quakespasm/Quake/gl_rmain.c

1270 lines
33 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers
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"
#include "glquake.h"
vec3_t modelorg, r_entorigin;
static entity_t r_worldentity; //so we can make sure currententity is valid
entity_t *currententity;
int r_visframecount; // bumped when going to a new PVS
int r_framecount; // used for dlight push checking
mplane_t frustum[4];
//johnfitz -- rendering statistics
int rs_brushpolys, rs_aliaspolys, rs_skypolys;
int rs_dynamiclightmaps, rs_brushpasses, rs_aliaspasses, rs_skypasses;
//
// view origin
//
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
float r_fovx, r_fovy; //johnfitz -- rendering fov may be different becuase of r_waterwarp and r_stereo
//
// screen size info
//
refdef_t r_refdef;
mleaf_t *r_viewleaf, *r_oldviewleaf;
int d_lightstylevalue[MAX_LIGHTSTYLES]; // 8.8 fraction of base light value
cvar_t r_norefresh = {"r_norefresh","0",CVAR_NONE};
cvar_t r_drawentities = {"r_drawentities","1",CVAR_NONE};
cvar_t r_drawviewmodel = {"r_drawviewmodel","1",CVAR_NONE};
cvar_t r_speeds = {"r_speeds","0",CVAR_NONE};
cvar_t r_pos = {"r_pos","0",CVAR_NONE};
cvar_t r_fullbright = {"r_fullbright","0",CVAR_NONE};
cvar_t r_lightmap = {"r_lightmap","0",CVAR_NONE};
cvar_t r_shadows = {"r_shadows","0",CVAR_ARCHIVE};
cvar_t r_wateralpha = {"r_wateralpha","1",CVAR_ARCHIVE};
cvar_t r_dynamic = {"r_dynamic","1",CVAR_ARCHIVE};
cvar_t r_novis = {"r_novis","0",CVAR_ARCHIVE};
cvar_t gl_finish = {"gl_finish","0",CVAR_NONE};
cvar_t gl_clear = {"gl_clear","1",CVAR_NONE};
cvar_t gl_cull = {"gl_cull","1",CVAR_NONE};
cvar_t gl_smoothmodels = {"gl_smoothmodels","1",CVAR_NONE};
cvar_t gl_affinemodels = {"gl_affinemodels","0",CVAR_NONE};
cvar_t gl_polyblend = {"gl_polyblend","1",CVAR_NONE};
cvar_t gl_flashblend = {"gl_flashblend","0",CVAR_ARCHIVE};
cvar_t gl_playermip = {"gl_playermip","0",CVAR_NONE};
cvar_t gl_nocolors = {"gl_nocolors","0",CVAR_NONE};
//johnfitz -- new cvars
cvar_t r_stereo = {"r_stereo","0",CVAR_NONE};
cvar_t r_stereodepth = {"r_stereodepth","128",CVAR_NONE};
cvar_t r_clearcolor = {"r_clearcolor","2",CVAR_ARCHIVE};
cvar_t r_drawflat = {"r_drawflat","0",CVAR_NONE};
cvar_t r_flatlightstyles = {"r_flatlightstyles", "0", CVAR_NONE};
cvar_t gl_fullbrights = {"gl_fullbrights", "1", CVAR_ARCHIVE};
cvar_t gl_farclip = {"gl_farclip", "16384", CVAR_ARCHIVE};
cvar_t gl_overbright = {"gl_overbright", "1", CVAR_ARCHIVE};
cvar_t gl_overbright_models = {"gl_overbright_models", "1", CVAR_ARCHIVE};
cvar_t r_oldskyleaf = {"r_oldskyleaf", "0", CVAR_NONE};
cvar_t r_drawworld = {"r_drawworld", "1", CVAR_NONE};
cvar_t r_showtris = {"r_showtris", "0", CVAR_NONE};
cvar_t r_showbboxes = {"r_showbboxes", "0", CVAR_NONE};
cvar_t r_lerpmodels = {"r_lerpmodels", "1", CVAR_ARCHIVE};
cvar_t r_lerpmove = {"r_lerpmove", "1", CVAR_ARCHIVE};
cvar_t r_nolerp_list = {"r_nolerp_list", "progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", CVAR_NONE};
cvar_t r_noshadow_list = {"r_noshadow_list", "progs/flame2.mdl,progs/flame.mdl,progs/bolt1.mdl,progs/bolt2.mdl,progs/bolt3.mdl,progs/laser.mdl", CVAR_NONE};
extern cvar_t r_vfog;
//johnfitz
cvar_t gl_zfix = {"gl_zfix", "0", CVAR_NONE}; // QuakeSpasm z-fighting fix
cvar_t r_lavaalpha = {"r_lavaalpha","0",CVAR_NONE};
cvar_t r_telealpha = {"r_telealpha","0",CVAR_NONE};
cvar_t r_slimealpha = {"r_slimealpha","0",CVAR_NONE};
float map_wateralpha, map_lavaalpha, map_telealpha, map_slimealpha;
float map_fallbackalpha;
qboolean r_drawflat_cheatsafe, r_fullbright_cheatsafe, r_lightmap_cheatsafe, r_drawworld_cheatsafe; //johnfitz
cvar_t r_scale = {"r_scale", "1", CVAR_ARCHIVE};
