mirror of
https://github.com/ioquake/ioq3.git
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1167 lines
27 KiB
C
1167 lines
27 KiB
C
/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "tr_local.h"
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backEndData_t *backEndData;
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backEndState_t backEnd;
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static float s_flipMatrix[16] = {
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// convert from our coordinate system (looking down X)
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// to OpenGL's coordinate system (looking down -Z)
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0, 0, -1, 0,
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-1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 0, 1
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};
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/*
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** GL_Bind
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*/
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void GL_Bind( image_t *image ) {
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int texnum;
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if ( !image ) {
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ri.Printf( PRINT_WARNING, "GL_Bind: NULL image\n" );
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texnum = tr.defaultImage->texnum;
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} else {
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texnum = image->texnum;
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}
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if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option
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texnum = tr.dlightImage->texnum;
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}
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if ( glState.currenttextures[glState.currenttmu] != texnum ) {
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if ( image ) {
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image->frameUsed = tr.frameCount;
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}
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glState.currenttextures[glState.currenttmu] = texnum;
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qglBindTexture (GL_TEXTURE_2D, texnum);
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}
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}
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/*
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** GL_SelectTexture
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*/
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void GL_SelectTexture( int unit )
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{
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if ( glState.currenttmu == unit )
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{
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return;
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}
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if ( unit == 0 )
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{
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qglActiveTextureARB( GL_TEXTURE0_ARB );
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GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE0_ARB )\n" );
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qglClientActiveTextureARB( GL_TEXTURE0_ARB );
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GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE0_ARB )\n" );
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}
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else if ( unit == 1 )
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{
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qglActiveTextureARB( GL_TEXTURE1_ARB );
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GLimp_LogComment( "glActiveTextureARB( GL_TEXTURE1_ARB )\n" );
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qglClientActiveTextureARB( GL_TEXTURE1_ARB );
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GLimp_LogComment( "glClientActiveTextureARB( GL_TEXTURE1_ARB )\n" );
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} else {
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ri.Error( ERR_DROP, "GL_SelectTexture: unit = %i", unit );
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}
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glState.currenttmu = unit;
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}
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/*
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** GL_BindMultitexture
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*/
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void GL_BindMultitexture( image_t *image0, GLuint env0, image_t *image1, GLuint env1 ) {
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int texnum0, texnum1;
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texnum0 = image0->texnum;
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texnum1 = image1->texnum;
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if ( r_nobind->integer && tr.dlightImage ) { // performance evaluation option
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texnum0 = texnum1 = tr.dlightImage->texnum;
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}
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if ( glState.currenttextures[1] != texnum1 ) {
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GL_SelectTexture( 1 );
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image1->frameUsed = tr.frameCount;
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glState.currenttextures[1] = texnum1;
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qglBindTexture( GL_TEXTURE_2D, texnum1 );
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}
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if ( glState.currenttextures[0] != texnum0 ) {
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GL_SelectTexture( 0 );
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image0->frameUsed = tr.frameCount;
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glState.currenttextures[0] = texnum0;
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qglBindTexture( GL_TEXTURE_2D, texnum0 );
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}
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}
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/*
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** GL_Cull
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*/
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void GL_Cull( int cullType ) {
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if ( glState.faceCulling == cullType ) {
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return;
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}
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glState.faceCulling = cullType;
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if ( cullType == CT_TWO_SIDED )
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{
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qglDisable( GL_CULL_FACE );
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}
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else
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{
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qboolean cullFront;
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qglEnable( GL_CULL_FACE );
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cullFront = (cullType == CT_FRONT_SIDED);
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if ( backEnd.viewParms.isMirror )
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{
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cullFront = !cullFront;
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}
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qglCullFace( cullFront ? GL_FRONT : GL_BACK );
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}
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}
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/*
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** GL_TexEnv
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*/
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void GL_TexEnv( int env )
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{
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if ( env == glState.texEnv[glState.currenttmu] )
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{
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return;
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}
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glState.texEnv[glState.currenttmu] = env;
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switch ( env )
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{
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case GL_MODULATE:
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qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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break;
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case GL_REPLACE:
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qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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break;
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case GL_DECAL:
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qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL );
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break;
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case GL_ADD:
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qglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
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break;
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default:
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ri.Error( ERR_DROP, "GL_TexEnv: invalid env '%d' passed", env );
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break;
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}
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}
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/*
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** GL_State
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**
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** This routine is responsible for setting the most commonly changed state
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** in Q3.
