void GL_InitSceneProcessingShaders_MenuTint(void)
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{
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char *vshader = "\
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varying vec2 texcoord;\
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void main(void)\
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{\
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texcoord = gl_MultiTexCoord0.xy;\
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
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}";
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char *fshader = "\
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varying vec2 texcoord;\
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uniform vec3 colorparam;\
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uniform sampler2D source;\
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uniform int invert;\
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const vec3 lumfactors = vec3(0.299, 0.587, 0.114);\
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const vec3 invertvec = vec3(1.0, 1.0, 1.0);\
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void main(void)\
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{\
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vec3 texcolor = texture2D(source, texcoord).rgb;\
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float luminance = dot(lumfactors, texcolor);\
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texcolor = vec3(luminance, luminance, luminance);\
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texcolor *= colorparam;\
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texcolor = invert > 0 ? (invertvec - texcolor) : texcolor;\
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gl_FragColor = vec4(texcolor, 1.0);\
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}";
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if (qglGetError())
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Con_Printf("GL Error before initing shader object\n");
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scenepp_mt_program = GLSlang_CreateProgram(NULL, vshader, fshader);
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if (!scenepp_mt_program)
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return;
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scenepp_mt_parm_texture0i = GLSlang_GetUniformLocation(scenepp_mt_program, "source");
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scenepp_mt_parm_colorf = GLSlang_GetUniformLocation(scenepp_mt_program, "colorparam");
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scenepp_mt_parm_inverti = GLSlang_GetUniformLocation(scenepp_mt_program, "invert");
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GLSlang_UseProgram(scenepp_mt_program);
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GLSlang_SetUniform1i(scenepp_mt_parm_texture0i, 0);
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GLSlang_UseProgram(0);
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if (qglGetError())
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Con_Printf(CON_ERROR "GL Error initing shader object\n");
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}
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void GL_InitSceneProcessingShaders (void)
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{
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GL_InitSceneProcessingShaders_WaterWarp();
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GL_InitSceneProcessingShaders_MenuTint();
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}
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#define PP_WARP_TEX_SIZE 64
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#define PP_AMP_TEX_SIZE 64
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#define PP_AMP_TEX_BORDER 4
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void GL_SetupSceneProcessingTextures (void)
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{
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int i, x, y;
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unsigned char pp_warp_tex[PP_WARP_TEX_SIZE*PP_WARP_TEX_SIZE*3];
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unsigned char pp_edge_tex[PP_AMP_TEX_SIZE*PP_AMP_TEX_SIZE*3];
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sceneblur_texture = texture_extension_number++;
