fteqw/engine/gl/gl_rmain.c
Spoike 9ae7e2621d SOFTWARE RENDERING IS BROKEN: DO NOT USE ASM VERSION.
Lots of changes.
CSQC should be functional, but is still tied to debug builds. It WILL have some bugs still, hopefully I'll be able to clean them up better if people test it a bit.
Precompiled headers are working properly now. Compile times are now much quicker in msvc. This takes most of the files this commit.
Restructured how client commands work. They're buffered outside the network message, some multithreaded code is in. It needs a bit of testing before it's active.


git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@885 fc73d0e0-1445-4013-8a0c-d673dee63da5
2005-02-28 07:16:19 +00:00

2075 lines
47 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 RGLQUAKE
#include "glquake.h"
void R_RenderBrushPoly (msurface_t *fa);
#define PROJECTION_DISTANCE 200
#define MAX_STENCIL_ENTS 128
extern int gl_canstencil;
PFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB;
PFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB;
extern struct mleaf_s *GLMod_PointInLeaf (float *p, struct model_s *model);
#define Q2RF_WEAPONMODEL 4 // only draw through eyes
#define Q2RF_DEPTHHACK 16
entity_t r_worldentity;
qboolean r_cache_thrash; // compatability
vec3_t modelorg, r_entorigin;
entity_t *currententity;
int r_visframecount; // bumped when going to a new PVS
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 particletexture; // little dot for particles
int explosiontexture;
int playertextures; // up to 16 color translated skins
int mirrortexturenum; // quake texturenum, not gltexturenum
qboolean mirror;
mplane_t *mirror_plane;
msurface_t *r_mirror_chain;
qboolean r_inmirror; //or out-of-body
void R_DrawAliasModel (entity_t *e);
//
// view origin
//
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
float r_world_matrix[16];
float r_base_world_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;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
void GLR_MarkLeaves (void);
cvar_t r_norefresh = {"r_norefresh","0"};
//cvar_t r_drawentities = {"r_drawentities","1"};
//cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
//cvar_t r_speeds = {"r_speeds","0"};
//cvar_t r_fullbright = {"r_fullbright","0"};
cvar_t r_lightmap = {"r_lightmap","0", NULL, CVAR_CHEAT};
cvar_t r_mirroralpha = {"r_mirroralpha","1", NULL, CVAR_CHEAT};
cvar_t r_wateralpha = {"r_wateralpha","1", NULL};
//cvar_t r_waterwarp = {"r_waterwarp", "0"};
cvar_t r_novis = {"r_novis","0"};
//cvar_t r_netgraph = {"r_netgraph","0"};
extern cvar_t gl_part_flame;
extern cvar_t gl_part_torch;
cvar_t gl_clear = {"gl_clear","0"};
cvar_t gl_cull = {"gl_cull","1"};
cvar_t gl_smoothmodels = {"gl_smoothmodels","1"};
cvar_t gl_affinemodels = {"gl_affinemodels","0"};
cvar_t gl_polyblend = {"gl_polyblend","1"};
cvar_t gl_playermip = {"gl_playermip","0"};
cvar_t gl_keeptjunctions = {"gl_keeptjunctions","1"};
cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"};
cvar_t gl_finish = {"gl_finish","0"};
cvar_t gl_contrast = {"gl_contrast", "1"};
cvar_t gl_dither = {"gl_dither", "1"};
cvar_t gl_maxdist = {"gl_maxdist", "8192"};
extern cvar_t gl_ati_truform;
extern cvar_t gl_ati_truform_type;
extern cvar_t gl_ati_truform_tesselation;
#ifdef R_XFLIP
cvar_t r_xflip = {"leftisright", "0"};
#endif
extern cvar_t gl_ztrick;
extern cvar_t scr_fov;
// post processing stuff
int scenepp_texture;
int scenepp_texture_warp;
int 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;
// 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 (void)
{
int vert, frag;
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");
vert = GLSlang_CreateShader(genericvert, 1);//GL_VERTEX_SHADER_ARB);
frag = GLSlang_CreateShader(wwfrag, 0);//GL_FRAGMENT_SHADER_ARB);
scenepp_ww_program = GLSlang_CreateProgram(vert, frag);
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("GL Error initing shader object\n");
}
#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];
if (!gl_config.arb_shader_objects)
return;
scenepp_texture = texture_extension_number++;
scenepp_texture_warp = texture_extension_number++;
scenepp_texture_edge = texture_extension_number++;
// 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);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(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);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(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);
}
/*
=================
R_CullBox
Returns true if the box is completely outside the frustom
=================
*/
qboolean R_CullBox (vec3_t mins, vec3_t maxs)
{
int i;
for (i=0 ; i<4 ; i++)
if (BOX_ON_PLANE_SIDE (mins, maxs, &frustum[i]) == 2)
return true;
return false;
}
qboolean R_CullSphere (vec3_t org, float radius)
{
//four frustrum planes all point inwards in an expanding 'cone'.