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*/
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void GL_State( unsigned long stateBits )
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{
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unsigned long diff = stateBits ^ glState.glStateBits;
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if ( !diff )
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{
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return;
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}
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//
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// check depthFunc bits
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//
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if ( diff & GLS_DEPTHFUNC_EQUAL )
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{
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if ( stateBits & GLS_DEPTHFUNC_EQUAL )
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{
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qglDepthFunc( GL_EQUAL );
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}
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else
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{
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qglDepthFunc( GL_LEQUAL );
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}
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}
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//
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// check blend bits
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//
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if ( diff & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
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{
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GLenum srcFactor = GL_ONE, dstFactor = GL_ONE;
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if ( stateBits & ( GLS_SRCBLEND_BITS | GLS_DSTBLEND_BITS ) )
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{
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switch ( stateBits & GLS_SRCBLEND_BITS )
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{
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case GLS_SRCBLEND_ZERO:
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srcFactor = GL_ZERO;
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break;
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case GLS_SRCBLEND_ONE:
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srcFactor = GL_ONE;
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break;
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case GLS_SRCBLEND_DST_COLOR:
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srcFactor = GL_DST_COLOR;
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break;
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case GLS_SRCBLEND_ONE_MINUS_DST_COLOR:
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srcFactor = GL_ONE_MINUS_DST_COLOR;
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break;
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case GLS_SRCBLEND_SRC_ALPHA:
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srcFactor = GL_SRC_ALPHA;
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break;
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case GLS_SRCBLEND_ONE_MINUS_SRC_ALPHA:
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srcFactor = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case GLS_SRCBLEND_DST_ALPHA:
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srcFactor = GL_DST_ALPHA;
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break;
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case GLS_SRCBLEND_ONE_MINUS_DST_ALPHA:
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srcFactor = GL_ONE_MINUS_DST_ALPHA;
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break;
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case GLS_SRCBLEND_ALPHA_SATURATE:
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srcFactor = GL_SRC_ALPHA_SATURATE;
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break;
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default:
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ri.Error( ERR_DROP, "GL_State: invalid src blend state bits" );
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break;
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}
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switch ( stateBits & GLS_DSTBLEND_BITS )
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{
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case GLS_DSTBLEND_ZERO:
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dstFactor = GL_ZERO;
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break;
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case GLS_DSTBLEND_ONE:
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dstFactor = GL_ONE;
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break;
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case GLS_DSTBLEND_SRC_COLOR:
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dstFactor = GL_SRC_COLOR;
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break;
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case GLS_DSTBLEND_ONE_MINUS_SRC_COLOR:
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dstFactor = GL_ONE_MINUS_SRC_COLOR;
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break;
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case GLS_DSTBLEND_SRC_ALPHA:
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dstFactor = GL_SRC_ALPHA;
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break;
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case GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA:
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dstFactor = GL_ONE_MINUS_SRC_ALPHA;
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break;
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case GLS_DSTBLEND_DST_ALPHA:
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dstFactor = GL_DST_ALPHA;
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break;
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case GLS_DSTBLEND_ONE_MINUS_DST_ALPHA:
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dstFactor = GL_ONE_MINUS_DST_ALPHA;
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break;
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default:
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ri.Error( ERR_DROP, "GL_State: invalid dst blend state bits" );
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break;
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}
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qglEnable( GL_BLEND );
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qglBlendFunc( srcFactor, dstFactor );
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}
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else
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{
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qglDisable( GL_BLEND );
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}
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}
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//
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// check depthmask
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//
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if ( diff & GLS_DEPTHMASK_TRUE )
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{
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if ( stateBits & GLS_DEPTHMASK_TRUE )
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{
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qglDepthMask( GL_TRUE );
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}
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else
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{
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qglDepthMask( GL_FALSE );
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}
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}
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//
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// fill/line mode
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//