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if (!gl_config.arb_shader_objects)
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return;
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scenepp_texture = texture_extension_number++;
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scenepp_texture_warp = texture_extension_number++;
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scenepp_texture_edge = texture_extension_number++;
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// init warp texture - this specifies offset in
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for (y=0; y<PP_WARP_TEX_SIZE; y++)
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{
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for (x=0; x<PP_WARP_TEX_SIZE; x++)
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{
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float fx, fy;
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i = (x + y*PP_WARP_TEX_SIZE) * 3;
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fx = sin(((double)y / PP_WARP_TEX_SIZE) * M_PI * 2);
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fy = cos(((double)x / PP_WARP_TEX_SIZE) * M_PI * 2);
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pp_warp_tex[i ] = (fx+1.0f)*127.0f;
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pp_warp_tex[i+1] = (fy+1.0f)*127.0f;
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pp_warp_tex[i+2] = 0;
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}
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}
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GL_Bind(scenepp_texture_warp);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qglTexImage2D(GL_TEXTURE_2D, 0, 3, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, pp_warp_tex);
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// TODO: init edge texture - this is ampscale * 2, with ampscale calculated
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// init warp texture - this specifies offset in
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for (y=0; y<PP_AMP_TEX_SIZE; y++)
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{
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for (x=0; x<PP_AMP_TEX_SIZE; x++)
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{
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float fx = 1, fy = 1;
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i = (x + y*PP_AMP_TEX_SIZE) * 3;
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if (x < PP_AMP_TEX_BORDER)
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{
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fx = (float)x / PP_AMP_TEX_BORDER;
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}
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if (x > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER)
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{
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fx = (PP_AMP_TEX_SIZE - (float)x) / PP_AMP_TEX_BORDER;
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}
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if (y < PP_AMP_TEX_BORDER)
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{
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fy = (float)y / PP_AMP_TEX_BORDER;
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}
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if (y > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER)
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{
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fy = (PP_AMP_TEX_SIZE - (float)y) / PP_AMP_TEX_BORDER;
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}
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if (fx < fy)
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{
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fy = fx;
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}
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pp_edge_tex[i ] = fy * 255;
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pp_edge_tex[i+1] = 0;
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pp_edge_tex[i+2] = 0;
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}
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}
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GL_Bind(scenepp_texture_edge);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, pp_edge_tex);
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}