int i;
float d;
for (i=0 ; i<4 ; i++)
{
d = DotProduct(frustum[i].normal, org)-frustum[i].dist;
if (d <= -radius)
return true;
}
return false;
}
void R_RotateForEntity (entity_t *e)
{
float m[16];
if (e->flags & Q2RF_WEAPONMODEL)
{ //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_GetSpriteFrame
================
*/
mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
{
msprite_t *psprite;
mspritegroup_t *pspritegroup;
mspriteframe_t *pspriteframe;
int i, numframes, frame;
float *pintervals, fullinterval, targettime, time;
psprite = currententity->model->cache.data;
frame = currententity->frame;
if ((frame >= psprite->numframes) || (frame < 0))
{
Con_Printf ("R_DrawSprite: no such frame %d (%s)\n", frame, currententity->model->name);
frame = 0;
}
if (psprite->frames[frame].type == SPR_SINGLE)
{
pspriteframe = psprite->frames[frame].frameptr;
}
else if (psprite->frames[frame].type == SPR_ANGLED)
{
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pspriteframe = pspritegroup->frames[(int)((r_refdef.viewangles[1]-currententity->angles[1])/360*8 + 0.5-4)&7];
}
else
{
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pintervals = pspritegroup->intervals;
numframes = pspritegroup->numframes;
fullinterval = pintervals[numframes-1];
time = cl.time + currententity->syncbase;
// 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;
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = currententity->model->cache.data;
// frame = 0x05b94140;
if (psprite->type == SPR_ORIENTED)
{ // bullet marks on walls
AngleVectors (currententity->angles, forward, right, up);
}
else if (psprite->type == 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);
}
else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT)
{
up[0] = 0;up[1] = 0;up[2]=1;
VectorCopy (vright, right);
}
else
{ // normal sprite
VectorCopy(vup, up);
VectorCopy(vright, right);
}
up[0]*=currententity->scale;
up[1]*=currententity->scale;
up[2]*=currententity->scale;
right[0]*=currententity->scale;
right[1]*=currententity->scale;
right[2]*=currententity->scale;
qglColor4f (1,1,1, e->alpha);
GL_DisableMultitexture();
GL_Bind(frame->gl_texturenum);
if (e->alpha<1)
{
qglEnable(GL_BLEND);
qglTexEnvf(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);
}
#if 0
extern int gldepthfunc;
typedef struct decal_s {
vec3_t origin;
vec3_t normal;
int modelindex;
float endtime;
float starttime;
float size;
struct decal_s *next;
} decal_t;
decal_t *firstdecal;
void vectoangles(vec3_t vec, vec3_t ang);
void R_DrawDecals(void)
{
// vec3_t point;
// vec3_t right, up;
entity_t ent;
extern int cl_spikeindex;
extern model_t mod_known[];
decal_t *dec = firstdecal;
// glDisable(GL_TEXTURE_2D);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
// glDepthFunc(GL_LEQUAL);
// glDisable(GL_CULL_TEST);
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_Bind(particletexture);
// glDepthMask(0);
// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 0, 0.5);
// glClearStencil(0x0);
// glEnable(GL_STENCIL_TEST);
memset(&ent, 0, sizeof(ent));
while(dec)
{
// if (dec->modelindex)
{
ent.origin[0] = dec->origin[0];
ent.origin[1] = dec->origin[1];
ent.origin[2] = dec->origin[2];
ent.angles[0] = -dec->normal[0];
ent.angles[1] = -dec->normal[1];
ent.angles[2] = -dec->normal[2];
vectoangles(ent.angles, ent.angles);
ent.model = &mod_known[cl_spikeindex];//dec->modelindex;
currententity = &ent;
switch(currententity->model->type)
{
case mod_alias:
R_DrawAliasModel(currententity);
break;
case mod_alias3:
R_DrawAlias3Model(currententity);
break;
}
dec = dec->next;
continue;
}
/*
PerpendicularVector(up, dec->normal);
CrossProduct(dec->normal, up, right);
#if 0
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc (GL_ALWAYS, 0x1, 0x1);
glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE);
glBegin(GL_QUADS);
glVertex2f (-1.0, 0.0);
glVertex2f (0.0, 1.0);
glVertex2f (1.0, 0.0);
glVertex2f (0.0, -1.0);
glEnd();
glStencilFunc (GL_EQUAL, 0x1, 0x1); //where we drew to the stencil buffer.