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if ( diff & GLS_POLYMODE_LINE )
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{
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if ( stateBits & GLS_POLYMODE_LINE )
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{
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qglPolygonMode( GL_FRONT_AND_BACK, GL_LINE );
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}
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else
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{
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qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
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}
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}
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//
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// depthtest
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//
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if ( diff & GLS_DEPTHTEST_DISABLE )
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{
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if ( stateBits & GLS_DEPTHTEST_DISABLE )
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{
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qglDisable( GL_DEPTH_TEST );
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}
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else
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{
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qglEnable( GL_DEPTH_TEST );
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}
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}
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//
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// alpha test
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//
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if ( diff & GLS_ATEST_BITS )
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{
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switch ( stateBits & GLS_ATEST_BITS )
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{
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case 0:
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qglDisable( GL_ALPHA_TEST );
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break;
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case GLS_ATEST_GT_0:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_GREATER, 0.0f );
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break;
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case GLS_ATEST_LT_80:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_LESS, 0.5f );
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break;
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case GLS_ATEST_GE_80:
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qglEnable( GL_ALPHA_TEST );
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qglAlphaFunc( GL_GEQUAL, 0.5f );
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break;
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default:
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assert( 0 );
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break;
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}
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}
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glState.glStateBits = stateBits;
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}
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/*
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================
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RB_Hyperspace
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A player has predicted a teleport, but hasn't arrived yet
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================
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*/
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static void RB_Hyperspace( void ) {
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float c;
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if ( !backEnd.isHyperspace ) {
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// do initialization shit
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}
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c = ( backEnd.refdef.time & 255 ) / 255.0f;
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qglClearColor( c, c, c, 1 );
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qglClear( GL_COLOR_BUFFER_BIT );
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backEnd.isHyperspace = qtrue;
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}
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static void SetViewportAndScissor( void ) {
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qglMatrixMode(GL_PROJECTION);
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qglLoadMatrixf( backEnd.viewParms.projectionMatrix );
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qglMatrixMode(GL_MODELVIEW);
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// set the window clipping
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qglViewport( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
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backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
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qglScissor( backEnd.viewParms.viewportX, backEnd.viewParms.viewportY,
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backEnd.viewParms.viewportWidth, backEnd.viewParms.viewportHeight );
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}
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/*
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=================
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RB_BeginDrawingView
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Any mirrored or portaled views have already been drawn, so prepare
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to actually render the visible surfaces for this view
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=================
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*/
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void RB_BeginDrawingView (void) {
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int clearBits = 0;
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// sync with gl if needed
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if ( r_finish->integer == 1 && !glState.finishCalled ) {
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qglFinish ();
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glState.finishCalled = qtrue;
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}
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if ( r_finish->integer == 0 ) {
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glState.finishCalled = qtrue;
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}
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// we will need to change the projection matrix before drawing
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// 2D images again
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backEnd.projection2D = qfalse;
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//
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// set the modelview matrix for the viewer
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//
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SetViewportAndScissor();
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// ensures that depth writes are enabled for the depth clear
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GL_State( GLS_DEFAULT );
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// clear relevant buffers
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clearBits = GL_DEPTH_BUFFER_BIT;
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if ( r_measureOverdraw->integer || r_shadows->integer == 2 )
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{
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clearBits |= GL_STENCIL_BUFFER_BIT;
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}
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if ( r_fastsky->integer && !( backEnd.refdef.rdflags & RDF_NOWORLDMODEL ) )