//==============================================================================
//
// GLSL GAMMA CORRECTION
//
//==============================================================================
static GLuint r_gamma_texture;
static GLuint r_gamma_program;
static int r_gamma_texture_width, r_gamma_texture_height;
// uniforms used in gamma shader
static GLuint gammaLoc;
static GLuint contrastLoc;
static GLuint textureLoc;
/*
=============
GLSLGamma_DeleteTexture
=============
*/
void GLSLGamma_DeleteTexture (void)
{
glDeleteTextures (1, &r_gamma_texture);
r_gamma_texture = 0;
r_gamma_program = 0; // deleted in R_DeleteShaders
}
/*
=============
GLSLGamma_CreateShaders
=============
*/
static void GLSLGamma_CreateShaders (void)
{
const GLchar *vertSource = \
"#version 110\n"
"\n"
"void main(void) {\n"
" gl_Position = vec4(gl_Vertex.xy, 0.0, 1.0);\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n";
const GLchar *fragSource = \
"#version 110\n"
"\n"
"uniform sampler2D GammaTexture;\n"
"uniform float GammaValue;\n"
"uniform float ContrastValue;\n"
"\n"
"void main(void) {\n"
" vec4 frag = texture2D(GammaTexture, gl_TexCoord[0].xy);\n"
" frag.rgb = frag.rgb * ContrastValue;\n"
" gl_FragColor = vec4(pow(frag.rgb, vec3(GammaValue)), 1.0);\n"
"}\n";
if (!gl_glsl_gamma_able)
return;
r_gamma_program = GL_CreateProgram (vertSource, fragSource, 0, NULL);
// get uniform locations
gammaLoc = GL_GetUniformLocation (&r_gamma_program, "GammaValue");
contrastLoc = GL_GetUniformLocation (&r_gamma_program, "ContrastValue");
textureLoc = GL_GetUniformLocation (&r_gamma_program, "GammaTexture");
}
/*
=============
GLSLGamma_GammaCorrect
=============
*/
void GLSLGamma_GammaCorrect (void)
{
int tw=glwidth,th=glheight;
float smax, tmax;
if (!gl_glsl_gamma_able)
return;
if (vid_gamma.value == 1 && vid_contrast.value == 1)
return;
// create render-to-texture texture if needed
if (!r_gamma_texture)
{
glGenTextures (1, &r_gamma_texture);
r_gamma_texture_width = 0;
r_gamma_texture_height = 0;
}
GL_DisableMultitexture();
glBindTexture (GL_TEXTURE_2D, r_gamma_texture);
if (!gl_texture_NPOT)
{
tw = TexMgr_Pad(tw);
th = TexMgr_Pad(th);
}
if (r_gamma_texture_width != tw || r_gamma_texture_height != th)
{
r_gamma_texture_width = tw;
r_gamma_texture_height = th;
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, r_gamma_texture_width, r_gamma_texture_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
// create shader if needed
if (!r_gamma_program)
{
GLSLGamma_CreateShaders ();
if (!r_gamma_program)
{
Sys_Error("GLSLGamma_CreateShaders failed");
}
}
// copy the framebuffer to the texture
glCopyTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, glx, gly, glwidth, glheight);
// draw the texture back to the framebuffer with a fragment shader
GL_UseProgramFunc (r_gamma_program);
GL_Uniform1fFunc (gammaLoc, vid_gamma.value);
GL_Uniform1fFunc (contrastLoc, q_min(2.0f, q_max(1.0f, vid_contrast.value)));
GL_Uniform1iFunc (textureLoc, 0); // use texture unit 0
glDisable (GL_ALPHA_TEST);
glDisable (GL_DEPTH_TEST);
glViewport (glx, gly, glwidth, glheight);
smax = glwidth/(float)r_gamma_texture_width;
tmax = glheight/(float)r_gamma_texture_height;
glBegin (GL_QUADS);
glTexCoord2f (0, 0);
glVertex2f (-1, -1);
glTexCoord2f (smax, 0);
glVertex2f (1, -1);
glTexCoord2f (smax, tmax);
glVertex2f (1, 1);
glTexCoord2f (0, tmax);
glVertex2f (-1, 1);
glEnd ();
GL_UseProgramFunc (0);
// clear cached binding
GL_ClearBindings ();
}
/*
=================
R_CullBox -- johnfitz -- replaced with new function from lordhavoc
Returns true if the box is completely outside the frustum
=================
*/
qboolean R_CullBox (vec3_t emins, vec3_t emaxs)
{
int i;
mplane_t *p;