glStencilOp (GL_ZERO, GL_KEEP, GL_KEEP);
#endif
// glColor4f(1, 1, 1, (dec->starttime-dec->endtime) * (cl.time-dec->starttime));
glBegin (GL_QUADS);
glTexCoord2f (0, 0.5);
VectorMA (dec->origin, dec->size, up, point);
VectorMA (point, -dec->size, right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
VectorMA (dec->origin, -dec->size, up, point);
VectorMA (point, -dec->size, right, point);
glVertex3fv (point);
glTexCoord2f (0.5, 0);
VectorMA (dec->origin, -dec->size, up, point);
VectorMA (point, dec->size, right, point);
glVertex3fv (point);
glTexCoord2f (0.5, 0.5);
VectorMA (dec->origin, dec->size, up, point);
VectorMA (point, dec->size, right, point);
glVertex3fv (point);
glEnd ();
dec = dec->next;
*/
}
// glDisable(GL_STENCIL_TEST);
// glDepthMask(1);
glEnable(GL_TEXTURE_2D);
glDisable (GL_BLEND);
// glDepthFunc(gldepthfunc);
}
void TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
void GLR_AddDecals(vec3_t org)
{
decal_t *dec;
vec3_t end, impact, norm;
vec3_t dir[] = {
{0, 0, 10},
{0, 0, -10},
{0, 10, 0},
{0, -10, 0},
{10, 0, 0},
{-10, 0, 0}
};
int i;
#define STOP_EPSILON 0.01
return;
for (i = 0; i < 6; i++)
{
VectorAdd(org, dir[i], end);
TraceLineN(org, end, impact, norm);
if (!((end[0]==impact[0] && end[1]==impact[1] && end[2]==impact[2]) || (!impact[0] && !impact[1] && !impact[2])))
{
dec = Z_Malloc(sizeof(decal_t));
VectorCopy(norm, dec->normal);
// VectorCopy(impact, dec->origin);
VectorMA(impact, STOP_EPSILON, norm, dec->origin);
dec->next = firstdecal;
firstdecal = dec;
}
}
}
#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 (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
continue;
if (!Cam_DrawPlayer(0, currententity->keynum-1))
continue;
if (!currententity->model)
continue;
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->particleeffect>=0)
{
if (currententity->model->particleengulphs)
{
if (gl_part_flame.value)
{
R_TorchEffect(currententity->origin, currententity->model->particleeffect);
currententity->model = NULL;
continue;
}
}
else
{
if (gl_part_torch.value)
{
R_TorchEffect(currententity->origin, currententity->model->particleeffect);
}
}
}
}
switch (currententity->model->type)
{
case mod_alias:
if (r_refdef.flags & 1 || !cl.worldmodel || 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->fromgame == fg_doom)
PPL_BaseBModelTextures (currententity);
break;
default:
break;
}
}
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
continue;
if (!currententity->model)
continue;
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->particleeffect>=0)
{
if (currententity->model->particleengulphs)
{
if (gl_part_flame.value)
{
continue;
}
}
}
}
switch (currententity->model->type)
{
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
default :
break;
}
}
}
/*
=============
R_DrawViewModel
=============
*/
void GLR_DrawViewModel (void)
{
/*
// float ambient[4], diffuse[4];
// int j;
// int lnum;
// vec3_t dist;
// float add;
// dlight_t *dl;
// int ambientlight, shadelight;
static struct model_s *oldmodel[MAX_SPLITS];
static float lerptime[MAX_SPLITS];
static int prevframe[MAX_SPLITS];
#ifdef SIDEVIEWS
extern qboolean r_secondaryview;
if (r_secondaryview==1)
return;
#endif
if (!r_drawviewmodel.value || !Cam_DrawViewModel(r_refdef.currentplayernum))
return;
if (envmap)
return;
#ifdef Q2CLIENT
if (cls.q2server)
return;
#endif
if (!r_drawentities.value)
return;
if (cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_INVISIBILITY)
return;
if (cl.stats[r_refdef.currentplayernum][STAT_HEALTH] <= 0)
return;
currententity = &cl.viewent[r_refdef.currentplayernum];
if (!currententity->model)
return;
// if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->particleeffect>=0)
{
if (currententity->model->particleengulphs)
{
if (gl_part_flame.value)
{
R_TorchEffect(currententity->origin, currententity->model->particleeffect);