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{
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clearBits |= GL_COLOR_BUFFER_BIT; // FIXME: only if sky shaders have been used
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#ifdef _DEBUG
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qglClearColor( 0.8f, 0.7f, 0.4f, 1.0f ); // FIXME: get color of sky
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#else
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qglClearColor( 0.0f, 0.0f, 0.0f, 1.0f ); // FIXME: get color of sky
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#endif
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}
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qglClear( clearBits );
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if ( ( backEnd.refdef.rdflags & RDF_HYPERSPACE ) )
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{
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RB_Hyperspace();
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return;
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}
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else
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{
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backEnd.isHyperspace = qfalse;
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}
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glState.faceCulling = -1; // force face culling to set next time
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// we will only draw a sun if there was sky rendered in this view
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backEnd.skyRenderedThisView = qfalse;
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// clip to the plane of the portal
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if ( backEnd.viewParms.isPortal ) {
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float plane[4];
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GLdouble plane2[4];
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plane[0] = backEnd.viewParms.portalPlane.normal[0];
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plane[1] = backEnd.viewParms.portalPlane.normal[1];
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plane[2] = backEnd.viewParms.portalPlane.normal[2];
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plane[3] = backEnd.viewParms.portalPlane.dist;
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plane2[0] = DotProduct (backEnd.viewParms.or.axis[0], plane);
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plane2[1] = DotProduct (backEnd.viewParms.or.axis[1], plane);
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plane2[2] = DotProduct (backEnd.viewParms.or.axis[2], plane);
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plane2[3] = DotProduct (plane, backEnd.viewParms.or.origin) - plane[3];
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qglLoadMatrixf( s_flipMatrix );
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qglClipPlane (GL_CLIP_PLANE0, plane2);
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qglEnable (GL_CLIP_PLANE0);
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} else {
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qglDisable (GL_CLIP_PLANE0);
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}
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}
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|
|
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/*
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==================
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RB_RenderDrawSurfList
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|
==================
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|
*/
|
|
void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
|
|
shader_t *shader, *oldShader;
|
|
int fogNum, oldFogNum;
|
|
int entityNum, oldEntityNum;
|
|
int dlighted, oldDlighted;
|
|
qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair;
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int i;
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drawSurf_t *drawSurf;
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int oldSort;
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double originalTime;
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// save original time for entity shader offsets
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originalTime = backEnd.refdef.floatTime;
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|
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// clear the z buffer, set the modelview, etc
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RB_BeginDrawingView ();
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// draw everything
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oldEntityNum = -1;
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backEnd.currentEntity = &tr.worldEntity;
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oldShader = NULL;
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oldFogNum = -1;
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oldDepthRange = qfalse;
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wasCrosshair = qfalse;
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oldDlighted = qfalse;
|
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oldSort = -1;
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depthRange = qfalse;
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|
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backEnd.pc.c_surfaces += numDrawSurfs;
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|
|
for (i = 0, drawSurf = drawSurfs ; i < numDrawSurfs ; i++, drawSurf++) {
|
|
if ( drawSurf->sort == oldSort ) {
|
|
// fast path, same as previous sort
|
|
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
|
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continue;
|
|
}
|
|
oldSort = drawSurf->sort;
|
|
R_DecomposeSort( drawSurf->sort, &entityNum, &shader, &fogNum, &dlighted );
|
|
|
|
//
|
|
// change the tess parameters if needed
|
|
// a "entityMergable" shader is a shader that can have surfaces from separate
|
|
// entities merged into a single batch, like smoke and blood puff sprites
|
|
if ( shader != NULL && ( shader != oldShader || fogNum != oldFogNum || dlighted != oldDlighted
|
|
|| ( entityNum != oldEntityNum && !shader->entityMergable ) ) ) {
|
|
if (oldShader != NULL) {
|
|
RB_EndSurface();
|
|
}
|
|
RB_BeginSurface( shader, fogNum );
|
|
oldShader = shader;
|
|
oldFogNum = fogNum;
|
|
oldDlighted = dlighted;
|
|
}
|
|
|
|
//
|
|
// change the modelview matrix if needed
|
|
//
|
|
if ( entityNum != oldEntityNum ) {
|
|
depthRange = isCrosshair = qfalse;
|
|
|
|
if ( entityNum != REFENTITYNUM_WORLD ) {
|
|
backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
|
|
|
|
// FIXME: e.shaderTime must be passed as int to avoid fp-precision loss issues
|
|
backEnd.refdef.floatTime = originalTime - (double)backEnd.currentEntity->e.shaderTime;
|
|
|
|
// we have to reset the shaderTime as well otherwise image animations start
|
|
// from the wrong frame
|
|
tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
|
|
|
|
// set up the transformation matrix
|
|
R_RotateForEntity( backEnd.currentEntity, &backEnd.viewParms, &backEnd.or );
|
|
|
|
// set up the dynamic lighting if needed
|
|
if ( backEnd.currentEntity->needDlights ) {
|
|
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
|
|
}
|
|
|
|
if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
|
|
{
|
|
// hack the depth range to prevent view model from poking into walls
|
|
depthRange = qtrue;
|
|
|
|
if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR)
|
|
isCrosshair = qtrue;
|
|
}
|
|
} else {
|
|
backEnd.currentEntity = &tr.worldEntity;
|
|
backEnd.refdef.floatTime = originalTime;
|
|
backEnd.or = backEnd.viewParms.world;
|
|
// we have to reset the shaderTime as well otherwise image animations on
|
|
// the world (like water) continue with the wrong frame
|
|
tess.shaderTime = backEnd.refdef.floatTime - tess.shader->timeOffset;
|
|
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
|
|
}
|
|
|
|
qglLoadMatrixf( backEnd.or.modelMatrix );
|
|
|
|
//
|
|
// change depthrange. Also change projection matrix so first person weapon does not look like coming
|
|
// out of the screen.