byte signbits;
float vec[3];
for (i = 0;i < 4;i++)
{
p = frustum + i;
signbits = p->signbits;
vec[0] = ((signbits % 2)<1) ? emaxs[0] : emins[0];
vec[1] = ((signbits % 4)<2) ? emaxs[1] : emins[1];
vec[2] = ((signbits % 8)<4) ? emaxs[2] : emins[2];
if (p->normal[0]*vec[0] + p->normal[1]*vec[1] + p->normal[2]*vec[2] < p->dist)
return true;
}
return false;
}
/*
===============
R_CullModelForEntity -- johnfitz -- uses correct bounds based on rotation
===============
*/
qboolean R_CullModelForEntity (entity_t *e)
{
vec3_t mins, maxs;
vec_t scalefactor, *minbounds, *maxbounds;
if (e->angles[0] || e->angles[2]) //pitch or roll
{
minbounds = e->model->rmins;
maxbounds = e->model->rmaxs;
}
else if (e->angles[1]) //yaw
{
minbounds = e->model->ymins;
maxbounds = e->model->ymaxs;
}
else //no rotation
{
minbounds = e->model->mins;
maxbounds = e->model->maxs;
}
scalefactor = ENTSCALE_DECODE(e->netstate.scale);
if (scalefactor != 1.0f)
{
VectorMA (e->origin, scalefactor, minbounds, mins);
VectorMA (e->origin, scalefactor, maxbounds, maxs);
}
else
{
VectorAdd (e->origin, minbounds, mins);
VectorAdd (e->origin, maxbounds, maxs);
}
return R_CullBox (mins, maxs);
}
/*
===============
R_RotateForEntity -- johnfitz -- modified to take origin and angles instead of pointer to entity
===============
*/
void R_RotateForEntity (vec3_t origin, vec3_t angles, unsigned char scale)
{
glTranslatef (origin[0], origin[1], origin[2]);
glRotatef (angles[1], 0, 0, 1);
glRotatef (-angles[0], 0, 1, 0);
glRotatef (angles[2], 1, 0, 0);
if (scale != ENTSCALE_DEFAULT)
{
float scalefactor = ENTSCALE_DECODE(scale);
glScalef(scalefactor, scalefactor, scalefactor);
}
}
/*
=============
GL_PolygonOffset -- johnfitz
negative offset moves polygon closer to camera
=============
*/
void GL_PolygonOffset (int offset)
{
if (offset > 0)
{
glEnable (GL_POLYGON_OFFSET_FILL);
glEnable (GL_POLYGON_OFFSET_LINE);
glPolygonOffset(1, offset);
}
else if (offset < 0)
{
glEnable (GL_POLYGON_OFFSET_FILL);
glEnable (GL_POLYGON_OFFSET_LINE);
glPolygonOffset(-1, offset);
}
else
{
glDisable (GL_POLYGON_OFFSET_FILL);
glDisable (GL_POLYGON_OFFSET_LINE);
}
}
//==============================================================================
//
// SETUP FRAME
//
//==============================================================================
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;
}
/*
===============
TurnVector -- johnfitz
turn forward towards side on the plane defined by forward and side
if angle = 90, the result will be equal to side
assumes side and forward are perpendicular, and normalized
to turn away from side, use a negative angle
===============
*/
void TurnVector (vec3_t out, const vec3_t forward, const vec3_t side, float angle)
{
float scale_forward, scale_side;
scale_forward = cos( DEG2RAD( angle ) );
scale_side = sin( DEG2RAD( angle ) );
out[0] = scale_forward*forward[0] + scale_side*side[0];
out[1] = scale_forward*forward[1] + scale_side*side[1];
out[2] = scale_forward*forward[2] + scale_side*side[2];
}
/*
===============
R_SetFrustum -- johnfitz -- rewritten
===============
*/
void R_SetFrustum (float fovx, float fovy)
{
int i;
if (r_stereo.value)
fovx += 10; //silly hack so that polygons don't drop out becuase of stereo skew
TurnVector(frustum[0].normal, vpn, vright, fovx/2 - 90); //left plane
TurnVector(frustum[1].normal, vpn, vright, 90 - fovx/2); //right plane
TurnVector(frustum[2].normal, vpn, vup, 90 - fovy/2); //bottom plane
TurnVector(frustum[3].normal, vpn, vup, fovy/2 - 90); //top plane
for (i=0 ; i<4 ; i++)
{
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = DotProduct (r_origin, frustum[i].normal); //FIXME: shouldn't this always be zero?