currententity->model = NULL;
return;
}
}
else
{
if (gl_part_torch.value)
{
R_TorchEffect(currententity->origin, currententity->model->particleeffect);
}
}
}
}
#ifdef PEXT_SCALE
currententity->scale = 1;
#endif
if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1)
currententity->alpha = r_drawviewmodel.value;
else
currententity->alpha = 1;
if (currententity->frame != prevframe[r_refdef.currentplayernum])
{
currententity->oldframe = prevframe[r_refdef.currentplayernum];
lerptime[r_refdef.currentplayernum] = realtime;
}
prevframe[r_refdef.currentplayernum] = currententity->frame;
if (currententity->model != oldmodel[r_refdef.currentplayernum])
{
oldmodel[r_refdef.currentplayernum] = currententity->model;
currententity->oldframe = currententity->frame;
lerptime[r_refdef.currentplayernum] = realtime;
}
currententity->lerptime = 1-(realtime-lerptime[r_refdef.currentplayernum])*10;
if (currententity->lerptime<0)currententity->lerptime=0;
if (currententity->lerptime>1)currententity->lerptime=1;
currententity->flags = Q2RF_WEAPONMODEL|Q2RF_DEPTHHACK;
switch(currententity->model->type)
{
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
case mod_alias:
R_DrawGAliasModel (currententity);
break;
#ifdef HALFLIFEMODELS
case mod_halflife:
R_DrawHLModel (currententity);
break;
#else
case mod_halflife: //no gcc warning please
break;
#endif
//we don't support these as view models
case mod_brush:
case mod_dummy:
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)
{
extern float vid_gamma;
float f;
RSpeedMark();
if (gl_contrast.value <= 1.0)
return;
f = gl_contrast.value;
f = min (f, 3);
f = pow (f, vid_gamma);
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);
}
int SignbitsForPlane (mplane_t *out)
{
int bits, j;
// for fast box on planeside test
bits = 0;
for (j=0 ; j<3 ; j++)
{
if (out->normal[j] < 0)
bits |= 1<<j;
}
return bits;
}
void R_SetFrustum (void)
{
int i;
if ((int)r_novis.value & 4)
return;
if (r_refdef.fov_x == 90)
{
// front side is visible
VectorAdd (vpn, vright, frustum[0].normal);
VectorSubtract (vpn, vright, frustum[1].normal);
VectorAdd (vpn, vup, frustum[2].normal);
VectorSubtract (vpn, vup, frustum[3].normal);
}
else
{
// rotate VPN right by FOV_X/2 degrees
RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
// rotate VPN left by FOV_X/2 degrees
RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
// rotate VPN up by FOV_X/2 degrees
RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
// rotate VPN down by FOV_X/2 degrees
RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
}
for (i=0 ; i<4 ; i++)
{
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}
/*
===============
R_SetupFrame
===============
*/
void GLR_SetupFrame (void)
{
// don't allow cheats in multiplayer
r_wateralphaval = r_wateralpha.value;
if (!cls.allow_watervis)
r_wateralphaval = 1;
GLR_AnimateLight ();
r_framecount++;
// build the transformation matrix for the given view angles
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
// current viewleaf
if (r_refdef.flags & 1)
{
}
#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 (r_origin, cl.worldmodel);
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 (temp, cl.worldmodel);
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 (temp, cl.worldmodel);
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 (r_origin, cl.worldmodel);
if (!r_viewleaf)
{
}
else if (r_viewleaf->contents == Q1CONTENTS_EMPTY)
{ //look down a bit
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = GLMod_PointInLeaf (temp, cl.worldmodel);
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 (temp, cl.worldmodel);
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;
}
void MYgluPerspective( GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar )
{
#if 1 //for the sake of the d3d...