|
|
//
|
|
if (oldDepthRange != depthRange || wasCrosshair != isCrosshair)
|
|
{
|
|
if (depthRange)
|
|
{
|
|
if(backEnd.viewParms.stereoFrame != STEREO_CENTER)
|
|
{
|
|
if(isCrosshair)
|
|
{
|
|
if(oldDepthRange)
|
|
{
|
|
// was not a crosshair but now is, change back proj matrix
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
viewParms_t temp = backEnd.viewParms;
|
|
|
|
R_SetupProjection(&temp, r_znear->value, qfalse);
|
|
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadMatrixf(temp.projectionMatrix);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
}
|
|
}
|
|
|
|
if(!oldDepthRange)
|
|
qglDepthRange (0, 0.3);
|
|
}
|
|
else
|
|
{
|
|
if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER)
|
|
{
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
}
|
|
|
|
qglDepthRange (0, 1);
|
|
}
|
|
|
|
oldDepthRange = depthRange;
|
|
wasCrosshair = isCrosshair;
|
|
}
|
|
|
|
oldEntityNum = entityNum;
|
|
}
|
|
|
|
// add the triangles for this surface
|
|
rb_surfaceTable[ *drawSurf->surface ]( drawSurf->surface );
|
|
}
|
|
|
|
backEnd.refdef.floatTime = originalTime;
|
|
|
|
// draw the contents of the last shader batch
|
|
if (oldShader != NULL) {
|
|
RB_EndSurface();
|
|
}
|
|
|
|
// go back to the world modelview matrix
|
|
qglLoadMatrixf( backEnd.viewParms.world.modelMatrix );
|
|
if ( depthRange ) {
|
|
qglDepthRange (0, 1);
|
|
}
|
|
|
|
if (r_drawSun->integer) {
|
|
RB_DrawSun(0.1, tr.sunShader);
|
|
}
|
|
|
|
// darken down any stencil shadows
|
|
RB_ShadowFinish();
|
|
|
|
// add light flares on lights that aren't obscured
|
|
RB_RenderFlares();
|
|
}
|
|
|
|
|
|
/*
|
|
============================================================================
|
|
|
|
RENDER BACK END FUNCTIONS
|
|
|
|
============================================================================
|
|
*/
|
|
|
|
/*
|
|
================
|
|
RB_SetGL2D
|
|
|
|
================
|
|
*/
|
|
void RB_SetGL2D (void) {
|
|
backEnd.projection2D = qtrue;
|
|
|
|
// set 2D virtual screen size
|
|
qglViewport( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
qglScissor( 0, 0, glConfig.vidWidth, glConfig.vidHeight );
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadIdentity ();
|
|
qglOrtho (0, glConfig.vidWidth, glConfig.vidHeight, 0, 0, 1);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglLoadIdentity ();
|
|
|
|
GL_State( GLS_DEPTHTEST_DISABLE |
|
|
GLS_SRCBLEND_SRC_ALPHA |
|
|
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
|
|
|
|
GL_Cull( CT_TWO_SIDED );
|
|
qglDisable( GL_CLIP_PLANE0 );
|
|
|
|
// set time for 2D shaders
|
|
backEnd.refdef.time = ri.Milliseconds();
|
|
backEnd.refdef.floatTime = backEnd.refdef.time * 0.001;
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RE_StretchRaw
|
|
|
|
FIXME: not exactly backend
|
|
Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
|
|
Used for cinematics.