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}
/*
=============
GL_SetFrustum -- johnfitz -- written to replace MYgluPerspective
=============
*/
float frustum_skew = 0.0; //used by r_stereo
/*void GL_SetFrustum(float fovx, float fovy)
{
float xmax, ymax;
xmax = NEARCLIP * tan( fovx * M_PI / 360.0 );
ymax = NEARCLIP * tan( fovy * M_PI / 360.0 );
glFrustum(-xmax + frustum_skew, xmax + frustum_skew, -ymax, ymax, NEARCLIP, gl_farclip.value);
}*/
/*
=============
R_SetupGL
=============
*/
void R_SetupGL (void)
{
int scale;
//johnfitz -- rewrote this section
if (!r_refdef.drawworld)
scale = 1; //don't rescale. we can't handle rescaling transparent parts.
else
scale = CLAMP(1, (int)r_scale.value, 4); // ericw -- see R_ScaleView
glViewport (glx + r_refdef.vrect.x,
gly + glheight - r_refdef.vrect.y - r_refdef.vrect.height,
r_refdef.vrect.width / scale,
r_refdef.vrect.height / scale);
//johnfitz
#if 1 //Spike: these should be equivelent. gpus tend not to use doubles in favour of speed, so no loss there.
{
mat4_t mat;
Matrix4_ProjectionMatrix(r_fovx, r_fovy, NEARCLIP, gl_farclip.value, false, frustum_skew, 0, mat);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(mat);
Matrix4_ViewMatrix(r_refdef.viewangles, r_refdef.vieworg, mat);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(mat);
}
#else
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
GL_SetFrustum (r_fovx, r_fovy); //johnfitz -- use r_fov* vars
// glCullFace(GL_BACK); //johnfitz -- glquake used CCW with backwards culling -- let's do it right
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
glRotatef (-90, 1, 0, 0); // put Z going up
glRotatef (90, 0, 0, 1); // put Z going up
glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
#endif
//
// set drawing parms
//
if (gl_cull.value)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glEnable(GL_DEPTH_TEST);
}
/*
=============
R_Clear -- johnfitz -- rewritten and gutted
=============
*/
void R_Clear (void)
{
unsigned int clearbits;
clearbits = GL_DEPTH_BUFFER_BIT;
// from mh -- if we get a stencil buffer, we should clear it, even though we don't use it
if (gl_stencilbits)
clearbits |= GL_STENCIL_BUFFER_BIT;
if (gl_clear.value && !skyroom_drawn && r_refdef.drawworld)
clearbits |= GL_COLOR_BUFFER_BIT;
glClear (clearbits);
}
/*
===============
R_SetupScene -- johnfitz -- this is the stuff that needs to be done once per eye in stereo mode
===============
*/
void R_SetupScene (void)
{
R_SetupGL ();
}
/*
===============
R_SetupView -- johnfitz -- this is the stuff that needs to be done once per frame, even in stereo mode
===============
*/
void R_SetupView (void)
{
int viewcontents; //spike -- rewrote this a little
int i;
// Need to do those early because we now update dynamic light maps during R_MarkSurfaces
R_PushDlights ();
R_AnimateLight ();
r_framecount++;
Fog_SetupFrame (); //johnfitz
// build the transformation matrix for the given view angles
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
if (r_refdef.drawworld)
{
// current viewleaf
r_oldviewleaf = r_viewleaf;
r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
viewcontents = r_viewleaf->contents;
//spike -- FTE_ENT_SKIN_CONTENTS -- added this loop for moving water volumes, to avoid v_cshift etc hacks.
for (i = 0; i < cl.num_entities && viewcontents == CONTENTS_EMPTY; i++)
{
mleaf_t *subleaf;
vec3_t relpos;
if (cl.entities[i].model && cl.entities[i].model->type==mod_brush)
{
VectorSubtract(r_origin, cl.entities[i].origin, relpos);
if (cl.entities[i].angles[0] || cl.entities[i].angles[1] || cl.entities[i].angles[2])
{ //rotate the point, just in case.
vec3_t axis[3], t;
AngleVectors(cl.entities[i].angles, axis[0], axis[1], axis[2]);
VectorCopy(relpos, t);
relpos[0] = DotProduct(t, axis[0]);
relpos[0] = -DotProduct(t, axis[1]);
relpos[0] = DotProduct(t, axis[2]);
}
subleaf = Mod_PointInLeaf (relpos, cl.entities[i].model);
if ((char)cl.entities[i].skinnum < 0)
viewcontents = ((subleaf->contents == CONTENTS_SOLID)?(char)cl.entities[i].skinnum:CONTENTS_EMPTY);
else
viewcontents = subleaf->contents;
}
}
}
else
viewcontents = CONTENTS_EMPTY;
V_SetContentsColor (viewcontents);
V_CalcBlend ();
//johnfitz -- calculate r_fovx and r_fovy here
r_fovx = r_refdef.fov_x;
r_fovy = r_refdef.fov_y;
if (r_waterwarp.value)
{
if (viewcontents == CONTENTS_WATER || viewcontents == CONTENTS_SLIME || viewcontents == CONTENTS_LAVA)
{
//variance is a percentage of width, where width = 2 * tan(fov / 2) otherwise the effect is too dramatic at high FOV and too subtle at low FOV. what a mess!