#else
GLfloat matrix[16];
#endif
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
#if 1 //for the sake of the d3d...
qglFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
#else
matrix[0] = (2*zNear) / (xmax - xmin);
matrix[4] = 0;
matrix[8] = (xmax + xmin) / (xmax - xmin);
matrix[12] = 0;
matrix[1] = 0;
matrix[5] = (2*zNear) / (ymax - ymin);
matrix[9] = (ymax + ymin) / (ymax - ymin);
matrix[13] = 0;
matrix[2] = 0;
matrix[6] = 0;
matrix[10] = - (zFar+zNear)/(zFar-zNear);
matrix[14] = - (2.0f*zFar*zNear)/(zFar-zNear);
matrix[3] = 0;
matrix[7] = 0;
matrix[11] = -1;
matrix[15] = 0;
qglMultMatrixf(matrix);
#endif
}
void GL_InfinatePerspective( GLdouble fovy, GLdouble aspect,
GLdouble zNear)
{
GLfloat matrix[16];
// nudge infinity in just slightly for lsb slop
GLfloat nudge = 1;// - 1.0 / (1<<23);
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
matrix[0] = (2*zNear) / (xmax - xmin);
matrix[4] = 0;
matrix[8] = (xmax + xmin) / (xmax - xmin);
matrix[12] = 0;
matrix[1] = 0;
matrix[5] = (2*zNear) / (ymax - ymin);
matrix[9] = (ymax + ymin) / (ymax - ymin);
matrix[13] = 0;
matrix[2] = 0;
matrix[6] = 0;
matrix[10] = -1 * nudge;
matrix[14] = -2*zNear * nudge;
matrix[3] = 0;
matrix[7] = 0;
matrix[11] = -1;
matrix[15] = 0;
qglMultMatrixf(matrix);
}
/*
=============
R_SetupGL
=============
*/
void R_SetupGL (void)
{
float screenaspect;
extern int glwidth, glheight;
int x, x2, y2, y, w, h;
//
// set up viewpoint
//
x = r_refdef.vrect.x * glwidth/vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
y = (vid.height-r_refdef.vrect.y) * glheight/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;
}
qglViewport (glx + x, gly + y2, w, h);
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity ();
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
if (!r_shadows.value || !gl_canstencil)//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 (r_refdef.fov_y, screenaspect, 4, gl_maxdist.value);
}
else
{
GL_InfinatePerspective(r_refdef.fov_y, screenaspect, 4);
}
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);
ML_ModelViewMatrixFromAxis(r_world_matrix, vpn, vright, vup, r_refdef.vieworg);
qglLoadMatrixf(r_world_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 (!mirror)
GLR_SetupFrame ();
TRACE(("dbg: calling R_SetFrustrum\n"));
R_SetFrustum ();
TRACE(("dbg: calling R_SetupGL\n"));
R_SetupGL ();
if (!(r_refdef.flags & 1))
{
#ifdef DOOMWADS
if (!GLR_DoomWorld ())
#endif
{
TRACE(("dbg: calling GLR_MarkLeaves\n"));
GLR_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"));
R_RenderDlights ();
if (cl.worldmodel)
{
TRACE(("dbg: calling R_DrawParticles\n"));
R_DrawParticles ();
}
#ifdef GLTEST
Test_Draw ();
#endif
}
/*
=============
R_Clear
=============
*/
int gldepthfunc;
void R_Clear (void)
{
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;
qglDepthFunc (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 & 1))
qglClear (GL_COLOR_BUFFER_BIT);
trickframe++;
if (trickframe & 1)
{
gldepthmin = 0;
gldepthmax = 0.49999;
qglDepthFunc (gldepthfunc=GL_LEQUAL);
}
else
{
gldepthmin = 1;
gldepthmax = 0.5;
qglDepthFunc (gldepthfunc=GL_GEQUAL);
}
}
else
{
if (gl_clear.value && !r_secondaryview)
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
qglClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 1;
qglDepthFunc (gldepthfunc=GL_LEQUAL);
}
qglDepthRange (gldepthmin, gldepthmax);
}