|
|
=============
|
|
*/
|
|
void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
|
|
int i, j;
|
|
int start, end;
|
|
|
|
if ( !tr.registered ) {
|
|
return;
|
|
}
|
|
R_IssuePendingRenderCommands();
|
|
|
|
if ( tess.numIndexes ) {
|
|
RB_EndSurface();
|
|
}
|
|
|
|
// we definitely want to sync every frame for the cinematics
|
|
qglFinish();
|
|
|
|
start = 0;
|
|
if ( r_speeds->integer ) {
|
|
start = ri.Milliseconds();
|
|
}
|
|
|
|
// make sure rows and cols are powers of 2
|
|
for ( i = 0 ; ( 1 << i ) < cols ; i++ ) {
|
|
}
|
|
for ( j = 0 ; ( 1 << j ) < rows ; j++ ) {
|
|
}
|
|
if ( ( 1 << i ) != cols || ( 1 << j ) != rows) {
|
|
ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
|
|
}
|
|
|
|
GL_Bind( tr.scratchImage[client] );
|
|
|
|
// if the scratchImage isn't in the format we want, specify it as a new texture
|
|
if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
|
|
tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
|
|
tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
|
|
qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
|
|
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
|
|
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
|
|
} else {
|
|
if (dirty) {
|
|
// otherwise, just subimage upload it so that drivers can tell we are going to be changing
|
|
// it and don't try and do a texture compression
|
|
qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
|
|
}
|
|
}
|
|
|
|
if ( r_speeds->integer ) {
|
|
end = ri.Milliseconds();
|
|
ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
|
|
}
|
|
|
|
RB_SetGL2D();
|
|
|
|
qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight );
|
|
|
|
qglBegin (GL_QUADS);
|
|
qglTexCoord2f ( 0.5f / cols, 0.5f / rows );
|
|
qglVertex2f (x, y);
|
|
qglTexCoord2f ( ( cols - 0.5f ) / cols , 0.5f / rows );
|
|
qglVertex2f (x+w, y);
|
|
qglTexCoord2f ( ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows );
|
|
qglVertex2f (x+w, y+h);
|
|
qglTexCoord2f ( 0.5f / cols, ( rows - 0.5f ) / rows );
|
|
qglVertex2f (x, y+h);
|
|
qglEnd ();
|
|
}
|
|
|
|
void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
|
|
|
|
GL_Bind( tr.scratchImage[client] );
|
|
|
|
// if the scratchImage isn't in the format we want, specify it as a new texture
|
|
if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
|
|
tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
|
|
tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
|
|
qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
|
|
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
|
|
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
|
|
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
|
|
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
|
|
} else {
|
|
if (dirty) {
|
|
// otherwise, just subimage upload it so that drivers can tell we are going to be changing
|
|
// it and don't try and do a texture compression
|
|
qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_SetColor
|
|
|
|
=============
|
|
*/
|
|
const void *RB_SetColor( const void *data ) {
|
|
const setColorCommand_t *cmd;
|
|
|
|
cmd = (const setColorCommand_t *)data;
|
|
|
|
backEnd.color2D[0] = cmd->color[0] * 255;
|
|
backEnd.color2D[1] = cmd->color[1] * 255;
|
|
backEnd.color2D[2] = cmd->color[2] * 255;
|
|