r_fovx = atan(tan(DEG2RAD(r_refdef.fov_x) / 2) * (0.97 + sin(cl.time * 1.5) * 0.03)) * 2 / M_PI_DIV_180;
r_fovy = atan(tan(DEG2RAD(r_refdef.fov_y) / 2) * (1.03 - sin(cl.time * 1.5) * 0.03)) * 2 / M_PI_DIV_180;
}
}
//johnfitz
R_SetFrustum (r_fovx, r_fovy); //johnfitz -- use r_fov* vars
if (r_refdef.drawworld)
{
currententity = &r_worldentity;
R_MarkSurfaces (); //johnfitz -- create texture chains from PVS
currententity = NULL;
}
R_Clear ();
//johnfitz -- cheat-protect some draw modes
r_drawflat_cheatsafe = r_fullbright_cheatsafe = r_lightmap_cheatsafe = false;
r_drawworld_cheatsafe = r_refdef.drawworld;
if (cl.maxclients == 1 && r_refdef.drawworld)
{
if (!r_drawworld.value) r_drawworld_cheatsafe = false;
if (r_drawflat.value) r_drawflat_cheatsafe = true;
else if (r_fullbright.value || !cl.worldmodel->lightdata) r_fullbright_cheatsafe = true;
else if (r_lightmap.value) r_lightmap_cheatsafe = true;
}
//johnfitz
}
//==============================================================================
//
// RENDER VIEW
//
//==============================================================================
/*
=============
R_DrawEntitiesOnList
=============
*/
void R_DrawEntitiesOnList (qboolean alphapass) //johnfitz -- added parameter
{
int i;
if (!r_drawentities.value)
return;
//johnfitz -- sprites are not a special case
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = cl_visedicts[i];
//johnfitz -- if alphapass is true, draw only alpha entites this time
//if alphapass is false, draw only nonalpha entities this time
if ((ENTALPHA_DECODE(currententity->alpha) < 1 && !alphapass) ||
(ENTALPHA_DECODE(currententity->alpha) == 1 && alphapass))
continue;
//johnfitz -- chasecam
if (currententity == &cl.entities[cl.viewentity])
currententity->angles[0] *= 0.3;
//johnfitz
//spike -- this would be more efficient elsewhere, but its more correct here.
if (currententity->eflags & EFLAGS_EXTERIORMODEL)
continue;
if (!currententity->model || currententity->model->needload)
continue;
switch (currententity->model->type)
{
case mod_alias:
R_DrawAliasModel (currententity);
break;
case mod_brush:
R_DrawBrushModel (currententity);
break;
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
case mod_ext_invalid:
//nothing. could draw a blob instead.
break;
}
}
}
/*
================
R_EmitWirePoint -- johnfitz -- draws a wireframe cross shape for point entities
================
*/
void R_EmitWirePoint (vec3_t origin)
{
const int size = 8;
glBegin (GL_LINES);
glVertex3f (origin[0]-size, origin[1], origin[2]);
glVertex3f (origin[0]+size, origin[1], origin[2]);
glVertex3f (origin[0], origin[1]-size, origin[2]);
glVertex3f (origin[0], origin[1]+size, origin[2]);
glVertex3f (origin[0], origin[1], origin[2]-size);
glVertex3f (origin[0], origin[1], origin[2]+size);
glEnd ();
}
/*
================
R_EmitWireBox -- johnfitz -- draws one axis aligned bounding box
================
*/
void R_EmitWireBox (vec3_t mins, vec3_t maxs)
{
glBegin (GL_QUAD_STRIP);
glVertex3f (mins[0], mins[1], mins[2]);
glVertex3f (mins[0], mins[1], maxs[2]);
glVertex3f (maxs[0], mins[1], mins[2]);
glVertex3f (maxs[0], mins[1], maxs[2]);
glVertex3f (maxs[0], maxs[1], mins[2]);
glVertex3f (maxs[0], maxs[1], maxs[2]);
glVertex3f (mins[0], maxs[1], mins[2]);
glVertex3f (mins[0], maxs[1], maxs[2]);
glVertex3f (mins[0], mins[1], mins[2]);
glVertex3f (mins[0], mins[1], maxs[2]);
glEnd ();
}
/*
================
R_ShowBoundingBoxes -- johnfitz
draw bounding boxes -- the server-side boxes, not the renderer cullboxes
================
*/
void R_ShowBoundingBoxes (void)
{
extern edict_t *sv_player;
vec3_t mins,maxs;
edict_t *ed;
int i;
qcvm_t *oldvm; //in case we ever draw a scene from within csqc.