//#if 0 //!!! FIXME, Zoid, mirror is disabled for now
/*
=============
R_Mirror
=============
*/
void CL_AddFlagModels (entity_t *ent, int team);
void R_MirrorAddPlayerModels (void)
{
extern int cl_playerindex;
extern cvar_t cl_predict_players, cl_predict_players2;
player_state_t *state;
player_state_t exact;
player_info_t *info=cl.players + cl.playernum[0];
double playertime;
entity_t *ent;
int msec;
frame_t *frame;
int oldphysent;
extern cvar_t spectator;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
frame = &cl.frames[cl.parsecount&UPDATE_MASK];
state=&frame->playerstate[cl.playernum[0]];
if (!state->modelindex || spectator.value)
return;
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
ent->keynum = cl.playernum[0]+1;
ent->model = cl.model_precache[state->modelindex];
ent->skinnum = state->skinnum;
ent->frame = state->frame;
ent->oldframe = state->oldframe;
if (state->lerpstarttime)
{
ent->lerptime = 1-(realtime - state->lerpstarttime)*10;
if (ent->lerptime < 0)
ent->lerptime = 0;
}
else
ent->lerptime = 0;
ent->colormap = cl.players[cl.playernum[0]].translations;
if (state->modelindex == cl_playerindex)
ent->scoreboard = &cl.players[cl.playernum[0]]; // use custom skin
else
ent->scoreboard = NULL;
#ifdef PEXT_SCALE
ent->scale = state->scale;
if (!ent->scale)
ent->scale = 1;
#endif
#ifdef PEXT_TRANS
ent->alpha = state->trans;
if (!ent->alpha)
ent->alpha = 1;
#endif
//
// angles
//
ent->angles[PITCH] = -r_refdef.viewangles[PITCH]/3;
ent->angles[YAW] = r_refdef.viewangles[YAW];
// ent->angles[ROLL] = 0;
ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
// only predict half the move to minimize overruns
msec = 500*(playertime - state->state_time);
if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value))
{
VectorCopy (state->origin, ent->origin);
//Con_DPrintf ("nopredict\n");
}
else
{
// predict players movement
if (msec > 255)
msec = 255;
state->command.msec = msec;
//Con_DPrintf ("predict: %i\n", msec);
oldphysent = pmove.numphysent;
CL_SetSolidPlayers (cl.playernum[0]);
CL_PredictUsercmd (0, state, &exact, &state->command);
pmove.numphysent = oldphysent;
VectorCopy (exact.origin, ent->origin);
}
VectorCopy(cl.simorg[0], ent->origin);
if (state->effects & EF_FLAG1)
CL_AddFlagModels (ent, 0);
else if (state->effects & EF_FLAG2)
CL_AddFlagModels (ent, 1);
if (info->vweapindex)
CL_AddVWeapModel(ent, info->vweapindex);
}
void R_Mirror (void)
{
float d;
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.
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 (r_base_world_matrix, r_world_matrix, sizeof(r_base_world_matrix));
while(r_mirror_chain)
{
s = r_mirror_chain;
r_mirror_chain = r_mirror_chain->texturechain;
//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->texturechain)
{
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->texturechain = r_mirror_chain;
else
rejects = r_mirror_chain;
prevr = r_mirror_chain;
}
else
{ //matches
prevs->texturechain = r_mirror_chain;
prevs = r_mirror_chain;
}
}
prevs->texturechain = NULL;
if (prevr)
prevr->texturechain = NULL;
r_mirror_chain = rejects;
mirror_plane = s->plane;
//enable stencil writing
qglClearStencil(0);
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)
qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
qglDepthMask( GL_FALSE );
for (prevs = s; s; s=s->texturechain) //write the polys to the stencil buffer.
