/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_main.c #include "quakedef.h" #ifdef RGLQUAKE #include "glquake.h" void R_RenderBrushPoly (msurface_t *fa); #define PROJECTION_DISTANCE 200 #define MAX_STENCIL_ENTS 128 extern int gl_canstencil; PFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB; PFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB; extern struct mleaf_s *GLMod_PointInLeaf (float *p, struct model_s *model); #define Q2RF_WEAPONMODEL 4 // only draw through eyes #define Q2RF_DEPTHHACK 16 entity_t r_worldentity; qboolean r_cache_thrash; // compatability vec3_t modelorg, r_entorigin; entity_t *currententity; int r_visframecount; // bumped when going to a new PVS int r_framecount; // used for dlight push checking float r_wateralphaval; //allowed or not... mplane_t frustum[4]; int c_brush_polys, c_alias_polys; qboolean envmap; // true during envmap command capture int particletexture; // little dot for particles int explosiontexture; int balltexture; int playertextures; // up to 16 color translated skins int mirrortexturenum; // quake texturenum, not gltexturenum qboolean mirror; mplane_t *mirror_plane; msurface_t *r_mirror_chain; qboolean r_inmirror; //or out-of-body void R_DrawAliasModel (entity_t *e); // // view origin // vec3_t vup; vec3_t vpn; vec3_t vright; vec3_t r_origin; float r_world_matrix[16]; float r_base_world_matrix[16]; // // screen size info // refdef_t r_refdef; mleaf_t *r_viewleaf, *r_oldviewleaf; mleaf_t *r_viewleaf2, *r_oldviewleaf2; int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2; texture_t *r_notexture_mip; int d_lightstylevalue[256]; // 8.8 fraction of base light value void GLR_MarkLeaves (void); cvar_t r_norefresh = {"r_norefresh","0"}; //cvar_t r_drawentities = {"r_drawentities","1"}; //cvar_t r_drawviewmodel = {"r_drawviewmodel","1"}; //cvar_t r_speeds = {"r_speeds","0"}; //cvar_t r_fullbright = {"r_fullbright","0"}; cvar_t r_lightmap = {"r_lightmap","0", NULL, CVAR_CHEAT}; cvar_t r_mirroralpha = {"r_mirroralpha","1", NULL, CVAR_CHEAT}; cvar_t r_wateralpha = {"r_wateralpha","1", NULL}; //cvar_t r_waterwarp = {"r_waterwarp", "0"}; cvar_t r_novis = {"r_novis","0"}; //cvar_t r_netgraph = {"r_netgraph","0"}; extern cvar_t gl_part_flame; extern cvar_t gl_part_torch; cvar_t gl_clear = {"gl_clear","0"}; cvar_t gl_cull = {"gl_cull","1"}; cvar_t gl_smoothmodels = {"gl_smoothmodels","1"}; cvar_t gl_affinemodels = {"gl_affinemodels","0"}; cvar_t gl_polyblend = {"gl_polyblend","1"}; cvar_t gl_playermip = {"gl_playermip","0"}; cvar_t gl_keeptjunctions = {"gl_keeptjunctions","1"}; cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"}; cvar_t gl_finish = {"gl_finish","0"}; cvar_t gl_contrast = {"gl_contrast", "1"}; cvar_t gl_dither = {"gl_dither", "1"}; cvar_t gl_maxdist = {"gl_maxdist", "8192"}; extern cvar_t gl_motionblur; extern cvar_t gl_ati_truform; extern cvar_t gl_ati_truform_type; extern cvar_t gl_ati_truform_tesselation; #ifdef R_XFLIP cvar_t r_xflip = {"leftisright", "0"}; #endif extern cvar_t gl_ztrick; extern cvar_t scr_fov; // post processing stuff int sceneblur_texture; int scenepp_texture; int scenepp_texture_warp; int scenepp_texture_edge; int scenepp_ww_program; int scenepp_ww_parm_texture0i; int scenepp_ww_parm_texture1i; int scenepp_ww_parm_texture2i; int scenepp_ww_parm_ampscalef; // KrimZon - init post processing - called in GL_CheckExtensions, when they're called // I put it here so that only this file need be changed when messing with the post // processing shaders void GL_InitSceneProcessingShaders (void) { char *genericvert = "\ varying vec2 v_texCoord0;\ varying vec2 v_texCoord1;\ varying vec2 v_texCoord2;\ void main (void)\ {\ vec4 v = vec4( gl_Vertex.x, gl_Vertex.y, gl_Vertex.z, 1.0 );\ gl_Position = gl_ModelViewProjectionMatrix * v;\ v_texCoord0 = gl_MultiTexCoord0.xy;\ v_texCoord1 = gl_MultiTexCoord1.xy;\ v_texCoord2 = gl_MultiTexCoord2.xy;\ }\ "; char *wwfrag = "\ varying vec2 v_texCoord0;\ varying vec2 v_texCoord1;\ varying vec2 v_texCoord2;\ uniform sampler2D theTexture0;\ uniform sampler2D theTexture1;\ uniform sampler2D theTexture2;\ uniform float ampscale;\ void main (void)\ {\ float amptemp;\ vec3 edge;\ edge = texture2D( theTexture2, v_texCoord2 ).rgb;\ amptemp = ampscale * edge.x;\ vec3 offset;\ offset = texture2D( theTexture1, v_texCoord1 ).rgb;\ offset.x = (offset.x - 0.5) * 2.0;\ offset.y = (offset.y - 0.5) * 2.0;\ vec2 temp;\ temp.x = v_texCoord0.x + offset.x * amptemp;\ temp.y = v_texCoord0.y + offset.y * amptemp;\ gl_FragColor = texture2D( theTexture0, temp );\ }\ "; if (qglGetError()) Con_Printf("GL Error before initing shader object\n"); scenepp_ww_program = GLSlang_CreateProgram(NULL, genericvert, wwfrag); if (!scenepp_ww_program) return; scenepp_ww_parm_texture0i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture0"); scenepp_ww_parm_texture1i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture1"); scenepp_ww_parm_texture2i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture2"); scenepp_ww_parm_ampscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "ampscale"); GLSlang_UseProgram(scenepp_ww_program); GLSlang_SetUniform1i(scenepp_ww_parm_texture0i, 0); GLSlang_SetUniform1i(scenepp_ww_parm_texture1i, 1); GLSlang_SetUniform1i(scenepp_ww_parm_texture2i, 2); GLSlang_UseProgram(0); if (qglGetError()) Con_Printf("GL Error initing shader object\n"); } #define PP_WARP_TEX_SIZE 64 #define PP_AMP_TEX_SIZE 64 #define PP_AMP_TEX_BORDER 4 void GL_SetupSceneProcessingTextures (void) { int i, x, y; unsigned char pp_warp_tex[PP_WARP_TEX_SIZE*PP_WARP_TEX_SIZE*3]; unsigned char pp_edge_tex[PP_AMP_TEX_SIZE*PP_AMP_TEX_SIZE*3]; sceneblur_texture = texture_extension_number++; if (!gl_config.arb_shader_objects) return; scenepp_texture = texture_extension_number++; scenepp_texture_warp = texture_extension_number++; scenepp_texture_edge = texture_extension_number++; // init warp texture - this specifies offset in for (y=0; y PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER) { fx = (PP_AMP_TEX_SIZE - (float)x) / PP_AMP_TEX_BORDER; } if (y < PP_AMP_TEX_BORDER) { fy = (float)y / PP_AMP_TEX_BORDER; } if (y > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER) { fy = (PP_AMP_TEX_SIZE - (float)y) / PP_AMP_TEX_BORDER; } if (fx < fy) { fy = fx; } pp_edge_tex[i ] = fy * 255; pp_edge_tex[i+1] = 0; pp_edge_tex[i+2] = 0; } } GL_Bind(scenepp_texture_edge); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, pp_edge_tex); } /* ================= R_CullBox Returns true if the box is completely outside the frustom ================= */ qboolean R_CullBox (vec3_t mins, vec3_t maxs) { int i; for (i=0 ; i<4 ; i++) if (BOX_ON_PLANE_SIDE (mins, maxs, &frustum[i]) == 2) return true; return false; } qboolean R_CullSphere (vec3_t org, float radius) { //four frustrum planes all point inwards in an expanding 'cone'. int i; float d; for (i=0 ; i<4 ; i++) { d = DotProduct(frustum[i].normal, org)-frustum[i].dist; if (d <= -radius) return true; } return false; } void R_RotateForEntity (entity_t *e) { float m[16]; if (e->flags & Q2RF_WEAPONMODEL) { //rotate to view first m[0] = cl.viewent[r_refdef.currentplayernum].axis[0][0]; m[1] = cl.viewent[r_refdef.currentplayernum].axis[0][1]; m[2] = cl.viewent[r_refdef.currentplayernum].axis[0][2]; m[3] = 0; m[4] = cl.viewent[r_refdef.currentplayernum].axis[1][0]; m[5] = cl.viewent[r_refdef.currentplayernum].axis[1][1]; m[6] = cl.viewent[r_refdef.currentplayernum].axis[1][2]; m[7] = 0; m[8] = cl.viewent[r_refdef.currentplayernum].axis[2][0]; m[9] = cl.viewent[r_refdef.currentplayernum].axis[2][1]; m[10] = cl.viewent[r_refdef.currentplayernum].axis[2][2]; m[11] = 0; m[12] = cl.viewent[r_refdef.currentplayernum].origin[0]; m[13] = cl.viewent[r_refdef.currentplayernum].origin[1]; m[14] = cl.viewent[r_refdef.currentplayernum].origin[2]; m[15] = 1; qglMultMatrixf(m); } m[0] = e->axis[0][0]; m[1] = e->axis[0][1]; m[2] = e->axis[0][2]; m[3] = 0; m[4] = e->axis[1][0]; m[5] = e->axis[1][1]; m[6] = e->axis[1][2]; m[7] = 0; m[8] = e->axis[2][0]; m[9] = e->axis[2][1]; m[10] = e->axis[2][2]; m[11] = 0; m[12] = e->origin[0]; m[13] = e->origin[1]; m[14] = e->origin[2]; m[15] = 1; qglMultMatrixf(m); } /* ============================================================= SPRITE MODELS ============================================================= */ /* ================ R_GetSpriteFrame ================ */ mspriteframe_t *R_GetSpriteFrame (entity_t *currententity) { msprite_t *psprite; mspritegroup_t *pspritegroup; mspriteframe_t *pspriteframe; int i, numframes, frame; float *pintervals, fullinterval, targettime, time; psprite = currententity->model->cache.data; frame = currententity->frame; if ((frame >= psprite->numframes) || (frame < 0)) { Con_Printf ("R_DrawSprite: no such frame %d (%s)\n", frame, currententity->model->name); frame = 0; } if (psprite->frames[frame].type == SPR_SINGLE) { pspriteframe = psprite->frames[frame].frameptr; } else if (psprite->frames[frame].type == SPR_ANGLED) { pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; pspriteframe = pspritegroup->frames[(int)((r_refdef.viewangles[1]-currententity->angles[1])/360*8 + 0.5-4)&7]; } else { pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; pintervals = pspritegroup->intervals; numframes = pspritegroup->numframes; fullinterval = pintervals[numframes-1]; time = cl.time + currententity->syncbase; // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values // are positive, so we don't have to worry about division by 0 targettime = time - ((int)(time / fullinterval)) * fullinterval; for (i=0 ; i<(numframes-1) ; i++) { if (pintervals[i] > targettime) break; } pspriteframe = pspritegroup->frames[i]; } return pspriteframe; } /* ================= R_DrawSpriteModel ================= */ void R_DrawSpriteModel (entity_t *e) { vec3_t point; mspriteframe_t *frame; vec3_t forward, right, up; msprite_t *psprite; // don't even bother culling, because it's just a single // polygon without a surface cache frame = R_GetSpriteFrame (e); psprite = currententity->model->cache.data; // frame = 0x05b94140; if (psprite->type == SPR_ORIENTED) { // bullet marks on walls AngleVectors (currententity->angles, forward, right, up); } else if (psprite->type == SPR_FACING_UPRIGHT) { up[0] = 0;up[1] = 0;up[2]=1; right[0] = e->origin[1] - r_origin[1]; right[1] = -(e->origin[0] - r_origin[0]); right[2] = 0; VectorNormalize (right); } else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT) { up[0] = 0;up[1] = 0;up[2]=1; VectorCopy (vright, right); } else { // normal sprite VectorCopy(vup, up); VectorCopy(vright, right); } up[0]*=currententity->scale; up[1]*=currententity->scale; up[2]*=currententity->scale; right[0]*=currententity->scale; right[1]*=currententity->scale; right[2]*=currententity->scale; qglColor4f (1,1,1, e->alpha); GL_DisableMultitexture(); GL_Bind(frame->gl_texturenum); { extern int gldepthfunc; qglDepthFunc(gldepthfunc); qglDepthMask(1); if (gldepthmin == 0.5) qglCullFace ( GL_BACK ); else qglCullFace ( GL_FRONT ); GL_TexEnv(GL_MODULATE); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qglDisable (GL_ALPHA_TEST); qglDisable(GL_BLEND); } if (e->flags & Q2RF_ADDATIVE) { qglEnable(GL_BLEND); qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); qglBlendFunc(GL_SRC_ALPHA, GL_ONE); } else if (e->alpha<1) { qglEnable(GL_BLEND); qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } else qglEnable (GL_ALPHA_TEST); qglDisable(GL_CULL_FACE); qglBegin (GL_QUADS); qglTexCoord2f (0, 1); VectorMA (e->origin, frame->down, up, point); VectorMA (point, frame->left, right, point); qglVertex3fv (point); qglTexCoord2f (0, 0); VectorMA (e->origin, frame->up, up, point); VectorMA (point, frame->left, right, point); qglVertex3fv (point); qglTexCoord2f (1, 0); VectorMA (e->origin, frame->up, up, point); VectorMA (point, frame->right, right, point); qglVertex3fv (point); qglTexCoord2f (1, 1); VectorMA (e->origin, frame->down, up, point); VectorMA (point, frame->right, right, point); qglVertex3fv (point); qglEnd (); qglDisable(GL_BLEND); qglDisable (GL_ALPHA_TEST); if (e->flags & Q2RF_ADDATIVE) //back to regular blending for us! qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } #if 0 extern int gldepthfunc; typedef struct decal_s { vec3_t origin; vec3_t normal; int modelindex; float endtime; float starttime; float size; struct decal_s *next; } decal_t; decal_t *firstdecal; void vectoangles(vec3_t vec, vec3_t ang); void R_DrawDecals(void) { // vec3_t point; // vec3_t right, up; entity_t ent; extern int cl_spikeindex; extern model_t mod_known[]; decal_t *dec = firstdecal; // glDisable(GL_TEXTURE_2D); glDisable (GL_ALPHA_TEST); glEnable (GL_BLEND); // glDepthFunc(GL_LEQUAL); // glDisable(GL_CULL_TEST); // glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); GL_Bind(particletexture); // glDepthMask(0); // glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glColor4f(0, 0, 0, 0.5); // glClearStencil(0x0); // glEnable(GL_STENCIL_TEST); memset(&ent, 0, sizeof(ent)); while(dec) { // if (dec->modelindex) { ent.origin[0] = dec->origin[0]; ent.origin[1] = dec->origin[1]; ent.origin[2] = dec->origin[2]; ent.angles[0] = -dec->normal[0]; ent.angles[1] = -dec->normal[1]; ent.angles[2] = -dec->normal[2]; vectoangles(ent.angles, ent.angles); ent.model = &mod_known[cl_spikeindex];//dec->modelindex; currententity = &ent; switch(currententity->model->type) { case mod_alias: R_DrawAliasModel(currententity); break; case mod_alias3: R_DrawAlias3Model(currententity); break; } dec = dec->next; continue; } /* PerpendicularVector(up, dec->normal); CrossProduct(dec->normal, up, right); #if 0 glClear(GL_STENCIL_BUFFER_BIT); glStencilFunc (GL_ALWAYS, 0x1, 0x1); glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE); glBegin(GL_QUADS); glVertex2f (-1.0, 0.0); glVertex2f (0.0, 1.0); glVertex2f (1.0, 0.0); glVertex2f (0.0, -1.0); glEnd(); glStencilFunc (GL_EQUAL, 0x1, 0x1); //where we drew to the stencil buffer. glStencilOp (GL_ZERO, GL_KEEP, GL_KEEP); #endif // glColor4f(1, 1, 1, (dec->starttime-dec->endtime) * (cl.time-dec->starttime)); glBegin (GL_QUADS); glTexCoord2f (0, 0.5); VectorMA (dec->origin, dec->size, up, point); VectorMA (point, -dec->size, right, point); glVertex3fv (point); glTexCoord2f (0, 0); VectorMA (dec->origin, -dec->size, up, point); VectorMA (point, -dec->size, right, point); glVertex3fv (point); glTexCoord2f (0.5, 0); VectorMA (dec->origin, -dec->size, up, point); VectorMA (point, dec->size, right, point); glVertex3fv (point); glTexCoord2f (0.5, 0.5); VectorMA (dec->origin, dec->size, up, point); VectorMA (point, dec->size, right, point); glVertex3fv (point); glEnd (); dec = dec->next; */ } // glDisable(GL_STENCIL_TEST); // glDepthMask(1); glEnable(GL_TEXTURE_2D); glDisable (GL_BLEND); // glDepthFunc(gldepthfunc); } void TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal); void GLR_AddDecals(vec3_t org) { decal_t *dec; vec3_t end, impact, norm; vec3_t dir[] = { {0, 0, 10}, {0, 0, -10}, {0, 10, 0}, {0, -10, 0}, {10, 0, 0}, {-10, 0, 0} }; int i; #define STOP_EPSILON 0.01 return; for (i = 0; i < 6; i++) { VectorAdd(org, dir[i], end); TraceLineN(org, end, impact, norm); if (!((end[0]==impact[0] && end[1]==impact[1] && end[2]==impact[2]) || (!impact[0] && !impact[1] && !impact[2]))) { dec = Z_Malloc(sizeof(decal_t)); VectorCopy(norm, dec->normal); // VectorCopy(impact, dec->origin); VectorMA(impact, STOP_EPSILON, norm, dec->origin); dec->next = firstdecal; firstdecal = dec; } } } #endif //================================================================================== /* ============= R_DrawEntitiesOnList ============= */ void GLR_DrawEntitiesOnList (void) { int i, j; if (!r_drawentities.value) return; // draw sprites seperately, because of alpha blending for (i=0 ; iflags & Q2RF_WEAPONMODEL) continue; } else { j = currententity->keynum; while(j) { if (j == (cl.viewentity[r_refdef.currentplayernum]?cl.viewentity[r_refdef.currentplayernum]:(cl.playernum[r_refdef.currentplayernum]+1))) break; j = cl.lerpents[j].tagent; } if (j) continue; if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum]) continue; if (!Cam_DrawPlayer(0, currententity->keynum-1)) continue; } if (currententity->flags & Q2RF_BEAM) { R_DrawBeam(currententity); continue; } if (!currententity->model) continue; if (cls.allow_anyparticles || currententity->visframe) //allowed or static { if (currententity->model->particleeffect>=0) { if (currententity->model->particleengulphs) { if (gl_part_flame.value) { P_TorchEffect(currententity->origin, currententity->model->particleeffect); currententity->model = NULL; continue; } } else { if (gl_part_torch.value) { P_TorchEffect(currententity->origin, currententity->model->particleeffect); } } } } switch (currententity->model->type) { case mod_alias: if (r_refdef.flags & 1 || !cl.worldmodel || cl.worldmodel->fromgame == fg_doom) R_DrawGAliasModel (currententity); break; #ifdef HALFLIFEMODELS case mod_halflife: R_DrawHLModel (currententity); break; #endif case mod_brush: if (cl.worldmodel->fromgame == fg_doom) PPL_BaseBModelTextures (currententity); break; default: break; } } for (i=0 ; iflags & Q2RF_WEAPONMODEL) continue; } else { j = currententity->keynum; while(j) { if (j == (cl.viewentity[r_refdef.currentplayernum]?cl.viewentity[r_refdef.currentplayernum]:(cl.playernum[r_refdef.currentplayernum]+1))) break; j = cl.lerpents[j].tagent; } if (j) continue; if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum]) continue; if (!Cam_DrawPlayer(0, currententity->keynum-1)) continue; } if (currententity->flags & Q2RF_BEAM) { R_DrawBeam(currententity); continue; } if (!currententity->model) continue; if (cls.allow_anyparticles || currententity->visframe) //allowed or static { if (currententity->model->particleeffect>=0) { if (currententity->model->particleengulphs) { if (gl_part_flame.value) { continue; } } } } switch (currententity->model->type) { case mod_sprite: R_DrawSpriteModel (currententity); break; default : break; } } } /* ============= R_DrawViewModel ============= */ void GLR_DrawViewModel (void) { /* // float ambient[4], diffuse[4]; // int j; // int lnum; // vec3_t dist; // float add; // dlight_t *dl; // int ambientlight, shadelight; static struct model_s *oldmodel[MAX_SPLITS]; static float lerptime[MAX_SPLITS]; static int prevframe[MAX_SPLITS]; #ifdef SIDEVIEWS extern qboolean r_secondaryview; if (r_secondaryview==1) return; #endif if (!r_drawviewmodel.value || !Cam_DrawViewModel(r_refdef.currentplayernum)) return; if (envmap) return; #ifdef Q2CLIENT if (cls.q2server) return; #endif if (!r_drawentities.value) return; if (cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_INVISIBILITY) return; if (cl.stats[r_refdef.currentplayernum][STAT_HEALTH] <= 0) return; currententity = &cl.viewent[r_refdef.currentplayernum]; if (!currententity->model) return; // if (cls.allow_anyparticles || currententity->visframe) //allowed or static { if (currententity->model->particleeffect>=0) { if (currententity->model->particleengulphs) { if (gl_part_flame.value) { P_TorchEffect(currententity->origin, currententity->model->particleeffect); currententity->model = NULL; return; } } else { if (gl_part_torch.value) { P_TorchEffect(currententity->origin, currententity->model->particleeffect); } } } } #ifdef PEXT_SCALE currententity->scale = 1; #endif if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1) currententity->alpha = r_drawviewmodel.value; else currententity->alpha = 1; if (currententity->frame != prevframe[r_refdef.currentplayernum]) { currententity->oldframe = prevframe[r_refdef.currentplayernum]; lerptime[r_refdef.currentplayernum] = realtime; } prevframe[r_refdef.currentplayernum] = currententity->frame; if (currententity->model != oldmodel[r_refdef.currentplayernum]) { oldmodel[r_refdef.currentplayernum] = currententity->model; currententity->oldframe = currententity->frame; lerptime[r_refdef.currentplayernum] = realtime; } currententity->lerptime = 1-(realtime-lerptime[r_refdef.currentplayernum])*10; if (currententity->lerptime<0)currententity->lerptime=0; if (currententity->lerptime>1)currententity->lerptime=1; currententity->flags = Q2RF_WEAPONMODEL|Q2RF_DEPTHHACK; switch(currententity->model->type) { case mod_sprite: R_DrawSpriteModel (currententity); break; case mod_alias: R_DrawGAliasModel (currententity); break; #ifdef HALFLIFEMODELS case mod_halflife: R_DrawHLModel (currententity); break; #else case mod_halflife: //no gcc warning please break; #endif //we don't support these as view models case mod_brush: case mod_dummy: break; } */ } /* ============ R_PolyBlend ============ */ void GLV_CalcBlendServer (float colors[4]); void R_PolyBlend (void) { float shift[4]; extern qboolean gammaworks; if ((!v_blend[3] || gammaworks) && !cl.cshifts[CSHIFT_SERVER].percent) return; GLV_CalcBlendServer(shift); //figure out the shift we need (normally just the server specified one) //Con_Printf("R_PolyBlend(): %4.2f %4.2f %4.2f %4.2f\n",shift[0], shift[1], shift[2], shift[3]); GL_DisableMultitexture(); qglDisable (GL_ALPHA_TEST); qglEnable (GL_BLEND); qglDisable (GL_DEPTH_TEST); qglDisable (GL_TEXTURE_2D); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qglLoadIdentity (); qglRotatef (-90, 1, 0, 0); // put Z going up qglRotatef (90, 0, 0, 1); // put Z going up qglColor4fv (shift); qglBegin (GL_QUADS); qglVertex3f (10, 100, 100); qglVertex3f (10, -100, 100); qglVertex3f (10, -100, -100); qglVertex3f (10, 100, -100); qglEnd (); qglDisable (GL_BLEND); qglEnable (GL_TEXTURE_2D); qglEnable (GL_ALPHA_TEST); } void GLR_BrightenScreen (void) { extern float vid_gamma; float f; RSpeedMark(); if (gl_contrast.value <= 1.0) return; f = gl_contrast.value; f = min (f, 3); f = pow (f, vid_gamma); qglDisable (GL_TEXTURE_2D); qglEnable (GL_BLEND); qglBlendFunc (GL_DST_COLOR, GL_ONE); qglBegin (GL_QUADS); while (f > 1) { if (f >= 2) qglColor3f (1,1,1); else qglColor3f (f - 1, f - 1, f - 1); qglVertex2f (0, 0); qglVertex2f (vid.width, 0); qglVertex2f (vid.width, vid.height); qglVertex2f (0, vid.height); f *= 0.5; } qglEnd (); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qglEnable (GL_TEXTURE_2D); qglDisable (GL_BLEND); qglColor3f(1, 1, 1); RSpeedEnd(RSPEED_PALETTEFLASHES); } int SignbitsForPlane (mplane_t *out) { int bits, j; // for fast box on planeside test bits = 0; for (j=0 ; j<3 ; j++) { if (out->normal[j] < 0) bits |= 1<fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3)) { static mleaf_t fakeleaf; mleaf_t *leaf; r_viewleaf = &fakeleaf; //so we can use quake1 rendering routines for q2 bsps. r_viewleaf->contents = Q1CONTENTS_EMPTY; r_viewleaf2 = NULL; r_oldviewcluster = r_viewcluster; r_oldviewcluster2 = r_viewcluster2; leaf = GLMod_PointInLeaf (r_origin, cl.worldmodel); r_viewcluster = r_viewcluster2 = leaf->cluster; // check above and below so crossing solid water doesn't draw wrong if (!leaf->contents) { // look down a bit vec3_t temp; VectorCopy (r_origin, temp); temp[2] -= 16; leaf = GLMod_PointInLeaf (temp, cl.worldmodel); if ( !(leaf->contents & Q2CONTENTS_SOLID) && (leaf->cluster != r_viewcluster2) ) r_viewcluster2 = leaf->cluster; } else { // look up a bit vec3_t temp; VectorCopy (r_origin, temp); temp[2] += 16; leaf = GLMod_PointInLeaf (temp, cl.worldmodel); if ( !(leaf->contents & Q2CONTENTS_SOLID) && (leaf->cluster != r_viewcluster2) ) r_viewcluster2 = leaf->cluster; } } #endif else { mleaf_t *leaf; vec3_t temp; r_oldviewleaf = r_viewleaf; r_oldviewleaf2 = r_viewleaf2; r_viewleaf = GLMod_PointInLeaf (r_origin, cl.worldmodel); if (!r_viewleaf) { } else if (r_viewleaf->contents == Q1CONTENTS_EMPTY) { //look down a bit VectorCopy (r_origin, temp); temp[2] -= 16; leaf = GLMod_PointInLeaf (temp, cl.worldmodel); if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA) r_viewleaf2 = leaf; else r_viewleaf2 = NULL; } else if (r_viewleaf->contents <= Q1CONTENTS_WATER && r_viewleaf->contents >= Q1CONTENTS_LAVA) { //in water, look up a bit. VectorCopy (r_origin, temp); temp[2] += 16; leaf = GLMod_PointInLeaf (temp, cl.worldmodel); if (leaf->contents == Q1CONTENTS_EMPTY) r_viewleaf2 = leaf; else r_viewleaf2 = NULL; } else r_viewleaf2 = NULL; if (r_viewleaf) V_SetContentsColor (r_viewleaf->contents); } GLV_CalcBlend (); r_cache_thrash = false; c_brush_polys = 0; c_alias_polys = 0; } void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) { #if 1 //for the sake of the d3d... #else GLfloat matrix[16]; #endif GLdouble xmin, xmax, ymin, ymax; ymax = zNear * tan( fovy * M_PI / 360.0 ); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; #if 1 //for the sake of the d3d... qglFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); #else matrix[0] = (2*zNear) / (xmax - xmin); matrix[4] = 0; matrix[8] = (xmax + xmin) / (xmax - xmin); matrix[12] = 0; matrix[1] = 0; matrix[5] = (2*zNear) / (ymax - ymin); matrix[9] = (ymax + ymin) / (ymax - ymin); matrix[13] = 0; matrix[2] = 0; matrix[6] = 0; matrix[10] = - (zFar+zNear)/(zFar-zNear); matrix[14] = - (2.0f*zFar*zNear)/(zFar-zNear); matrix[3] = 0; matrix[7] = 0; matrix[11] = -1; matrix[15] = 0; qglMultMatrixf(matrix); #endif } void GL_InfinatePerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear) { GLfloat matrix[16]; // nudge infinity in just slightly for lsb slop GLfloat nudge = 1;// - 1.0 / (1<<23); GLdouble