if (!r_showbboxes.value || cl.maxclients > 1 || !r_drawentities.value || !sv.active)
return;
glDisable (GL_DEPTH_TEST);
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
GL_PolygonOffset (OFFSET_SHOWTRIS);
glDisable (GL_TEXTURE_2D);
glDisable (GL_CULL_FACE);
glColor3f (1,1,1);
oldvm = qcvm;
PR_SwitchQCVM(NULL);
PR_SwitchQCVM(&sv.qcvm);
for (i=1, ed=NEXT_EDICT(qcvm->edicts) ; i<qcvm->num_edicts ; i++, ed=NEXT_EDICT(ed))
{
if (ed == sv_player || ed->free)
continue; //don't draw player's own bbox or freed edicts
// if (r_showbboxes.value != 2)
// if (!SV_VisibleToClient (sv_player, ed, sv.worldmodel))
// continue; //don't draw if not in pvs
if (ed->v.mins[0] == ed->v.maxs[0] && ed->v.mins[1] == ed->v.maxs[1] && ed->v.mins[2] == ed->v.maxs[2])
{
//point entity
R_EmitWirePoint (ed->v.origin);
}
else
{
//box entity
if ((ed->v.solid == SOLID_BSP || ed->v.solid == SOLID_EXT_BSPTRIGGER) && (ed->v.angles[0]||ed->v.angles[1]||ed->v.angles[2]) && pr_checkextension.value)
R_EmitWireBox (ed->v.absmin, ed->v.absmax);
else
{
VectorAdd (ed->v.mins, ed->v.origin, mins);
VectorAdd (ed->v.maxs, ed->v.origin, maxs);
R_EmitWireBox (mins, maxs);
}
}
}
PR_SwitchQCVM(NULL);
PR_SwitchQCVM(oldvm);
glColor3f (1,1,1);
glEnable (GL_TEXTURE_2D);
glEnable (GL_CULL_FACE);
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
GL_PolygonOffset (OFFSET_NONE);
glEnable (GL_DEPTH_TEST);
Sbar_Changed (); //so we don't get dots collecting on the statusbar
}
/*
================
R_ShowTris -- johnfitz
================
*/
void R_ShowTris (void)
{
extern cvar_t r_particles;
int i;
if (r_showtris.value < 1 || r_showtris.value > 2 || cl.maxclients > 1)
return;
if (r_showtris.value == 1)
glDisable (GL_DEPTH_TEST);
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
GL_PolygonOffset (OFFSET_SHOWTRIS);
glDisable (GL_TEXTURE_2D);
glColor3f (1,1,1);
// glEnable (GL_BLEND);
// glBlendFunc (GL_ONE, GL_ONE);
if (r_drawworld.value)
{
R_DrawWorld_ShowTris ();
}
if (r_drawentities.value)
{
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = cl_visedicts[i];
if (currententity == &cl.entities[cl.viewentity]) // chasecam
currententity->angles[0] *= 0.3;
switch (currententity->model->type)
{
case mod_brush:
R_DrawBrushModel_ShowTris (currententity);
break;
case mod_alias:
R_DrawAliasModel_ShowTris (currententity);
break;
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
default:
break;
}
}
// viewmodel
currententity = &cl.viewent;
if (r_drawviewmodel.value
&& !chase_active.value
&& cl.stats[STAT_HEALTH] > 0
&& !(cl.items & IT_INVISIBILITY)
&& currententity->model
&& currententity->model->type == mod_alias)
{
glDepthRange (0, 0.3);
R_DrawAliasModel_ShowTris (currententity);
glDepthRange (0, 1);
}
}
if (r_particles.value)
{
R_DrawParticles_ShowTris ();
}
// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glDisable (GL_BLEND);
glColor3f (1,1,1);
glEnable (GL_TEXTURE_2D);
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
GL_PolygonOffset (OFFSET_NONE);
if (r_showtris.value == 1)
glEnable (GL_DEPTH_TEST);
Sbar_Changed (); //so we don't get dots collecting on the statusbar
}
/*
================
R_DrawShadows
================
*/
void R_DrawShadows (void)
{
int i;
if (!r_shadows.value || !r_drawentities.value || r_drawflat_cheatsafe || r_lightmap_cheatsafe)
return;
// Use stencil buffer to prevent self-intersecting shadows, from Baker (MarkV)
if (gl_stencilbits)
{
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_EQUAL, 0, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
glEnable(GL_STENCIL_TEST);
}
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = cl_visedicts[i];
if (currententity->model->type != mod_alias)
continue;
if (currententity == &cl.viewent)
return;
GL_DrawAliasShadow (currententity);
}
if (gl_stencilbits)
{
glDisable(GL_STENCIL_TEST);
}
}
/*
================
R_RenderScene
================
*/
void R_RenderScene (void)
{
currententity = &r_worldentity;
R_SetupScene (); //johnfitz -- this does everything that should be done once per call to RenderScene
Fog_EnableGFog (); //johnfitz
Sky_DrawSky (); //johnfitz
R_DrawWorld ();
currententity = NULL;
S_ExtraUpdate (); // don't let sound get messed up if going slow
if (r_refdef.drawworld)
R_DrawShadows (); //johnfitz -- render entity shadows
R_DrawEntitiesOnList (false); //johnfitz -- false means this is the pass for nonalpha entities
R_DrawWorld_Water (); //johnfitz -- drawn here since they might have transparency
R_DrawEntitiesOnList (true); //johnfitz -- true means this is the pass for alpha entities
R_RenderDlights (); //triangle fan dlights -- johnfitz -- moved after water
if (r_refdef.drawworld)
{
R_DrawParticles ();
#ifdef PSET_SCRIPT
PScript_DrawParticles();
#endif
}
Fog_DisableGFog (); //johnfitz
R_ShowTris (); //johnfitz
R_ShowBoundingBoxes (); //johnfitz
}
static GLuint r_scaleview_texture;
static int r_scaleview_texture_width, r_scaleview_texture_height;
/*
=============
R_ScaleView_DeleteTexture
=============
*/
void R_ScaleView_DeleteTexture (void)
{
glDeleteTextures (1, &r_scaleview_texture);
r_scaleview_texture = 0;
}
/*
================
R_ScaleView
The r_scale cvar allows rendering the 3D view at 1/2, 1/3, or 1/4 resolution.