R_RenderBrushPoly (s);
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
qglDepthMask( GL_TRUE );
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc( GL_EQUAL, 1, ~0 ); //pass if equal to 1
// oldvisents = cl_numvisedicts;
// R_MirrorAddPlayerModels(); //we need to add the player model. Invisible in mirror otherwise.
d = DotProduct (oldorg, mirror_plane->normal) - mirror_plane->dist;
VectorMA (oldorg, -2*d, mirror_plane->normal, r_refdef.vieworg);
memcpy(r_origin, r_refdef.vieworg, sizeof(vec3_t));
d = DotProduct (oldvpn, mirror_plane->normal);
VectorMA (oldvpn, -2*d, mirror_plane->normal, vpn);
d = DotProduct (oldvright, mirror_plane->normal);
VectorMA (oldvright, -2*d, mirror_plane->normal, vright);
d = DotProduct (oldvup, mirror_plane->normal);
VectorMA (oldvup, -2*d, mirror_plane->normal, vup);
r_refdef.viewangles[0] = -asin (vpn[2])/M_PI*180;
r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0])/M_PI*180;
r_refdef.viewangles[2] = -oldangles[2];
vpn[0]*=0.001;
vpn[1]*=0.001;
vpn[2]*=0.001;
/*
r_refdef.vieworg[0] = 400;
r_refdef.vieworg[1] = 575;
r_refdef.vieworg[2] = 64;
*/
// AngleVectors (r_refdef.viewangles, vpn, vright, vup);
gldepthmin = 0.5;
gldepthmax = 1;
qglDepthRange (gldepthmin, gldepthmax);
qglDepthFunc (GL_LEQUAL);
R_RenderScene ();
GLR_DrawWaterSurfaces ();
gldepthmin = 0;
gldepthmax = 0.5;
qglDepthRange (gldepthmin, gldepthmax);
qglDepthFunc (GL_LEQUAL);
memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t));
memcpy(r_refdef.vieworg, oldorg, sizeof(vec3_t));
qglMatrixMode(GL_PROJECTION);
if (mirror_plane->normal[2])
qglScalef (1,-1,1);
else
qglScalef (-1,1,1);
qglCullFace(GL_FRONT);
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf (r_base_world_matrix);
qglDisable(GL_STENCIL_TEST);
// blend on top
qglDisable(GL_ALPHA_TEST);
qglEnable (GL_BLEND);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglColor4f (1,1,1,r_mirroralpha.value);
for ( ; s ; s=s->texturechain)
{
qglEnable (GL_BLEND);
R_RenderBrushPoly (s);
}
cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
qglDisable (GL_BLEND);
qglColor4f (1,1,1,1);
//put things back for rear views
qglCullFace(GL_BACK);
// cl_numvisedicts = oldvisents;
}
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
/*
================
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 (r_norefresh.value || !glwidth || !glheight)
{
GL_DoSwap();
return;
}
if (!(r_refdef.flags & 1))
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 ();
/*
if (r_viewleaf)// && r_viewleaf->contents != CONTENTS_EMPTY)
{
// static fogcolour;
float fogcol[4]={0};
float fogperc;
float fogdist;
#pragma comment (lib, "opengl32.lib") //temp only.
fogperc=0;
fogdist=512;
switch(r_viewleaf->contents)
{
case CONTENTS_WATER:
fogcol[0] = 64/255.0;
fogcol[1] = 128/255.0;
fogcol[2] = 192/255.0;
fogperc=0.2;
fogdist=512;
break;
case CONTENTS_SLIME:
fogcol[0] = 32/255.0;
fogcol[1] = 192/255.0;
fogcol[2] = 92/255.0;
fogperc=1;
fogdist=256;
break;
case CONTENTS_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)
{
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogfv(GL_FOG_COLOR, fogcol);
glFogf(GL_FOG_DENSITY, fogperc);
glFogf(GL_FOG_START, 1);
glFogf(GL_FOG_END, fogdist);
glEnable(GL_FOG);
}
}
*/
r_alpha_surfaces = NULL;
// render normal view
R_RenderScene ();
GLR_DrawViewModel ();
GLR_DrawWaterSurfaces ();
GLR_DrawAlphaSurfaces ();
// render mirror view
R_Mirror ();
R_PolyBlend ();
// glDisable(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 (!gl_config.arb_shader_objects)
return;
// SCENE POST PROCESSING
// we check if we need to use any shaders - currently it's just waterwarp
if ( (r_waterwarp.value && 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;
}
if (qglGetError())
Con_Printf("GL Error before drawing with shaderobjects\n");
// 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("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.
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");
}
}
#endif