/* 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 GLQUAKE #include "glquake.h" #include "renderque.h" #include "shader.h" #include "gl_draw.h" void R_RenderBrushPoly (msurface_t *fa); #define PROJECTION_DISTANCE 200 #define MAX_STENCIL_ENTS 128 extern int gl_stencilbits; FTEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB; FTEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB; extern int r_visframecount; // bumped when going to a new PVS extern int r_framecount; // used for dlight push checking //mplane_t frustum[4]; // // view origin // //vec3_t vup; //vec3_t vpn; //vec3_t vright; //vec3_t r_origin; cvar_t r_norefresh = SCVAR("r_norefresh","0"); extern cvar_t gl_part_flame; extern cvar_t r_bloom; cvar_t gl_affinemodels = SCVAR("gl_affinemodels","0"); cvar_t gl_reporttjunctions = SCVAR("gl_reporttjunctions","0"); cvar_t gl_finish = SCVAR("gl_finish","0"); cvar_t gl_dither = SCVAR("gl_dither", "1"); extern cvar_t r_stereo_separation; extern cvar_t r_stereo_method; extern cvar_t r_postprocshader; extern cvar_t gl_screenangle; extern cvar_t gl_mindist; extern cvar_t vid_srgb; extern cvar_t ffov; extern cvar_t gl_motionblur; extern cvar_t gl_motionblurscale; extern cvar_t gl_ati_truform; extern cvar_t gl_ati_truform_type; extern cvar_t gl_ati_truform_tesselation; extern cvar_t gl_blendsprites; extern cvar_t r_portaldrawplanes; extern cvar_t r_portalonly; #ifdef R_XFLIP cvar_t r_xflip = SCVAR("leftisright", "0"); #endif extern cvar_t scr_fov; shader_t *scenepp_waterwarp; // post processing stuff texid_t sceneblur_texture; texid_t scenepp_texture_warp; texid_t scenepp_texture_edge; texid_t scenepp_postproc_cube; int scenepp_postproc_cube_size; fbostate_t fbo_gameview; // 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_WaterWarp (void) { scenepp_waterwarp = NULL; if (gl_config.arb_shader_objects) { scenepp_waterwarp = R_RegisterShader("waterwarp", SUF_NONE, "{\n" "program underwaterwarp\n" "{\n" "map $currentrender\n" "}\n" "{\n" "map $upperoverlay\n" "}\n" "{\n" "map $loweroverlay\n" "}\n" "}\n" ); scenepp_waterwarp->defaulttextures.upperoverlay = scenepp_texture_warp; scenepp_waterwarp->defaulttextures.loweroverlay = scenepp_texture_edge; } } void GL_ShutdownPostProcessing(void) { GLBE_FBO_Destroy(&fbo_gameview); } void GL_InitSceneProcessingShaders (void) { if (gl_config.arb_shader_objects) { GL_InitSceneProcessingShaders_WaterWarp(); } gl_dither.modified = true; //fixme: bad place for this, but hey vid_srgb.modified = true; } #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]; scenepp_postproc_cube = r_nulltex; TEXASSIGN(sceneblur_texture, GL_AllocNewTexture("***postprocess_blur***", 0, 0, 0)); if (!gl_config.arb_shader_objects) return; TEXASSIGN(scenepp_texture_warp, GL_AllocNewTexture("***postprocess_warp***", PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, IF_NOMIPMAP|IF_NOGAMMA)); TEXASSIGN(scenepp_texture_edge, GL_AllocNewTexture("***postprocess_edge***", PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, IF_NOMIPMAP|IF_NOGAMMA)); // init warp texture - this specifies offset in for (y=0; y 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; } //avoid any sudden changes. fx=sin(fx*M_PI*0.5); fy=sin(fy*M_PI*0.5); //lame fx = fy = min(fx, fy); pp_edge_tex[i ] = fx * 255; pp_edge_tex[i+1] = fy * 255; pp_edge_tex[i+2] = 0; } } // scenepp_texture_edge = R_LoadTexture32("***postprocess_edge***", PP_AMP_TEX_SIZE, PP_AMP_TEX_SIZE, pp_edge_tex, IF_NOMIPMAP|IF_NOGAMMA|IF_NOPICMIP); GL_MTBind(0, GL_TEXTURE_2D, scenepp_texture_edge); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameteri(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); } void R_RotateForEntity (float *m, float *modelview, const entity_t *e, const model_t *mod) { if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0) { float em[16]; float vm[16]; vm[0] = r_refdef.playerview->vw_axis[0][0]; vm[1] = r_refdef.playerview->vw_axis[0][1]; vm[2] = r_refdef.playerview->vw_axis[0][2]; vm[3] = 0; vm[4] = r_refdef.playerview->vw_axis[1][0]; vm[5] = r_refdef.playerview->vw_axis[1][1]; vm[6] = r_refdef.playerview->vw_axis[1][2]; vm[7] = 0; vm[8] = r_refdef.playerview->vw_axis[2][0]; vm[9] = r_refdef.playerview->vw_axis[2][1]; vm[10] = r_refdef.playerview->vw_axis[2][2]; vm[11] = 0; vm[12] = r_refdef.playerview->vw_origin[0]; vm[13] = r_refdef.playerview->vw_origin[1]; vm[14] = r_refdef.playerview->vw_origin[2]; vm[15] = 1; em[0] = e->axis[0][0]; em[1] = e->axis[0][1]; em[2] = e->axis[0][2]; em[3] = 0; em[4] = e->axis[1][0]; em[5] = e->axis[1][1]; em[6] = e->axis[1][2]; em[7] = 0; em[8] = e->axis[2][0]; em[9] = e->axis[2][1]; em[10] = e->axis[2][2]; em[11] = 