This function scales the reduced resolution 3D view back up to fill
r_refdef.vrect. This is for emulating a low-resolution pixellated look,
or possibly as a perforance boost on slow graphics cards.
================
*/
void R_ScaleView (void)
{
float smax, tmax;
int scale;
int srcx, srcy, srcw, srch;
// copied from R_SetupGL()
scale = CLAMP(1, (int)r_scale.value, 4);
srcx = glx + r_refdef.vrect.x;
srcy = gly + glheight - r_refdef.vrect.y - r_refdef.vrect.height;
srcw = r_refdef.vrect.width / scale;
srch = r_refdef.vrect.height / scale;
if (scale == 1 || !r_refdef.drawworld)
return;
// make sure texture unit 0 is selected
GL_DisableMultitexture ();
// create (if needed) and bind the render-to-texture texture
if (!r_scaleview_texture)
{
glGenTextures (1, &r_scaleview_texture);
r_scaleview_texture_width = 0;
r_scaleview_texture_height = 0;
}
glBindTexture (GL_TEXTURE_2D, r_scaleview_texture);
// resize render-to-texture texture if needed
if (r_scaleview_texture_width < srcw
|| r_scaleview_texture_height < srch)
{
r_scaleview_texture_width = srcw;
r_scaleview_texture_height = srch;
if (!gl_texture_NPOT)
{
r_scaleview_texture_width = TexMgr_Pad(r_scaleview_texture_width);
r_scaleview_texture_height = TexMgr_Pad(r_scaleview_texture_height);
}
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, r_scaleview_texture_width, r_scaleview_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
// copy the framebuffer to the texture
glBindTexture (GL_TEXTURE_2D, r_scaleview_texture);
glCopyTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, srcx, srcy, srcw, srch);
// draw the texture back to the framebuffer
glDisable (GL_ALPHA_TEST);
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable (GL_BLEND);
glViewport (srcx, srcy, r_refdef.vrect.width, r_refdef.vrect.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
// correction factor if we lack NPOT textures, normally these are 1.0f
smax = srcw/(float)r_scaleview_texture_width;
tmax = srch/(float)r_scaleview_texture_height;
glBegin (GL_QUADS);
glTexCoord2f (0, 0);
glVertex2f (-1, -1);
glTexCoord2f (smax, 0);
glVertex2f (1, -1);
glTexCoord2f (smax, tmax);
glVertex2f (1, 1);
glTexCoord2f (0, tmax);
glVertex2f (-1, 1);
glEnd ();
// clear cached binding
GL_ClearBindings ();
}
static qboolean R_SkyroomWasVisible(void)
{
qmodel_t *model = cl.worldmodel;
texture_t *t;
size_t i;
extern cvar_t r_fastsky;
if (!skyroom_enabled || r_fastsky.value)
return false;
for (i=0 ; i<model->numtextures ; i++)
{
t = model->textures[i];
if (t && t->texturechains[chain_world] && t->texturechains[chain_world]->flags & SURF_DRAWSKY)
return true;
}
return false;
}
/*
================
R_RenderView
================
*/
void R_RenderView (void)
{
static qboolean skyroom_visible;
double time1, time2;
if (r_norefresh.value)
return;
if (r_refdef.drawworld && !cl.worldmodel)
Sys_Error ("R_RenderView: NULL worldmodel");
time1 = 0; /* avoid compiler warning */
if (r_speeds.value)
{
glFinish ();
time1 = Sys_DoubleTime ();
//johnfitz -- rendering statistics
rs_brushpolys = rs_aliaspolys = rs_skypolys =
rs_dynamiclightmaps = rs_aliaspasses = rs_skypasses = rs_brushpasses = 0;
}
else if (gl_finish.value)
glFinish ();
if (lightmaps_latecached)
{
GL_BuildLightmaps ();
GL_BuildBModelVertexBuffer ();
lightmaps_latecached=false;
}
//Spike -- quickly draw the world from the skyroom camera's point of view.