backEnd.color2D[3] = cmd->color[3] * 255;
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_StretchPic
|
|
=============
|
|
*/
|
|
const void *RB_StretchPic ( const void *data ) {
|
|
const stretchPicCommand_t *cmd;
|
|
shader_t *shader;
|
|
int numVerts, numIndexes;
|
|
|
|
cmd = (const stretchPicCommand_t *)data;
|
|
|
|
if ( !backEnd.projection2D ) {
|
|
RB_SetGL2D();
|
|
}
|
|
|
|
shader = cmd->shader;
|
|
if ( shader != tess.shader ) {
|
|
if ( tess.numIndexes ) {
|
|
RB_EndSurface();
|
|
}
|
|
backEnd.currentEntity = &backEnd.entity2D;
|
|
RB_BeginSurface( shader, 0 );
|
|
}
|
|
|
|
RB_CHECKOVERFLOW( 4, 6 );
|
|
numVerts = tess.numVertexes;
|
|
numIndexes = tess.numIndexes;
|
|
|
|
tess.numVertexes += 4;
|
|
tess.numIndexes += 6;
|
|
|
|
tess.indexes[ numIndexes ] = numVerts + 3;
|
|
tess.indexes[ numIndexes + 1 ] = numVerts + 0;
|
|
tess.indexes[ numIndexes + 2 ] = numVerts + 2;
|
|
tess.indexes[ numIndexes + 3 ] = numVerts + 2;
|
|
tess.indexes[ numIndexes + 4 ] = numVerts + 0;
|
|
tess.indexes[ numIndexes + 5 ] = numVerts + 1;
|
|
|
|
*(int *)tess.vertexColors[ numVerts ] =
|
|
*(int *)tess.vertexColors[ numVerts + 1 ] =
|
|
*(int *)tess.vertexColors[ numVerts + 2 ] =
|
|
*(int *)tess.vertexColors[ numVerts + 3 ] = *(int *)backEnd.color2D;
|
|
|
|
tess.xyz[ numVerts ][0] = cmd->x;
|
|
tess.xyz[ numVerts ][1] = cmd->y;
|
|
tess.xyz[ numVerts ][2] = 0;
|
|
|
|
tess.texCoords[ numVerts ][0][0] = cmd->s1;
|
|
tess.texCoords[ numVerts ][0][1] = cmd->t1;
|
|
|
|
tess.xyz[ numVerts + 1 ][0] = cmd->x + cmd->w;
|
|
tess.xyz[ numVerts + 1 ][1] = cmd->y;
|
|
tess.xyz[ numVerts + 1 ][2] = 0;
|
|
|
|
tess.texCoords[ numVerts + 1 ][0][0] = cmd->s2;
|
|
tess.texCoords[ numVerts + 1 ][0][1] = cmd->t1;
|
|
|
|
tess.xyz[ numVerts + 2 ][0] = cmd->x + cmd->w;
|
|
tess.xyz[ numVerts + 2 ][1] = cmd->y + cmd->h;
|
|
tess.xyz[ numVerts + 2 ][2] = 0;
|
|
|
|
tess.texCoords[ numVerts + 2 ][0][0] = cmd->s2;
|
|
tess.texCoords[ numVerts + 2 ][0][1] = cmd->t2;
|
|
|
|
tess.xyz[ numVerts + 3 ][0] = cmd->x;
|
|
tess.xyz[ numVerts + 3 ][1] = cmd->y + cmd->h;
|
|
tess.xyz[ numVerts + 3 ][2] = 0;
|
|
|
|
tess.texCoords[ numVerts + 3 ][0][0] = cmd->s1;
|
|
tess.texCoords[ numVerts + 3 ][0][1] = cmd->t2;
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_DrawSurfs
|
|
|
|
=============
|
|
*/
|
|
const void *RB_DrawSurfs( const void *data ) {
|
|
const drawSurfsCommand_t *cmd;
|
|
|
|
// finish any 2D drawing if needed
|
|
if ( tess.numIndexes ) {
|
|
RB_EndSurface();
|
|
}
|
|
|
|
cmd = (const drawSurfsCommand_t *)data;
|
|
|
|
backEnd.refdef = cmd->refdef;
|
|
backEnd.viewParms = cmd->viewParms;
|
|
|
|
RB_RenderDrawSurfList( cmd->drawSurfs, cmd->numDrawSurfs );
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
RB_DrawBuffer
|
|
|
|
=============
|
|
*/
|
|
const void *RB_DrawBuffer( const void *data ) {
|
|
const drawBufferCommand_t *cmd;
|
|
|
|
cmd = (const drawBufferCommand_t *)data;
|
|
|
|
qglDrawBuffer( cmd->buffer );
|
|
|
|
// clear screen for debugging
|
|
if ( r_clear->integer ) {
|
|
qglClearColor( 1, 0, 0.5, 1 );
|
|
qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
|
}
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
RB_ShowImages
|
|
|
|
Draw all the images to the screen, on top of whatever
|
|
was there. This is used to test for texture thrashing.