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void R_RotateForEntity (entity_t *e)
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{
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float m[16];
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if (e->flags & Q2RF_WEAPONMODEL && r_refdef.currentplayernum>=0)
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{ //rotate to view first
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m[0] = cl.viewent[r_refdef.currentplayernum].axis[0][0];
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m[1] = cl.viewent[r_refdef.currentplayernum].axis[0][1];
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m[2] = cl.viewent[r_refdef.currentplayernum].axis[0][2];
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m[3] = 0;
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m[4] = cl.viewent[r_refdef.currentplayernum].axis[1][0];
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m[5] = cl.viewent[r_refdef.currentplayernum].axis[1][1];
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m[6] = cl.viewent[r_refdef.currentplayernum].axis[1][2];
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m[7] = 0;
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m[8] = cl.viewent[r_refdef.currentplayernum].axis[2][0];
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m[9] = cl.viewent[r_refdef.currentplayernum].axis[2][1];
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m[10] = cl.viewent[r_refdef.currentplayernum].axis[2][2];
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m[11] = 0;
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m[12] = cl.viewent[r_refdef.currentplayernum].origin[0];
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m[13] = cl.viewent[r_refdef.currentplayernum].origin[1];
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m[14] = cl.viewent[r_refdef.currentplayernum].origin[2];
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m[15] = 1;
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qglMultMatrixf(m);
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}
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m[0] = e->axis[0][0];
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m[1] = e->axis[0][1];
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m[2] = e->axis[0][2];
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m[3] = 0;
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m[4] = e->axis[1][0];
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m[5] = e->axis[1][1];
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m[6] = e->axis[1][2];
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m[7] = 0;
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m[8] = e->axis[2][0];
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m[9] = e->axis[2][1];
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m[10] = e->axis[2][2];
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m[11] = 0;
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m[12] = e->origin[0];
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m[13] = e->origin[1];
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m[14] = e->origin[2];
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m[15] = 1;
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qglMultMatrixf(m);
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}
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/*
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=============================================================
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SPRITE MODELS
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=============================================================
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*/
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/*
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================
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R_GetSpriteFrame
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================
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*/
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/*
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mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
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{
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msprite_t *psprite;
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mspritegroup_t *pspritegroup;