xmin, xmax, ymin, ymax; ymax = zNear * tan( fovy * M_PI / 360.0 ); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; matrix[0] = (2*zNear) / (xmax - xmin); matrix[4] = 0; matrix[8] = (xmax + xmin) / (xmax - xmin); matrix[12] = 0; matrix[1] = 0; matrix[5] = (2*zNear) / (ymax - ymin); matrix[9] = (ymax + ymin) / (ymax - ymin); matrix[13] = 0; matrix[2] = 0; matrix[6] = 0; matrix[10] = -1 * nudge; matrix[14] = -2*zNear * nudge; matrix[3] = 0; matrix[7] = 0; matrix[11] = -1; matrix[15] = 0; qglMultMatrixf(matrix); } /* ============= R_SetupGL ============= */ void R_SetupGL (void) { float screenaspect; extern int glwidth, glheight; int x, x2, y2, y, w, h; // // set up viewpoint // x = r_refdef.vrect.x * glwidth/vid.width; x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width; y = (vid.height-r_refdef.vrect.y) * glheight/vid.height; y2 = ((int)vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/(int)vid.height; // fudge around because of frac screen scale if (x > 0) x--; if (x2 < glwidth) x2++; if (y2 < 0) y2--; if (y < glheight) y++; w = x2 - x; h = y - y2; if (envmap) { x = y2 = 0; w = h = 256; } qglViewport (glx + x, gly + y2, w, h); qglMatrixMode(GL_PROJECTION); qglLoadIdentity (); screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height; if ((!r_shadows.value || !gl_canstencil) && gl_maxdist.value>0)//gl_nv_range_clamp) { // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI; // yfov = (2.0 * tan (scr_fov.value/360*M_PI)) / screenaspect; // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov.value*2)/M_PI; // MYgluPerspective (yfov, screenaspect, 4, 4096); MYgluPerspective (r_refdef.fov_y, screenaspect, 4, gl_maxdist.value); } else { GL_InfinatePerspective(r_refdef.fov_y, screenaspect, 4); } if (mirror) { if (mirror_plane->normal[2]) qglScalef (1, -1, 1); else qglScalef (-1, 1, 1); qglCullFace(GL_BACK); } else { #ifdef R_XFLIP if (r_xflip.value) { qglScalef (1, -1, 1); qglCullFace(GL_BACK); } else #endif qglCullFace(GL_FRONT); } qglMatrixMode(GL_MODELVIEW); ML_ModelViewMatrixFromAxis(r_world_matrix, vpn, vright, vup, r_refdef.vieworg); qglLoadMatrixf(r_world_matrix); // // set drawing parms // if (gl_cull.value) qglEnable(GL_CULL_FACE); else qglDisable(GL_CULL_FACE); qglDisable(GL_BLEND); qglDisable(GL_ALPHA_TEST); qglEnable(GL_DEPTH_TEST); //#ifndef D3DQUAKE // glClearDepth(1.0f); //#endif // if (gl_lightmap_format == GL_LUMINANCE) // glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR); /* else if (gl_lightmap_format == GL_INTENSITY) { glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glColor4f (0,0,0,1); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } else if (gl_lightmap_format == GL_RGBA) { glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR); } */ if (gl_dither.value) { qglEnable(GL_DITHER); } else { qglDisable(GL_DITHER); } GL_DisableMultitexture(); } /* ================ R_RenderScene r_refdef must be set before the first call ================ */ void R_RenderScene (void) { qboolean GLR_DoomWorld(void); if (!mirror) GLR_SetupFrame (); TRACE(("dbg: calling R_SetFrustrum\n")); R_SetFrustum (); TRACE(("dbg: calling R_SetupGL\n")); R_SetupGL (); if (!(r_refdef.flags & 1)) { #ifdef DOOMWADS if (!GLR_DoomWorld ()) #endif { TRACE(("dbg: calling GLR_MarkLeaves\n")); GLR_MarkLeaves (); // done here so we know if we're in water TRACE(("dbg: calling R_DrawWorld\n")); R_DrawWorld (); // adds static entities to the list } } S_ExtraUpdate (); // don't let sound get messed up if going slow TRACE(("dbg: calling GLR_DrawEntitiesOnList\n")); GLR_DrawEntitiesOnList (); // R_DrawDecals(); TRACE(("dbg: calling GL_DisableMultitexture\n")); GL_DisableMultitexture(); TRACE(("dbg: calling R_RenderDlights\n")); R_RenderDlights (); if (cl.worldmodel) { TRACE(("dbg: calling R_DrawParticles\n")); P_DrawParticles (); } #ifdef GLTEST Test_Draw (); #endif } /* ============= R_Clear ============= */ int gldepthfunc = GL_LEQUAL; void R_Clear (void) { if (r_mirroralpha.value != 1.0) { if (gl_clear.value && !r_secondaryview) qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); else qglClear (GL_DEPTH_BUFFER_BIT); gldepthmin = 0; gldepthmax = 0.5; gldepthfunc=GL_LEQUAL; } #ifdef SIDEVIEWS else if (gl_ztrick.value && !gl_ztrickdisabled) #else else if (gl_ztrick.value) #endif { static int trickframe; if (gl_clear.value && !