|
|
|
|
Also called by RE_EndRegistration
|
|
===============
|
|
*/
|
|
void RB_ShowImages( void ) {
|
|
int i;
|
|
image_t *image;
|
|
float x, y, w, h;
|
|
int start, end;
|
|
|
|
if ( !backEnd.projection2D ) {
|
|
RB_SetGL2D();
|
|
}
|
|
|
|
qglClear( GL_COLOR_BUFFER_BIT );
|
|
|
|
qglFinish();
|
|
|
|
start = ri.Milliseconds();
|
|
|
|
for ( i=0 ; i<tr.numImages ; i++ ) {
|
|
image = tr.images[i];
|
|
|
|
w = glConfig.vidWidth / 20;
|
|
h = glConfig.vidHeight / 15;
|
|
x = i % 20 * w;
|
|
y = i / 20 * h;
|
|
|
|
// show in proportional size in mode 2
|
|
if ( r_showImages->integer == 2 ) {
|
|
w *= image->uploadWidth / 512.0f;
|
|
h *= image->uploadHeight / 512.0f;
|
|
}
|
|
|
|
GL_Bind( image );
|
|
qglBegin (GL_QUADS);
|
|
qglTexCoord2f( 0, 0 );
|
|
qglVertex2f( x, y );
|
|
qglTexCoord2f( 1, 0 );
|
|
qglVertex2f( x + w, y );
|
|
qglTexCoord2f( 1, 1 );
|
|
qglVertex2f( x + w, y + h );
|
|
qglTexCoord2f( 0, 1 );
|
|
qglVertex2f( x, y + h );
|
|
qglEnd();
|
|
}
|
|
|
|
qglFinish();
|
|
|
|
end = ri.Milliseconds();
|
|
ri.Printf( PRINT_ALL, "%i msec to draw all images\n", end - start );
|
|
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_ColorMask
|
|
|
|
=============
|
|
*/
|
|
const void *RB_ColorMask(const void *data)
|
|
{
|
|
const colorMaskCommand_t *cmd = data;
|
|
|
|
qglColorMask(cmd->rgba[0], cmd->rgba[1], cmd->rgba[2], cmd->rgba[3]);
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_ClearDepth
|
|
|
|
=============
|
|
*/
|
|
const void *RB_ClearDepth(const void *data)
|
|
{
|
|
const clearDepthCommand_t *cmd = data;
|
|
|
|
if(tess.numIndexes)
|
|
RB_EndSurface();
|
|
|
|
// texture swapping test
|
|
if (r_showImages->integer)
|
|
RB_ShowImages();
|
|
|
|
qglClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
return (const void *)(cmd + 1);
|
|
}
|
|
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/*
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=============
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RB_SwapBuffers
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=============
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*/
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const void *RB_SwapBuffers( const void *data ) {
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const swapBuffersCommand_t *cmd;
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// finish any 2D drawing if needed
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if ( tess.numIndexes ) {
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RB_EndSurface();
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}
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// texture swapping test
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if ( r_showImages->integer ) {
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RB_ShowImages();
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}
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cmd = (const swapBuffersCommand_t *)data;
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// we measure overdraw by reading back the stencil buffer and
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// counting up the number of increments that have happened
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if ( r_measureOverdraw->integer ) {
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int i;
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long sum = 0;
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unsigned char *stencilReadback;
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stencilReadback = ri.Hunk_AllocateTempMemory( glConfig.vidWidth * glConfig.vidHeight );
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qglReadPixels( 0, 0, glConfig.vidWidth, glConfig.vidHeight, GL_STENCIL_INDEX, GL_UNSIGNED_BYTE, stencilReadback );
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for ( i = 0; i < glConfig.vidWidth * glConfig.vidHeight; i++ ) {
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sum += stencilReadback[i];
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}
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backEnd.pc.c_overDraw += sum;
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ri.Hunk_FreeTempMemory( stencilReadback );
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}
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if ( !glState.finishCalled ) {
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qglFinish();
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}
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GLimp_LogComment( "***************** RB_SwapBuffers *****************\n\n\n" );
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GLimp_EndFrame();
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backEnd.projection2D = qfalse;
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return (const void *)(cmd + 1);
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}
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/*
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====================
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RB_ExecuteRenderCommands
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====================
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*/
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void RB_ExecuteRenderCommands( const void *data ) {
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int t1, t2;
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t1 = ri.Milliseconds ();
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while ( 1 ) {
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data = PADP(data, sizeof(void *));
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switch ( *(const int *)data ) {
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case RC_SET_COLOR:
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data = RB_SetColor( data );
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break;
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case RC_STRETCH_PIC:
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data = RB_StretchPic( data );
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break;
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case RC_DRAW_SURFS:
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data = RB_DrawSurfs( data );
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break;
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case RC_DRAW_BUFFER:
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data = RB_DrawBuffer( data );
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break;
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case RC_SWAP_BUFFERS:
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data = RB_SwapBuffers( data );
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break;
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case RC_SCREENSHOT:
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data = RB_TakeScreenshotCmd( data );
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break;
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case RC_VIDEOFRAME:
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data = RB_TakeVideoFrameCmd( data );
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break;
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case RC_COLORMASK:
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data = RB_ColorMask(data);
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break;
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case RC_CLEARDEPTH:
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data = RB_ClearDepth(data);
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break;
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case RC_END_OF_LIST:
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default:
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// stop rendering
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t2 = ri.Milliseconds ();
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backEnd.pc.msec = t2 - t1;
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return;
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}
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}
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}
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