0; em[12] = e->origin[0]; em[13] = e->origin[1]; em[14] = e->origin[2]; em[15] = 1; Matrix4_Multiply(vm, em, m); } else { 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; } if (e->scale != 1 && e->scale != 0) //hexen 2 stuff { float z; float escale; escale = e->scale; switch(e->drawflags&SCALE_TYPE_MASKIN) { default: case SCALE_TYPE_UNIFORM: VectorScale((m+0), escale, (m+0)); VectorScale((m+4), escale, (m+4)); VectorScale((m+8), escale, (m+8)); break; case SCALE_TYPE_XYONLY: VectorScale((m+0), escale, (m+0)); VectorScale((m+4), escale, (m+4)); break; case SCALE_TYPE_ZONLY: VectorScale((m+8), escale, (m+8)); break; } if (mod && (e->drawflags&SCALE_TYPE_MASKIN) != SCALE_TYPE_XYONLY) { switch(e->drawflags&SCALE_ORIGIN_MASKIN) { case SCALE_ORIGIN_CENTER: z = ((mod->maxs[2] + mod->mins[2]) * (1-escale))/2; VectorMA((m+12), z, e->axis[2], (m+12)); break; case SCALE_ORIGIN_BOTTOM: VectorMA((m+12), mod->mins[2]*(1-escale), e->axis[2], (m+12)); break; case SCALE_ORIGIN_TOP: VectorMA((m+12), -mod->maxs[2], e->axis[2], (m+12)); break; } } } else if (mod && !strcmp(mod->name, "progs/eyes.mdl")) { /*resize eyes, to make them easier to see*/ m[14] -= (22 + 8); VectorScale((m+0), 2, (m+0)); VectorScale((m+4), 2, (m+4)); VectorScale((m+8), 2, (m+8)); } if (mod && !ruleset_allow_larger_models.ival && mod->clampscale != 1 && mod->type == mod_alias) { //possibly this should be on a per-frame basis, but that's a real pain to do Con_DPrintf("Rescaling %s by %f\n", mod->name, mod->clampscale); VectorScale((m+0), mod->clampscale, (m+0)); VectorScale((m+4), mod->clampscale, (m+4)); VectorScale((m+8), mod->clampscale, (m+8)); } Matrix4_Multiply(r_refdef.m_view, m, modelview); } //================================================================================== qboolean R_GameRectIsFullscreen(void); /* ============= R_SetupGL ============= */ void R_SetupGL (float stereooffset) { int x, x2, y2, y, w, h; vec3_t newa; float fov_x, fov_y; if (!r_refdef.recurse) { AngleVectors (r_refdef.viewangles, vpn, vright, vup); VectorCopy (r_refdef.vieworg, r_origin); VectorMA(r_origin, stereooffset, vright, r_origin); // // set up viewpoint // if (r_refdef.rt_destcolour) { //with fbo rendering, we disable all virtual scaling. x = r_refdef.vrect.x; x2 = r_refdef.vrect.x + r_refdef.vrect.width; y = r_refdef.vrect.y; y2 = r_refdef.vrect.y + r_refdef.vrect.height; w = x2 - x; h = y2 - y; r_refdef.pxrect.x = x; r_refdef.pxrect.y = y; r_refdef.pxrect.width = w; r_refdef.pxrect.height = h; r_refdef.pxrect.maxheight = vid.fbpheight; } else { x = r_refdef.vrect.x * (int)vid.pixelwidth/(int)vid.width; x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * (int)vid.pixelwidth/(int)vid.width; y = (r_refdef.vrect.y) * (int)vid.pixelheight/(int)vid.height; y2 = (r_refdef.vrect.y + r_refdef.vrect.height) * (int)vid.pixelheight/(int)vid.height; // fudge around because of frac screen scale if (x > 0) x--; if (x2 < vid.pixelwidth) x2++; if (y2 < vid.pixelheight) y2++; if (y > 0) y--; w = x2 - x; h = y2 - y; if (stereooffset && r_stereo_method.ival == 5) { w /= 2; if (stereooffset > 0) x += vid.pixelwidth/2; } r_refdef.pxrect.x = x; r_refdef.pxrect.y = y; r_refdef.pxrect.width = w; r_refdef.pxrect.height = h; r_refdef.pxrect.maxheight = vid.pixelheight; } fov_x = r_refdef.fov_x;//+sin(cl.time)*5; fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5; GL_ViewportUpdate(); if ((r_waterwarp.value<0 || (r_waterwarp.value && !R_GameRectIsFullscreen())) && (r_viewcontents & FTECONTENTS_FLUID)) { fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value); fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value); } if (r_refdef.useperspective) { int stencilshadows = Sh_StencilShadowsActive(); if ((!stencilshadows || !gl_stencilbits) && gl_maxdist.value>=100)//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); Matrix4x4_CM_Projection_Far(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value, gl_maxdist.value); } else { Matrix4x4_CM_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value); } } else { Matrix4x4_CM_Orthographic(r_refdef.m_projection, -fov_x/2, fov_x/2, -fov_y/2, fov_y/2, 0, gl_maxdist.value>=1?gl_maxdist.value:9999); } newa[0] = r_refdef.viewangles[0]; newa[1] = r_refdef.viewangles[1]; newa[2] = r_refdef.viewangles[2] + gl_screenangle.value; Matrix4x4_CM_ModelViewMatrix(r_refdef.m_view, newa, r_origin); } if (qglLoadMatrixf) { qglMatrixMode(GL_PROJECTION); qglLoadMatrixf(r_refdef.m_projection); qglMatrixMode(GL_MODELVIEW); qglLoadMatrixf(r_refdef.m_view); } if (!gl_config.gles && gl_dither.modified) { gl_dither.modified = false; if (gl_dither.ival) { qglEnable(GL_DITHER); } else { qglDisable(GL_DITHER); } } if (vid_srgb.modified) { if (vid_srgb.ival) qglEnable(GL_FRAMEBUFFER_SRGB); else qglDisable(GL_FRAMEBUFFER_SRGB); } } void Surf_SetupFrame(void); /* ================ R_RenderScene r_refdef must be set before the first call ================ */ void R_RenderScene (void) { float stereooffset[2]; int stereoframes = 1; int stereomode; int i; int tmpvisents = cl_numvisedicts; /*world rendering is allowed to add additional ents, but we don't want to keep them for recursive views*/ if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap)) r_refdef.flags |= RDF_NOWORLDMODEL; stereomode = r_stereo_method.ival; if (stereomode == 1) { #ifdef GL_STEREO GLint glb; qglGetIntegerv(GL_STEREO, &glb); if (!glb) #endif stereomode = 0; //we are not a stereo context, so no stereoscopic rendering (this encourages it to otherwise be left enabled, which means the user is more likely to spot that they asked it to give a slower context. } if (r_refdef.recurse || !stereomode || !r_stereo_separation.value) { stereooffset[0] = 0; stereoframes = 1; stereomode = 0; } else { stereooffset[0] = -r_stereo_separation.value; stereooffset[1] = r_stereo_separation.value; stereoframes = 2; } for (i = 0; i < stereoframes; i++) { switch (stereomode) { default: case 0: //off if (i) return; break; #ifdef GL_STEREO case 1: //proper gl stereo rendering if (stereooffset[i] < 0) qglDrawBuffer(GL_BACK_LEFT); else qglDrawBuffer(GL_BACK_RIGHT); break; #endif case 2: //red/cyan if (stereooffset[i] < 0) qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE); else qglColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE); break; case 3: //red/blue if (stereooffset[i] < 0) qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE); else qglColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE); break; case 4: //red/green if (stereooffset[i] < 0) qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE); else qglColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE); break; case 5: //eyestrain break; } if (i) qglClear (GL_DEPTH_BUFFER_BIT); Surf_SetupFrame(); TRACE(("dbg: calling R_SetupGL\n")); R_SetupGL (stereooffset[i]); TRACE(("dbg: calling R_SetFrustrum\n")); if (!r_refdef.recurse) R_SetFrustum (r_refdef.m_projection, r_refdef.m_view); RQ_BeginFrame(); TRACE(("dbg: calling Surf_DrawWorld\n")); Surf_DrawWorld (); // adds static entities to the list S_ExtraUpdate (); // don't let sound get messed up if going slow // R_DrawDecals(); TRACE(("dbg: calling R_RenderDlights\n")); R_RenderDlights (); if (r_refdef.recurse) RQ_RenderBatch(); else RQ_RenderBatchClear(); cl_numvisedicts = tmpvisents; } switch (stereomode) { default: case 0: break; case 1: qglDrawBuffer(GL_BACK); break; case 3: qglColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE); qglClear(GL_COLOR_BUFFER_BIT); qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); break; case 4: qglColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE); qglClear(GL_COLOR_BUFFER_BIT); qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); case 2: qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); break; case 5: break; } } /*generates a new modelview matrix, as well as vpn vectors*/ static void R_MirrorMatrix(plane_t *plane) { float mirror[16]; float view[16]; float result[16]; vec3_t pnorm; VectorNegate(plane->normal, pnorm); mirror[0] = 1-2*pnorm[0]*pnorm[0]; mirror[1] = -2*pnorm[0]*pnorm[1]; mirror[2] = -2*pnorm[0]*pnorm[2]; mirror[3] = 0; mirror[4] = -2*pnorm[1]*pnorm[0]; mirror[5] = 1-2*pnorm[1]*pnorm[1]; mirror[6] = -2*pnorm[1]*pnorm[2] ; mirror[7] = 0; mirror[8] = -2*pnorm[2]*pnorm[0]; mirror[9] = -2*pnorm[2]*pnorm[1]; mirror[10] = 1-2*pnorm[2]*pnorm[2]; mirror[11] = 0; mirror[12] = -2*pnorm[0]*plane->dist; mirror[13] = -2*pnorm[1]*plane->dist; mirror[14] = -2*pnorm[2]*plane->dist; mirror[15] = 1; view[0] = vpn[0]; view[1] = vpn[1]; view[2] = vpn[2]; view[3] = 0; view[4] = -vright[0]; view[5] = -vright[1]; view[6] = -vright[2]; view[7] = 0; view[8] = vup[0]; view[9] = vup[1]; view[10] = vup[2]; view[11] = 0; view[12] = r_refdef.vieworg[0]; view[13] = r_refdef.vieworg[1]; view[14] = r_refdef.vieworg[2]; view[15] = 1; VectorMA(r_refdef.vieworg, 0.25, plane->normal, r_refdef.pvsorigin); Matrix4_Multiply(mirror, view, result); vpn[0] = result[0]; vpn[1] = result[1]; vpn[2] = result[2]; vright[0] = -result[4]; vright[1] = -result[5]; vright[2] = -result[6]; vup[0] = result[8]; vup[1] = result[9]; vup[2] = result[10]; r_refdef.vieworg[0] = result[12]; r_refdef.vieworg[1] = result[13]; r_refdef.vieworg[2] = result[14]; } static entity_t *R_NearestPortal(plane_t *plane) { int i; entity_t *best = NULL; float dist, bestd = 0; //for q3-compat, portals