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mspriteframe_t *pspriteframe;
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int i, numframes, frame;
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float *pintervals, fullinterval, targettime, time;
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psprite = currententity->model->cache.data;
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frame = currententity->frame;
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if ((frame >= psprite->numframes) || (frame < 0))
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{
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Con_DPrintf ("R_DrawSprite: no such frame %d (%s)\n", frame, currententity->model->name);
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frame = 0;
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}
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if (psprite->frames[frame].type == SPR_SINGLE)
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{
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pspriteframe = psprite->frames[frame].frameptr;
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}
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else if (psprite->frames[frame].type == SPR_ANGLED)
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{
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pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
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pspriteframe = pspritegroup->frames[(int)((r_refdef.viewangles[1]-currententity->angles[1])/360*8 + 0.5-4)&7];
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}
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else
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{
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pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
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pintervals = pspritegroup->intervals;
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numframes = pspritegroup->numframes;
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fullinterval = pintervals[numframes-1];
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time = currententity->frame1time;
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// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
|
|
// are positive, so we don't have to worry about division by 0
|
|
targettime = time - ((int)(time / fullinterval)) * fullinterval;
|
|
|
|
for (i=0 ; i<(numframes-1) ; i++)
|
|
{
|
|
if (pintervals[i] > targettime)
|
|
break;
|
|
}
|
|
|
|
pspriteframe = pspritegroup->frames[i];
|
|
}
|
|
|
|
return pspriteframe;
|
|
}
|
|
*/
|
|
|
|
/*
|
|
=================
|
|
R_DrawSpriteModel
|
|
|
|
=================
|
|
*/
|
|
void R_DrawSpriteModel (entity_t *e)
|
|
{
|
|
vec3_t point;
|
|
mspriteframe_t *frame;
|
|
vec3_t forward, right, up;
|
|
msprite_t *psprite;
|
|
|
|
#ifdef Q3SHADERS
|
|
qbyte coloursb[4];
|
|
|
|
if (e->forcedshader)
|
|
{
|
|
meshbuffer_t mb;
|
|
mesh_t mesh;
|
|
vec2_t texcoords[4]={{0, 1},{0,0},{1,0},{1,1}};
|
|
vec3_t vertcoords[4];
|
|
index_t indexes[6] = {0, 1, 2, 0, 2, 3};
|
|
byte_vec4_t colours[4];
|
|
float x, y;
|
|
|
|
#define VectorSet(a,b,c,v) {v[0]=a;v[1]=b;v[2]=c;}
|
|
x = cos(e->rotation+225*M_PI/180)*e->scale;
|
|
y = sin(e->rotation+225*M_PI/180)*e->scale;
|
|
VectorSet (e->origin[0] - y*vright[0] + x*vup[0], e->origin[1] - y*vright[1] + x*vup[1], e->origin[2] - y*vright[2] + x*vup[2], vertcoords[3]);
|
|
VectorSet (e->origin[0] - x*vright[0] - y*vup[0], e->origin[1] - x*vright[1] - y*vup[1], e->origin[2] - x*vright[2] - y*vup[2], vertcoords[2]);
|
|
VectorSet (e->origin[0] + y*vright[0] - x*vup[0], e->origin[1] + y*vright[1] - x*vup[1], e->origin[2] + y*vright[2] - x*vup[2], vertcoords[1]);
|
|
VectorSet (e->origin[0] + x*vright[0] + y*vup[0], e->origin[1] + x*vright[1] + y*vup[1], e->origin[2] + x*vright[2] + y*vup[2], vertcoords[0]);
|
|
|
|
coloursb[0] = e->shaderRGBAf[0]*255;
|
|
coloursb[1] = e->shaderRGBAf[1]*255;
|
|
coloursb[2] = e->shaderRGBAf[2]*255;
|
|
coloursb[3] = e->shaderRGBAf[3]*255;
|
|
*(int*)colours[0] = *(int*)colours[1] = *(int*)colours[2] = *(int*)colours[3] = *(int*)coloursb;
|
|
|
|
mesh.colors_array = colours;
|
|
mesh.indexes = indexes;
|
|
mesh.lmst_array = NULL;
|
|
mesh.st_array = texcoords;
|
|
mesh.normals_array = NULL;
|
|
mesh.numvertexes = 4;
|
|
mesh.numindexes = 6;
|
|
mesh.radius = e->scale;
|
|
mesh.xyz_array = vertcoords;
|
|