skyroom_drawn = false;
if (r_refdef.drawworld && skyroom_enabled && skyroom_visible)
{
vec3_t vieworg;
vec3_t viewang;
VectorCopy(r_refdef.vieworg, vieworg);
VectorCopy(r_refdef.viewangles, viewang);
VectorMA(skyroom_origin, skyroom_origin[3],vieworg, r_refdef.vieworg); //allow a little paralax
if (skyroom_orientation[3])
{
vec3_t axis[3];
float ang = skyroom_orientation[3] * cl.time;
if (!skyroom_orientation[0]&&!skyroom_orientation[1]&&!skyroom_orientation[2])
{
skyroom_orientation[0] = 0;
skyroom_orientation[1] = 0;
skyroom_orientation[2] = 1;
}
VectorNormalize(skyroom_orientation);
RotatePointAroundVector(axis[0], skyroom_orientation, vpn, ang);
RotatePointAroundVector(axis[1], skyroom_orientation, vright, ang);
RotatePointAroundVector(axis[2], skyroom_orientation, vup, ang);
VectorAngles(axis[0], axis[2], r_refdef.viewangles);
}
skyroom_drawing = true;
R_SetupView ();
//note: sky boxes are generally considered an 'infinite' distance away such that you'd not see paralax.
//that's my excuse for not handling r_stereo here, and I'm sticking to it.
R_RenderScene ();
VectorCopy(vieworg, r_refdef.vieworg);
VectorCopy(viewang, r_refdef.viewangles);
skyroom_drawn = true; //disable glClear(GL_COLOR_BUFFER_BIT)
}
skyroom_drawing = false;
//skyroom end
R_SetupView (); //johnfitz -- this does everything that should be done once per frame
//johnfitz -- stereo rendering -- full of hacky goodness
if (r_stereo.value)
{
float eyesep = CLAMP(-8.0f, r_stereo.value, 8.0f);
float fdepth = CLAMP(32.0f, r_stereodepth.value, 1024.0f);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
//render left eye (red)
glColorMask(1, 0, 0, 1);
VectorMA (r_refdef.vieworg, -0.5f * eyesep, vright, r_refdef.vieworg);
frustum_skew = 0.5 * eyesep * NEARCLIP / fdepth;
srand((int) (cl.time * 1000)); //sync random stuff between eyes
R_RenderScene ();
//render right eye (cyan)
glClear (GL_DEPTH_BUFFER_BIT);
glColorMask(0, 1, 1, 1);
VectorMA (r_refdef.vieworg, 1.0f * eyesep, vright, r_refdef.vieworg);
frustum_skew = -frustum_skew;
srand((int) (cl.time * 1000)); //sync random stuff between eyes
R_RenderScene ();
//restore
glColorMask(1, 1, 1, 1);
VectorMA (r_refdef.vieworg, -0.5f * eyesep, vright, r_refdef.vieworg);
frustum_skew = 0.0f;
}
else
{
R_RenderScene ();
}
//johnfitz
//Spike: flag whether the skyroom was actually visible, so we don't needlessly draw it when its not (1 frame's lag, hopefully not too noticable)
if (r_refdef.drawworld)
{
if (r_viewleaf->contents == CONTENTS_SOLID || r_drawflat_cheatsafe || r_lightmap_cheatsafe)
skyroom_visible = false; //don't do skyrooms when the view is in the void, for framerate reasons while debugging.
else
skyroom_visible = R_SkyroomWasVisible();
skyroom_drawn = false;
}
//skyroom end
R_ScaleView ();
//johnfitz -- modified r_speeds output
time2 = Sys_DoubleTime ();
if (r_pos.value)
Con_Printf ("x %i y %i z %i (pitch %i yaw %i roll %i)\n",
(int)cl.entities[cl.viewentity].origin[0],
(int)cl.entities[cl.viewentity].origin[1],
(int)cl.entities[cl.viewentity].origin[2],
(int)cl.viewangles[PITCH],
(int)cl.viewangles[YAW],
(int)cl.viewangles[ROLL]);
else if (r_speeds.value == 2)
Con_Printf ("%3i ms %4i/%4i wpoly %4i/%4i epoly %3i lmap %4i/%4i sky %1.1f mtex\n",
(int)((time2-time1)*1000),
rs_brushpolys,
rs_brushpasses,
rs_aliaspolys,
rs_aliaspasses,
rs_dynamiclightmaps,
rs_skypolys,
rs_skypasses,
TexMgr_FrameUsage ());
else if (r_speeds.value)
Con_Printf ("%3i ms %4i wpoly %4i epoly %3i lmap\n",
(int)((time2-time1)*1000),
rs_brushpolys,
rs_aliaspolys,
rs_dynamiclightmaps);
//johnfitz
}