on world scan for a visedict to use for their view. for (i = 0; i < cl_numvisedicts; i++) { if (cl_visedicts[i].rtype == RT_PORTALSURFACE) { dist = DotProduct(cl_visedicts[i].origin, plane->normal)-plane->dist; dist = fabs(dist); if (dist < 64 && (!best || dist < bestd)) best = &cl_visedicts[i]; } } return best; } static void TransformCoord(vec3_t in, vec3_t planea[3], vec3_t planeo, vec3_t viewa[3], vec3_t viewo, vec3_t result) { int i; vec3_t local; vec3_t transformed; float d; local[0] = in[0] - planeo[0]; local[1] = in[1] - planeo[1]; local[2] = in[2] - planeo[2]; VectorClear(transformed); for ( i = 0 ; i < 3 ; i++ ) { d = DotProduct(local, planea[i]); VectorMA(transformed, d, viewa[i], transformed); } result[0] = transformed[0] + viewo[0]; result[1] = transformed[1] + viewo[1]; result[2] = transformed[2] + viewo[2]; } static void TransformDir(vec3_t in, vec3_t planea[3], vec3_t viewa[3], vec3_t result) { int i; float d; vec3_t tmp; VectorCopy(in, tmp); VectorClear(result); for ( i = 0 ; i < 3 ; i++ ) { d = DotProduct(tmp, planea[i]); VectorMA(result, d, viewa[i], result); } } static float sgn(float a) { if (a > 0.0F) return (1.0F); if (a < 0.0F) return (-1.0F); return (0.0F); } void R_ObliqueNearClip(float *viewmat, mplane_t *wplane) { float f; vec4_t q, c; vec3_t ping, pong; vec4_t vplane; //convert world plane into view space Matrix4x4_CM_Transform3x3(viewmat, wplane->normal, vplane); VectorScale(wplane->normal, wplane->dist, ping); Matrix4x4_CM_Transform3(viewmat, ping, pong); vplane[3] = -DotProduct(pong, vplane); // Calculate the clip-space corner point opposite the clipping plane // as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and // transform it into camera space by multiplying it // by the inverse of the projection matrix q[0] = (sgn(vplane[0]) + r_refdef.m_projection[8]) / r_refdef.m_projection[0]; q[1] = (sgn(vplane[1]) + r_refdef.m_projection[9]) / r_refdef.m_projection[5]; q[2] = -1.0F; q[3] = (1.0F + r_refdef.m_projection[10]) / r_refdef.m_projection[14]; // Calculate the scaled plane vector f = 2.0F / DotProduct4(vplane, q); Vector4Scale(vplane, f, c); // Replace the third row of the projection matrix r_refdef.m_projection[2] = c[0]; r_refdef.m_projection[6] = c[1]; r_refdef.m_projection[10] = c[2] + 1.0F; r_refdef.m_projection[14] = c[3]; } void CL_DrawDebugPlane(float *normal, float dist, float r, float g, float b, qboolean enqueue); void GLR_DrawPortal(batch_t *batch, batch_t **blist, batch_t *depthmasklist[2], int portaltype) { entity_t *view; // GLdouble glplane[4]; plane_t plane, oplane; float vmat[16]; refdef_t oldrefdef; vec3_t r; int i; mesh_t *mesh = batch->mesh[batch->firstmesh]; qbyte newvis[(MAX_MAP_LEAFS+7)/8]; float ivmat[16], trmat[16]; if (r_refdef.recurse >= R_MAX_RECURSE-1) return; if (!mesh->normals_array) { VectorSet(plane.normal, 0, 0, 1); } else { VectorCopy(mesh->normals_array[0], plane.normal); } if (batch->ent == &r_worldentity) { plane.dist = DotProduct(mesh->xyz_array[0], plane.normal); } else { vec3_t point; VectorCopy(plane.normal, oplane.normal); //rotate the surface normal around its entity's matrix plane.normal[0] = oplane.normal[0]*batch->ent->axis[0][0] + oplane.normal[1]*batch->ent->axis[1][0] + oplane.normal[2]*batch->ent->axis[2][0]; plane.normal[1] = oplane.normal[0]*batch->ent->axis[0][1] + oplane.normal[1]*batch->ent->axis[1][1] + oplane.normal[2]*batch->ent->axis[2][1]; plane.normal[2] = oplane.normal[0]*batch->ent->axis[0][2] + oplane.normal[1]*batch->ent->axis[1][2] + oplane.normal[2]*batch->ent->axis[2][2]; //rotate some point on the mesh around its entity's matrix point[0] = mesh->xyz_array[0][0]*batch->ent->axis[0][0] + mesh->xyz_array[0][1]*batch->ent->axis[1][0] + mesh->xyz_array[0][2]*batch->ent->axis[2][0] + batch->ent->origin[0]; point[1] = mesh->xyz_array[0][0]*batch->ent->axis[0][1] + mesh->xyz_array[0][1]*batch->ent->axis[1][1] + mesh->xyz_array[0][2]*batch->ent->axis[2][1] + batch->ent->origin[1]; point[2] = mesh->xyz_array[0][0]*batch->ent->axis[0][2] + mesh->xyz_array[0][1]*batch->ent->axis[1][2] + mesh->xyz_array[0][2]*batch->ent->axis[2][2] + batch->ent->origin[2]; //now we can figure out the plane dist plane.dist = DotProduct(point, plane.normal); } //if we're too far away from the surface, don't draw anything if (batch->shader->flags & SHADER_AGEN_PORTAL) { /*there's a portal alpha blend on that surface, that fades out after this distance*/ if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist > batch->shader->portaldist) return; } //if we're behind it, then also don't draw anything. for our purposes, behind is when the entire near clipplane is