mesh.normals_array = NULL;
|
|
|
|
|
|
R_IBrokeTheArrays();
|
|
|
|
mb.entity = e;
|
|
mb.shader = e->forcedshader;
|
|
mb.fog = NULL;//fog;
|
|
mb.mesh = &mesh;
|
|
mb.infokey = -1;
|
|
mb.dlightbits = 0;
|
|
|
|
R_PushMesh(&mesh, mb.shader->features | MF_NONBATCHED|MF_COLORS);
|
|
|
|
R_RenderMeshBuffer ( &mb, false );
|
|
return;
|
|
}
|
|
#endif
|
|
if (!e->model)
|
|
return;
|
|
|
|
if (e->flags & RF_NODEPTHTEST)
|
|
qglDisable(GL_DEPTH_TEST);
|
|
|
|
// 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;
|
|
// frame = 0x05b94140;
|
|
|
|
switch(psprite->type)
|
|
{
|
|
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] = e->origin[1] - r_origin[1];
|
|
right[1] = -(e->origin[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;
|
|
|
|
qglColor4fv (e->shaderRGBAf);
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
GL_Bind(frame->gl_texturenum);
|
|
|
|
{
|
|
extern int gldepthfunc;
|
|
qglDepthFunc(gldepthfunc);
|
|
qglDepthMask(0);
|
|
if (gldepthmin == 0.5)
|
|
qglCullFace ( GL_BACK );
|
|
else
|
|
qglCullFace ( GL_FRONT );
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglDisable (GL_ALPHA_TEST);
|
|
qglDisable(GL_BLEND);
|
|
}
|
|
|
|
if (e->flags & Q2RF_ADDATIVE)
|
|
{
|
|
qglEnable(GL_BLEND);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
}
|
|
else if (e->shaderRGBAf[3]<1 || gl_blendsprites.value)
|
|
{
|
|
qglEnable(GL_BLEND);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
}
|
|
else
|
|
qglEnable (GL_ALPHA_TEST);
|
|
|
|
qglDisable(GL_CULL_FACE);
|
|
qglBegin (GL_QUADS);
|
|
|
|
qglTexCoord2f (0, 1);
|
|
VectorMA (e->origin, frame->down, up, point);
|
|
VectorMA (point, frame->left, right, point);
|
|
qglVertex3fv (point);
|
|
|
|
qglTexCoord2f (0, 0);
|
|
VectorMA (e->origin, frame->up, up, point);
|
|
VectorMA (point, frame->left, right, point);
|
|
qglVertex3fv (point);
|
|
|
|
qglTexCoord2f (1, 0);
|
|
VectorMA (e->origin, frame->up, up, point);
|
|
VectorMA (point, frame->right, right, point);
|
|
qglVertex3fv (point);
|
|
|
|
qglTexCoord2f (1, 1);
|
|
VectorMA (e->origin, frame->down, up, point);
|
|
VectorMA (point, frame->right, right, point);
|
|
qglVertex3fv (point);
|
|
|
|
qglEnd ();
|
|
|
|
qglDisable(GL_BLEND);
|
|
qglDisable (GL_ALPHA_TEST);
|
|
qglEnable(GL_DEPTH_TEST);
|
|
|
|
if (e->flags & Q2RF_ADDATIVE) //back to regular blending for us!
|
|
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
//==================================================================================
|
|
|
|
void GLR_DrawSprite(void *e, void *parm)
|
|
{
|
|
qglEnd();
|
|
currententity = e;
|
|
qglEnable(GL_TEXTURE_2D);
|
|
|
|
R_DrawSpriteModel (currententity);
|
|
|
|
P_FlushRenderer();
|
|
|
|
qglBegin(GL_QUADS);
|
|
}
|
|
/*
|
|
=============
|
|
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 Q3SHADERS
|
|
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);
|
|
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]);
|
|
void R_PolyBlend (void)
|
|
{
|
|
float shift[4];
|
|
extern qboolean gammaworks;
|
|
if ((!v_blend[3] || gammaworks) && !cl.cshifts[CSHIFT_SERVER].percent)
|
|
return;
|
|
|
|
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]);
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
qglDisable (GL_ALPHA_TEST);
|
|
qglEnable (GL_BLEND);
|
|
qglDisable (GL_DEPTH_TEST);
|
|
qglDisable (GL_TEXTURE_2D);
|
|
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
qglLoadIdentity ();
|
|
|
|
qglRotatef (-90, 1, 0, 0); // put Z going up
|
|
qglRotatef (90, 0, 0, 1); // put Z going up
|
|
|
|
qglColor4fv (shift);
|
|
|
|
qglBegin (GL_QUADS);
|
|
|
|
qglVertex3f (10, 100, 100);
|
|
qglVertex3f (10, -100, 100);
|
|
qglVertex3f (10, -100, -100);
|
|
qglVertex3f (10, 100, -100);
|
|
qglEnd ();
|
|
|
|
qglDisable (GL_BLEND);
|
|
qglEnable (GL_TEXTURE_2D);
|
|
qglEnable (GL_ALPHA_TEST);
|
|
}
|
|
|
|
void GLR_BrightenScreen (void)
|
|
{
|
|
float f;
|
|
|
|
RSpeedMark();
|
|
|
|
if (gl_contrast.value <= 1.0)
|
|
return;
|
|
|
|
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);
|
|
|
|
RSpeedEnd(RSPEED_PALETTEFLASHES);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_SetupFrame
|
|
===============
|
|
*/
|
|
void GLR_SetupFrame (void)
|
|
{
|
|
// don't allow cheats in multiplayer
|
|
r_wateralphaval = r_wateralpha.value;
|
|
if (!cls.allow_watervis)
|
|
r_wateralphaval = 1;
|
|
|
|
if (!mirror)
|
|
{
|
|