behind. if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist < -gl_mindist.value) return; TRACE(("GLR_DrawPortal: portal type %i\n", portaltype)); oldrefdef = r_refdef; r_refdef.recurse+=1; r_refdef.externalview = true; switch(portaltype) { case 1: /*fbo explicit mirror (fucked depth, working clip plane)*/ //fixme: pvs is surely wrong? // r_refdef.flipcull ^= SHADER_CULL_FLIP; R_MirrorMatrix(&plane); Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg); VectorCopy(mesh->xyz_array[0], r_refdef.pvsorigin); for (i = 1; i < mesh->numvertexes; i++) VectorAdd(r_refdef.pvsorigin, mesh->xyz_array[i], r_refdef.pvsorigin); VectorScale(r_refdef.pvsorigin, 1.0/mesh->numvertexes, r_refdef.pvsorigin); break; case 2: /*fbo refraction (fucked depth, working clip plane)*/ case 3: /*screen copy refraction (screen depth, fucked clip planes)*/ /*refraction image (same view, just with things culled*/ r_refdef.externalview = oldrefdef.externalview; VectorNegate(plane.normal, plane.normal); plane.dist = -plane.dist; //use the player's origin for r_viewleaf, because there's not much we can do anyway*/ VectorCopy(r_origin, r_refdef.pvsorigin); if (cl.worldmodel && cl.worldmodel->funcs.ClusterPVS && !r_novis.ival) { int clust, i, j; float d; vec3_t point; int pvsbytes = (cl.worldmodel->numclusters+7)>>3; if (pvsbytes > sizeof(newvis)) pvsbytes = sizeof(newvis); r_refdef.forcevis = true; r_refdef.forcedvis = NULL; for (i = batch->firstmesh; i < batch->meshes; i++) { mesh = batch->mesh[i]; VectorClear(point); for (j = 0; j < mesh->numvertexes; j++) VectorAdd(point, mesh->xyz_array[j], point); VectorScale(point, 1.0f/mesh->numvertexes, point); d = DotProduct(point, plane.normal) - plane.dist; d += 0.1; //an epsilon on the far side VectorMA(point, d, plane.normal, point); clust = cl.worldmodel->funcs.ClusterForPoint(cl.worldmodel, point); if (i == batch->firstmesh) r_refdef.forcedvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clust, newvis, sizeof(newvis)); else { if (r_refdef.forcedvis != newvis) { memcpy(newvis, r_refdef.forcedvis, pvsbytes); } r_refdef.forcedvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clust, NULL, sizeof(newvis)); for (j = 0; j < pvsbytes; j+= 4) { *(int*)&newvis[j] |= *(int*)&r_refdef.forcedvis[j]; } r_refdef.forcedvis = newvis; } } // memset(newvis, 0xff, pvsbytes); } Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg); break; case 0: /*q3 portal*/ default: #ifdef CSQC_DAT if (CSQC_SetupToRenderPortal(batch->ent->keynum)) { oplane = plane; //transform the old surface plane into the new view matrix Matrix4_Invert(r_refdef.m_view, ivmat); Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg); Matrix4_Multiply(ivmat, vmat, trmat); plane.normal[0] = -(oplane.normal[0] * trmat[0] + oplane.normal[1] * trmat[1] + oplane.normal[2] * trmat[2]); plane.normal[1] = -(oplane.normal[0] * trmat[4] + oplane.normal[1] * trmat[5] + oplane.normal[2] * trmat[6]); plane.normal[2] = -(oplane.normal[0] * trmat[8] + oplane.normal[1] * trmat[9] + oplane.normal[2] * trmat[10]); plane.dist = -oplane.dist + trmat[12]*oplane.normal[0] + trmat[13]*oplane.normal[1] + trmat[14]*oplane.normal[2]; if (Cvar_Get("temp_useplaneclip", "1", 0, "temp")->ival) portaltype = 1; //make sure the near clipplane is used. } else #endif if (!(view = R_NearestPortal(&plane)) || VectorCompare(view->origin, view->oldorigin)) { //a portal with no portal entity, or a portal rentity with an origin equal to its oldorigin, is a mirror. // r_refdef.flipcull ^= SHADER_CULL_FLIP; R_MirrorMatrix(&plane); Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg); VectorCopy(mesh->xyz_array[0], r_refdef.pvsorigin); for (i = 1; i < mesh->numvertexes; i++) VectorAdd(r_refdef.pvsorigin, mesh->xyz_array[i], r_refdef.pvsorigin); VectorScale(r_refdef.pvsorigin, 1.0/mesh->numvertexes, r_refdef.pvsorigin); portaltype = 1; } else { float d; vec3_t paxis[3], porigin, vaxis[3], vorg; void PerpendicularVector( vec3_t dst, const vec3_t src ); oplane = plane; /*calculate where the surface is meant to be*/ VectorCopy(mesh->normals_array[0], paxis[0]); PerpendicularVector(paxis[1], paxis[0]); CrossProduct(paxis[0], paxis[1], paxis[2]); d = DotProduct(view->origin, plane.normal) - plane.dist; VectorMA(view->origin, -d, paxis[0], porigin); /*grab the camera origin*/ VectorNegate(view->axis[0], vaxis[0]); VectorNegate(view->axis[1], vaxis[1]); VectorCopy(view->axis[2], vaxis[2]); VectorCopy(view->oldorigin, vorg); VectorCopy(vorg, r_refdef.pvsorigin); /*rotate it a bit*/ if (view->framestate.g[FS_REG].frame[1]) //oldframe { if (view->framestate.g[FS_REG].frame[0]) //newframe d = realtime * view->framestate.g[FS_REG].frame[0]; //newframe else d = view->skinnum + sin(realtime)*4; } else d = view->skinnum; if (d) { vec3_t rdir; VectorCopy(vaxis[1], rdir); RotatePointAroundVector(vaxis[1], vaxis[0], rdir, d); CrossProduct(vaxis[0], vaxis[1], vaxis[2]); } TransformCoord(oldrefdef.vieworg, paxis, porigin, vaxis, vorg, r_refdef.vieworg); TransformDir(vpn, paxis, vaxis, vpn); TransformDir(vright, paxis, vaxis, vright); TransformDir(vup, paxis, vaxis, vup); Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg); //transform the old surface plane into the new view matrix if (Matrix4_Invert(r_refdef.m_view, ivmat)) { Matrix4_Multiply(ivmat, vmat, trmat); plane.normal[0] = -(oplane.normal[0] * trmat[0] + oplane.normal[1] * trmat[1] + oplane.normal[2] * trmat[2]); plane.normal[1] = -(oplane.normal[0] * trmat[4] + oplane.normal[1] * trmat[5] + oplane.normal[2] * trmat[6]); plane.normal[2] = -(oplane.normal[0] * trmat[8] + oplane.normal[1] * trmat[9] + oplane.normal[2] * trmat[10]); plane.dist = -oplane.dist + trmat[12]*oplane.normal[0] + trmat[13]*oplane.normal[1] + trmat[14]*oplane.normal[2]; portaltype = 1; } } break; } /*FIXME: can we get away with stenciling the screen?*/ /*Add to frustum culling instead of clip planes?*/ /* if (qglClipPlane && portaltype) { GLdouble glplane[4]; glplane[0] = plane.normal[0]; glplane[1] = plane.normal[1]; glplane[2] = plane.normal[2]; glplane[3] = plane.dist; qglClipPlane(GL_CLIP_PLANE0, glplane); qglEnable(GL_CLIP_PLANE0); } */ //fixme: we can probably scissor a smaller frusum R_SetFrustum (r_refdef.m_projection, vmat); if (r_refdef.frustum_numplanes < MAXFRUSTUMPLANES) { extern int SignbitsForPlane (mplane_t *out); mplane_t fp; VectorCopy(plane.normal, fp.normal); fp.dist = plane.dist; // if (DotProduct(fp.normal, vpn) < 0) // { // VectorNegate(fp.normal, fp.normal); // fp.dist *= -1; // } fp.type = PLANE_ANYZ; fp.signbits = SignbitsForPlane (&fp); if (portaltype == 1 || portaltype == 2) R_ObliqueNearClip(vmat, &fp); //our own culling should be an epsilon forwards so we don't still draw things behind the line due to precision issues. fp.dist += 0.01; r_refdef.frustum[r_refdef.frustum_numplanes++] = fp; } //force culling to update to match the new front face. // memcpy(r_refdef.m_view, vmat, sizeof(float)*16); if (depthmasklist) { /*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/ /*we can only do this AFTER the oblique perspective matrix is calculated, to avoid depth inconsistancies, while we still have the old view matrix*/ int i; batch_t *dmask = NULL; if (qglLoadMatrixf) { qglMatrixMode(GL_PROJECTION); qglLoadMatrixf(r_refdef.m_projection); //portals to mask are relative to the old view still. qglMatrixMode(GL_MODELVIEW); qglLoadMatrixf(r_refdef.m_view); } currententity = NULL; if (gl_config.arb_depth_clamp) qglEnable(GL_DEPTH_CLAMP_ARB); //ignore the near clip plane(ish), this means nearer portals can still mask further ones. GL_ForceDepthWritable(); GLBE_SelectMode(BEM_DEPTHONLY); for (i = 0; i < 2; i++) { for (dmask = depthmasklist[i]; dmask; dmask = dmask->next) { if (dmask == batch) continue; if (dmask->meshes == dmask->firstmesh) continue; GLBE_SubmitBatch(dmask); } } GLBE_SelectMode(BEM_STANDARD); if (gl_config.arb_depth_clamp) qglDisable(GL_DEPTH_CLAMP_ARB); currententity = NULL; } //now determine the stuff the backend will use. memcpy(r_refdef.m_view, vmat, sizeof(float)*16); VectorAngles(vpn, vup, r_refdef.viewangles); r_refdef.viewangles[0] *= -1; VectorCopy(r_refdef.vieworg, r_origin); //determine r_refdef.flipcull & SHADER_CULL_FLIP based upon whether right is right or not. CrossProduct(vpn, vup, r); if (DotProduct(r, vright) < 0) r_refdef.flipcull |= SHADER_CULL_FLIP; else r_refdef.flipcull &= ~SHADER_CULL_FLIP; GL_CullFace(0);//make sure flipcull takes effect //FIXME: just call Surf_DrawWorld instead? R_RenderScene(); // if (qglClipPlane) // qglDisable(GL_CLIP_PLANE0); if (r_portaldrawplanes.ival) { //the front of the plane should generally point away from the camera, and will be drawn in bright green. woo CL_DrawDebugPlane(plane.normal, plane.dist+0.01, 0.0, 0.5, 0.0, false); CL_DrawDebugPlane(plane.normal, plane.dist-0.01, 0.0, 0.5, 0.0, false); //the back of the plane points towards the camera, and will be drawn in blue, for the luls VectorNegate(plane.normal, plane.normal); plane.dist *= -1; CL_DrawDebugPlane(plane.normal, plane.dist+0.01, 0.0, 0.0, 0.2, false); CL_DrawDebugPlane(plane.normal, plane.dist-0.01, 0.0, 0.0, 0.2, false); } r_refdef = oldrefdef; /*broken stuff*/ AngleVectors (r_refdef.viewangles, vpn, vright, vup); VectorCopy (r_refdef.vieworg, r_origin); if (qglLoadMatrixf) { /*put GL back the way it was*/ qglMatrixMode(GL_PROJECTION); qglLoadMatrixf(r_refdef.m_projection); qglMatrixMode(GL_MODELVIEW); qglLoadMatrixf(r_refdef.m_view); } GL_CullFace(0);//make sure flipcull reversion takes effect TRACE(("GLR_DrawPortal: portal drawn\n")); #ifdef warningmsg #pragma warningmsg("warning: there's a bug with rtlights in portals, culling is broken or something. May also be loading the wrong matrix") #endif currententity = NULL; } /* ============= R_Clear ============= */ qboolean R_GameRectIsFullscreen(void) { return r_refdef.grect.x == 0 && r_refdef.grect.y == 0 && (unsigned)r_refdef.grect.width == vid.fbvwidth && (unsigned)r_refdef.grect.height == vid.fbvheight; } int gldepthfunc = GL_LEQUAL; void R_Clear (void) { /*tbh, this entire function should be in the backend*/ GL_ForceDepthWritable(); { if (r_clear.ival && R_GameRectIsFullscreen() && !(r_refdef.flags & RDF_NOWORLDMODEL)) { qglClearColor(1, 0, 0, 0); qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } else qglClear (GL_DEPTH_BUFFER_BIT); gldepthmin = 0; gldepthmax = 1; gldepthfunc=GL_LEQUAL; } } #if 0 void GLR_SetupFog (void) { if (r_viewleaf)// && r_viewcontents != FTECONTENTS_EMPTY) { // static fogcolour; float fogcol[4]={0}; float fogperc; float fogdist; fogperc=0; fogdist=512; switch(r_viewcontents) { case FTECONTENTS_WATER: fogcol[0] = 64/255.0; fogcol[1] = 128/255.0; fogcol[2] = 192/255.0; fogperc=0.2; fogdist=512; break; case FTECONTENTS_SLIME: fogcol[0] = 32/255.0; fogcol[1] = 192/255.0; fogcol[2] = 92/255.0; fogperc=1; fogdist=256; break; case FTECONTENTS_LAVA: fogcol[0] = 192/255.0; fogcol[1] = 32/255.0; fogcol[2] = 64/255.0; fogperc=1; fogdist=128; break; default: fogcol[0] = 192/255.0; fogcol[1] = 192/255.0; fogcol[2] = 192/255.0; fogperc=1; fogdist=1024; break; } if (fogperc) { qglFogi(GL_FOG_MODE, GL_LINEAR); qglFogfv(GL_FOG_COLOR, fogcol); qglFogf(GL_FOG_DENSITY, fogperc); qglFogf(GL_FOG_START, 1); qglFogf(GL_FOG_END, fogdist); qglEnable(GL_FOG); } } } #endif static void R_RenderMotionBlur(void) { int vwidth = 1, vheight = 1; float vs, vt, cs, ct; shader_t *shader; #if !defined(ANDROID) && !defined(NACL) //figure out the size of our texture. if (r_config.texture_non_power_of_two) { //we can use any size, supposedly vwidth = vid.pixelwidth; vheight = vid.pixelheight; } else { //limit the texture size to square and use padding. while (vwidth < vid.pixelwidth) vwidth *= 2; while (vheight < vid.pixelheight) vheight *= 2; } //blend the last frame onto the scene //the maths is because our texture is over-sized (must be power of two) cs = vs = (float)vid.pixelwidth / vwidth * 0.5; ct = vt = (float)vid.pixelheight / vheight * 0.5; vs *= gl_motionblurscale.value; vt *= gl_motionblurscale.value; //render using our texture shader = R_RegisterShader("postproc_motionblur", SUF_NONE, "{\n" "program default2d\n" "{\n" "map $sourcecolour\n" "blendfunc blend\n" "}\n" "}\n" ); // GLBE_RenderToTexture(sceneblur_texture, r_nulltex, r_nulltex, r_nulltex, false); Con_Printf("FIXME: tex_sourcecolour = sceneblur_texture\n"); R2D_ImageColours(1, 1, 1, gl_motionblur.value); R2D_Image(0, 0, vid.width, vid.height, cs-vs, ct+vt, cs+vs, ct-vt, shader); Con_Printf("FIXME: tex_sourcecolour = reset\n"); // GLBE_RenderToTexture(r_nulltex, r_nulltex, r_nulltex, r_nulltex, false); //grab the current image so we can feed that back into the next frame. GL_MTBind(0, GL_TEXTURE_2D, sceneblur_texture); //copy the image into the texture so that we can play with it next frame too! qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, vwidth, vheight, 0); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #endif } /*FIXME: we could use geometry shaders to draw to all 6 faces at once*/ qboolean R_RenderScene_Cubemap(void) { int cmapsize = 512; int i; static vec3_t ang[6] = { {0, -90, 0}, {0, 90, 0}, {90, 0, 0}, {-90, 0, 0}, {0, 0, 0}, {0, -180, 0} }; vec3_t saveang; vrect_t vrect; pxrect_t prect; shader_t *shader; int facemask; /*needs glsl*/ if (!gl_config.arb_shader_objects) return false; if (!ffov.value) return false; if (!cls.allow_postproc) return false; facemask = 0; if (ffov.value < 0) { shader = R_RegisterShader("postproc_panorama", SUF_NONE, "{\n" "program postproc_panorama\n" "{\n" "map $sourcecube\n" "}\n" "}\n" ); //panoramic view needs at most the four sides facemask |= 1<<4; /*front view*/ if (ffov.value < -90) { facemask |= (1<<0) | (1<<1); /*side views*/ if (ffov.value < -270) facemask |= 1<<5; /*back view*/ } } else { shader = R_RegisterShader("postproc_fisheye", SUF_NONE, "{\n" "program postproc_fisheye\n" "{\n" "map $sourcecube\n" "}\n" "}\n" ); //fisheye view sees up to a full sphere facemask |= 1<<4; /*front view*/ if (ffov.value > 77) facemask |= (1<<0) | (1<<1) | (1<<2) | (1<<3); /*side/top/bottom views*/ if (ffov.value > 270) facemask |= 1<<5; /*back view*/ } vrect = r_refdef.vrect; prect = r_refdef.pxrect; // prect.x = (vrect.x * vid.pixelwidth)/vid.width; // prect.width = (vrect.width * vid.pixelwidth)/vid.width; // prect.y = (vrect.y * vid.pixelheight)/vid.height; // prect.height = (vrect.height * vid.pixelheight)/vid.height; if (r_config.texture_non_power_of_two) { if (prect.width < prect.height) cmapsize = prect.width; else cmapsize = prect.height; } else { while (cmapsize > prect.width || cmapsize > prect.height) { cmapsize /= 2; } } VectorCopy(r_refdef.viewangles, saveang); saveang[2] = 0; if (!TEXVALID(scenepp_postproc_cube) || cmapsize != scenepp_postproc_cube_size) { if (TEXVALID(scenepp_postproc_cube)) GL_DestroyTexture(scenepp_postproc_cube); scenepp_postproc_cube = GL_AllocNewTexture("***fish***", cmapsize, cmapsize, 0); GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, scenepp_postproc_cube); for (i = 0; i < 6; i++) qglCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, 0, GL_RGB, 0, 0, cmapsize, cmapsize, 0); qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR); scenepp_postproc_cube_size = cmapsize; } vrect = r_refdef.vrect; //save off the old vrect r_refdef.vrect.width = (cmapsize * vid.width) / vid.pixelwidth; r_refdef.vrect.height = (cmapsize * vid.height) / vid.pixelheight; r_refdef.vrect.x = 0; r_refdef.vrect.y = prect.y; ang[0][0] = -saveang[0]; ang[0][1] = -90; ang[0][2] = -saveang[0]; ang[1][0] = -saveang[0]; ang[1][1] = 90; ang[1][2] = saveang[0]; ang[5][0] = -saveang[0]*2; for (i = 0; i < 6; i++) { if (!(facemask & (1<needload || !cl.worldmodel) { GL_Set2D (false); R2D_ImageColours(0, 0, 0, 1); R2D_FillBlock(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height); R2D_ImageColours(1, 1, 1, 1); return; } // Sys_Error ("R_RenderView: NULL worldmodel"); } BE_Scissor(NULL); if (dofbo) { unsigned int flags = 0; texid_t col = r_nulltex, depth = r_nulltex; unsigned int cw=0, ch=0, dw=0, dh=0; //3d views generally ignore source colour+depth. //FIXME: support depth with no colour if (r_refdef.rt_destcolour) col = R2D_RT_GetTexture(r_refdef.rt_destcolour, &cw, &ch); if (r_refdef.rt_depth) depth = R2D_RT_GetTexture(r_refdef.rt_depth, &dw, &dh); if (r_refdef.rt_destcolour) { //colour (with or without depth) if (r_refdef.rt_depth && (dw != cw || dh != dh)) { Con_Printf("RT: destcolour and depth render targets are of different sizes\n"); //should check rgb/depth modes too I guess. depth = r_nulltex; } vid.fbvwidth = vid.fbpwidth = cw; vid.fbvheight = vid.fbpheight = ch; } else { //depth, with no colour vid.fbvwidth = vid.fbpwidth = dw; vid.fbvheight = vid.fbpheight = dh; } if (TEXVALID(col)) flags |= FBO_TEX_COLOUR; if (TEXVALID(depth)) flags |= FBO_TEX_DEPTH; else flags |= FBO_RB_DEPTH; GLBE_FBO_Update(&fbo_gameview, true, flags, col, depth, vid.fbpwidth, vid.fbpheight); } else { vid.fbvwidth = vid.width; vid.fbvheight = vid.height; vid.fbpwidth = vid.pixelwidth; vid.fbpheight = vid.pixelheight; } if (qglPNTrianglesiATI) { if (gl_ati_truform_type.ival) { //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.ival) { RSpeedMark(); qglFinish (); RSpeedEnd(RSPEED_FINISH); } if (r_speeds.ival) { time1 = Sys_DoubleTime (); } if (!dofbo && !(r_refdef.flags & RDF_NOWORLDMODEL) && R_RenderScene_Cubemap()) { } else { GL_SetShaderState2D(false); R_Clear (); // GLR_SetupFog (); // render normal view R_RenderScene (); } // qglDisable(GL_FOG); if (r_speeds.ival) { // glFinish (); time2 = Sys_DoubleTime (); RQuantAdd(RQUANT_MSECS, (int)((time2-time1)*1000000)); // Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys); } checkglerror(); //update stuff now that we're not rendering the 3d scene if (dofbo) GLBE_RenderToTextureUpdate2d(true); else { GLBE_RenderToTextureUpdate2d(false); GL_Set2D (false); } //FIXME: support bloom+waterwarp even when drawing to an fbo? //FIXME: force waterwarp to a temp fbo always if ((r_refdef.flags & RDF_NOWORLDMODEL) || dofbo) return; if (!R_GameRectIsFullscreen()) return; if (r_bloom.value) R_BloomBlend(); // SCENE POST PROCESSING // we check if we need to use any shaders - currently it's just waterwarp if ((r_waterwarp.value>0 && (r_viewcontents & FTECONTENTS_WATER))) { if (scenepp_waterwarp) { R2D_ScalePic(0, 0, vid.width, vid.height, scenepp_waterwarp); } } if (gl_motionblur.value>0 && gl_motionblur.value < 1 && qglCopyTexImage2D) R_RenderMotionBlur(); if (*r_postprocshader.string) { shader_t *postproc = R_RegisterCustom(r_postprocshader.string, SUF_NONE, NULL, NULL); if (postproc) { R2D_ScalePic(0, 0, vid.width, vid.height, postproc); } } checkglerror(); } #endif