GLR_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 = GLMod_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 = GLMod_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 = GLMod_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 = GLMod_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 = GLMod_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 = GLMod_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 ();
|
|
|
|
r_cache_thrash = false;
|
|
|
|
c_brush_polys = 0;
|
|
c_alias_polys = 0;
|
|
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_SetupGL
|
|
=============
|
|
*/
|
|
void R_SetupGL (void)
|
|
{
|
|
float screenaspect;
|
|
extern int glwidth, glheight;
|
|
int x, x2, y2, y, w, h;
|
|
|
|
float fov_x, fov_y;
|
|
//
|
|
// set up viewpoint
|
|
//
|
|
x = r_refdef.vrect.x * glwidth/(int)vid.width;
|
|
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/(int)vid.width;
|
|
y = (vid.height-r_refdef.vrect.y) * glheight/(int)vid.height;
|
|
y2 = ((int)vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/(int)vid.height;
|
|
|
|
// fudge around because of frac screen scale
|
|
if (x > 0)
|
|
x--;
|
|
if (x2 < glwidth)
|
|
x2++;
|
|
if (y2 < 0)
|
|
y2--;
|
|
if (y < glheight)
|
|
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 (glx + x, gly + 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->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)
|
|
{
|
|
if ((!r_shadows.value || !gl_canstencil) && gl_maxdist.value>256)//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);
|
|
MYgluPerspective (fov_x, fov_y, gl_mindist.value, gl_maxdist.value);
|
|
}
|
|
else
|
|
{
|
|
GL_InfinatePerspective(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);
|
|
|
|
if (mirror)
|
|
{
|
|
// if (mirror_plane->normal[2])
|
|
// qglScalef (1, -1, 1);
|
|
// else
|
|
// qglScalef (-1, 1, 1);
|
|
qglCullFace(GL_BACK);
|
|
}
|
|
else
|
|
{
|
|
#ifdef R_XFLIP
|
|
if (r_xflip.value)
|
|
{
|
|
qglScalef (1, -1, 1);
|
|
qglCullFace(GL_BACK);
|
|
}
|
|
else
|
|
#endif
|
|
qglCullFace(GL_FRONT);
|
|
}
|
|
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
|
|
|
|
Matrix4_ModelViewMatrixFromAxis(r_view_matrix, vpn, vright, vup, r_refdef.vieworg);
|
|
qglLoadMatrixf(r_view_matrix);
|
|
|
|
//
|
|
// set drawing parms
|
|
//
|
|
if (gl_cull.value)
|
|
qglEnable(GL_CULL_FACE);
|
|
else
|
|
qglDisable(GL_CULL_FACE);
|
|
|
|
qglDisable(GL_BLEND);
|
|
qglDisable(GL_ALPHA_TEST);
|
|
qglEnable(GL_DEPTH_TEST);
|
|
|
|
//#ifndef D3DQUAKE
|
|
// glClearDepth(1.0f);
|
|
//#endif
|
|
|
|
// if (gl_lightmap_format == GL_LUMINANCE)
|
|
// glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
|
|
/* else if (gl_lightmap_format == GL_INTENSITY)
|
|
{
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
glColor4f (0,0,0,1);
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
else if (gl_lightmap_format == GL_RGBA)
|
|
{
|
|
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
|
|
}
|
|
|
|
*/
|
|
if (gl_dither.value)
|
|
{
|
|
qglEnable(GL_DITHER);
|
|
}
|
|
else
|
|
{
|
|
qglDisable(GL_DITHER);
|
|
}
|
|
|
|
GL_DisableMultitexture();
|
|
}
|
|
|
|
/*
|
|
================
|
|
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;
|
|
|
|
GLR_SetupFrame ();
|
|
|
|
TRACE(("dbg: calling R_SetupGL\n"));
|
|
R_SetupGL ();
|
|
|
|
TRACE(("dbg: calling R_SetFrustrum\n"));
|
|
R_SetFrustum ();
|
|
|
|
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
|
{
|
|
#ifdef DOOMWADS
|
|
if (!GLR_DoomWorld ())
|
|
#endif
|
|
{
|
|
TRACE(("dbg: calling GLR_MarkLeaves\n"));
|
|
R_MarkLeaves (); // done here so we know if we're in water
|
|
TRACE(("dbg: calling R_DrawWorld\n"));
|
|
R_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 GL_DisableMultitexture\n"));
|
|
GL_DisableMultitexture();
|
|
|
|
TRACE(("dbg: calling R_RenderDlights\n"));
|
|
GLR_RenderDlights ();
|
|
|
|
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
|
{
|
|
TRACE(("dbg: calling R_DrawParticles\n"));
|
|
P_DrawParticles ();
|
|
}
|
|
|
|
#ifdef GLTEST
|
|
Test_Draw ();
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_Clear
|
|
=============
|
|
*/
|
|
int gldepthfunc = GL_LEQUAL;
|
|
void R_Clear (void)
|
|
{
|
|
qglDepthMask(1);
|
|
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;
|
|
}
|
|
|
|
qglDepthFunc (gldepthfunc);
|
|
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;
|
|
}
|
|
|
|
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, 0, 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
|
|
|
|
/*
|
|
================
|
|
R_RenderView
|
|
|
|
r_refdef must be set before the first call
|
|
================
|
|
*/
|
|
void GLR_RenderView (void)
|
|
{
|
|
extern msurface_t *r_alpha_surfaces;
|
|
double time1 = 0, time2;
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error before drawing scene\n");
|
|
|
|
if (r_norefresh.value || !glwidth || !glheight)
|
|
{
|
|
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.value)
|
|
{ //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.value)
|
|
{
|
|
RSpeedMark();
|
|
qglFinish ();
|
|
RSpeedEnd(RSPEED_FINISH);
|
|
}
|
|
|
|
if (r_speeds.value)
|
|
{
|
|
time1 = Sys_DoubleTime ();
|
|
c_brush_polys = 0;
|
|
c_alias_polys = 0;
|
|
}
|
|
|
|
mirror = false;
|
|
|
|
R_Clear ();
|
|
|
|
// GLR_SetupFog ();
|
|
|
|
r_alpha_surfaces = NULL;
|
|
|
|
GL_SetShaderState2D(false);
|
|
|
|
// render normal view
|
|
R_RenderScene ();
|
|
|
|
GLR_DrawWaterSurfaces ();
|
|
GLR_DrawAlphaSurfaces ();
|
|
|
|
// render mirror view
|
|
R_Mirror ();
|
|
|
|
R_BloomBlend();
|
|
|
|
R_PolyBlend ();
|
|
|
|
// qglDisable(GL_FOG);
|
|
|
|
if (r_speeds.value)
|
|
{
|
|
// 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");
|
|
|
|
// 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))
|
|
{
|
|
float vwidth = 1, vheight = 1;
|
|
float vs, vt;
|
|
|
|
// get the powers of 2 for the size of the texture that will hold the scene
|
|
while (vwidth < glwidth)
|
|
{
|
|
vwidth *= 2;
|
|
}
|
|
while (vheight < glheight)
|
|
{
|
|
vheight *= 2;
|
|
}
|
|
|
|
// get the maxtexcoords while we're at it
|
|
vs = glwidth / vwidth;
|
|
vt = glheight / vheight;
|
|
|
|
// 2d mode, but upside down to quake's normal 2d drawing
|
|
// this makes grabbing the sreen a lot easier
|
|
qglViewport (glx, gly, glwidth, glheight);
|
|
|
|
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, glwidth, 0, glheight, -99999, 99999);
|
|
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPushMatrix();
|
|
qglLoadIdentity ();
|
|
|
|
qglDisable (GL_DEPTH_TEST);
|
|
qglDisable (GL_CULL_FACE);
|
|
qglDisable (GL_BLEND);
|
|
qglEnable (GL_ALPHA_TEST);
|
|
|
|
// copy the scene to texture
|
|
GL_Bind(scenepp_texture);
|
|
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0);
|
|
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
qglTexParameterf(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_EnableMultitexture();
|
|
GL_Bind (scenepp_texture_warp);
|
|
|
|
GL_SelectTexture(mtexid1+1);
|
|
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(glwidth, 0);
|
|
|
|
qglMTexCoord2fSGIS (mtexid0, vs, vt);
|
|
qglMTexCoord2fSGIS (mtexid1, xmax, ymax);
|
|
qglMTexCoord2fSGIS (mtexid1+1, 1, 1);
|
|
qglVertex2f(glwidth, glheight);
|
|
|
|
qglMTexCoord2fSGIS (mtexid0, 0, vt);
|
|
qglMTexCoord2fSGIS (mtexid1, xmin, ymax);
|
|
qglMTexCoord2fSGIS (mtexid1+1, 0, 1);
|
|
qglVertex2f(0, glheight);
|
|
|
|
qglEnd();
|
|
|
|
qglDisable(GL_TEXTURE_2D);
|
|
GL_SelectTexture(mtexid1);
|
|
|
|
GL_DisableMultitexture();
|
|
}
|
|
|
|
// Disable shaders
|
|
GLSlang_UseProgram(0);
|
|
|
|
// After all the post processing, pop the matrices
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglPopMatrix();
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPopMatrix();
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error after drawing with shaderobjects\n");
|
|
}
|
|
|
|
|
|
|
|
if (gl_motionblur.value>0 && gl_motionblur.value < 1 && qglCopyTexImage2D)
|
|
{
|
|
int vwidth = 1, vheight = 1;
|
|
float vs, vt, cs, ct;
|
|
|
|
if (gl_config.arb_texture_non_power_of_two)
|
|
{ //we can use any size, supposedly
|
|
vwidth = glwidth;
|
|
vheight = glheight;
|
|
}
|
|
else
|
|
{ //limit the texture size to square and use padding.
|
|
while (vwidth < glwidth)
|
|
vwidth *= 2;
|
|
while (vheight < glheight)
|
|
vheight *= 2;
|
|
}
|
|
|
|
qglViewport (glx, gly, glwidth, glheight);
|
|
|
|
GL_Bind(sceneblur_texture);
|
|
|
|
// go 2d
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglPushMatrix();
|
|
qglLoadIdentity ();
|
|
qglOrtho (0, glwidth, 0, glheight, -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)glwidth / vwidth * 0.5;
|
|
ct = vt = (float)glheight / vheight * 0.5;
|
|
vs *= gl_motionblurscale.value;
|
|
vt *= gl_motionblurscale.value;
|
|
|
|
qglDisable (GL_DEPTH_TEST);
|
|
qglDisable (GL_CULL_FACE);
|
|
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(glwidth, 0);
|
|
qglTexCoord2f(cs+vs, ct+vt);
|
|
qglVertex2f(glwidth, glheight);
|
|
qglTexCoord2f(cs-vs, ct+vt);
|
|
qglVertex2f(0, glheight);
|
|
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, glx, gly, vwidth, vheight, 0);
|
|
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
}
|
|
|
|
#endif
|