(r_refdef.flags & 1)) qglClear (GL_COLOR_BUFFER_BIT); trickframe++; if (trickframe & 1) { gldepthmin = 0; gldepthmax = 0.49999; gldepthfunc=GL_LEQUAL; } else { gldepthmin = 1; gldepthmax = 0.5; gldepthfunc=GL_GEQUAL; } } else { if (gl_clear.value && !r_secondaryview) qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); else qglClear (GL_DEPTH_BUFFER_BIT); gldepthmin = 0; gldepthmax = 1; gldepthfunc=GL_LEQUAL; } qglDepthFunc (gldepthfunc); qglDepthRange (gldepthmin, gldepthmax); } //#if 0 //!!! FIXME, Zoid, mirror is disabled for now /* ============= R_Mirror ============= */ /* void CL_AddFlagModels (entity_t *ent, int team); void R_MirrorAddPlayerModels (void) { extern int cl_playerindex; extern cvar_t cl_predict_players, cl_predict_players2; player_state_t *state; player_state_t exact; player_info_t *info=cl.players + cl.playernum[0]; double playertime; entity_t *ent; int msec; frame_t *frame; int oldphysent; extern cvar_t spectator; playertime = realtime - cls.latency + 0.02; if (playertime > realtime) playertime = realtime; frame = &cl.frames[cl.parsecount&UPDATE_MASK]; state=&frame->playerstate[cl.playernum[0]]; if (!state->modelindex || spectator.value) return; ent = &cl_visedicts[cl_numvisedicts]; cl_numvisedicts++; ent->keynum = cl.playernum[0]+1; ent->model = cl.model_precache[state->modelindex]; ent->skinnum = state->skinnum; ent->frame = state->frame; ent->oldframe = state->oldframe; if (state->lerpstarttime) { ent->lerptime = 1-(realtime - state->lerpstarttime)*10; if (ent->lerptime < 0) ent->lerptime = 0; } else ent->lerptime = 0; ent->colormap = cl.players[cl.playernum[0]].translations; if (state->modelindex == cl_playerindex) ent->scoreboard = &cl.players[cl.playernum[0]]; // use custom skin else ent->scoreboard = NULL; #ifdef PEXT_SCALE ent->scale = state->scale; if (!ent->scale) ent->scale = 1; #endif #ifdef PEXT_TRANS ent->alpha = state->trans; if (!ent->alpha) ent->alpha = 1; #endif // // angles // ent->angles[PITCH] = -r_refdef.viewangles[PITCH]/3; ent->angles[YAW] = r_refdef.viewangles[YAW]; // ent->angles[ROLL] = 0; ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4; AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]); VectorInverse(ent->axis[1]); // only predict half the move to minimize overruns msec = 500*(playertime - state->state_time); if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value)) { VectorCopy (state->origin, ent->origin); //Con_DPrintf ("nopredict\n"); } else { // predict players movement if (msec > 255) msec = 255; state->command.msec = msec; //Con_DPrintf ("predict: %i\n", msec); oldphysent = pmove.numphysent; CL_SetSolidPlayers (cl.playernum[0]); CL_PredictUsercmd (0, state, &exact, &state->command); pmove.numphysent = oldphysent; VectorCopy (exact.origin, ent->origin); } VectorCopy(cl.simorg[0], ent->origin); if (state->effects & QWEF_FLAG1) CL_AddFlagModels (ent, 0); else if (state->effects & QWEF_FLAG2) CL_AddFlagModels (ent, 1); if (info->vweapindex) CL_AddVWeapModel(ent, info->vweapindex); } */ void R_Mirror (void) { float d; msurface_t *s, *prevs, *prevr, *rejects; // entity_t *ent; mplane_t *mirror_plane; vec3_t oldangles, oldorg, oldvpn, oldvright, oldvup; //cache - for rear view mirror and stuff. if (!mirror) { r_inmirror = false; return; } r_inmirror = true; memcpy(oldangles, r_refdef.viewangles, sizeof(vec3_t)); memcpy(oldorg, r_refdef.vieworg, sizeof(vec3_t)); memcpy(oldvpn, vpn, sizeof(vec3_t)); memcpy(oldvright, vright, sizeof(vec3_t)); memcpy(oldvup, vup, sizeof(vec3_t)); memcpy (r_base_world_matrix, r_world_matrix, sizeof(r_base_world_matrix)); while(r_mirror_chain) { s = r_mirror_chain; r_mirror_chain = r_mirror_chain->texturechain; //this loop figures out all surfaces with the same plane. //yes, this can mean that the list is reversed a few times, but we do have depth testing to solve that anyway. for(prevs = s,prevr=NULL,rejects=NULL;r_mirror_chain;r_mirror_chain=r_mirror_chain->texturechain) { if (s->plane->dist != r_mirror_chain->plane->dist || s->plane->signbits != r_mirror_chain->plane->signbits || s->plane->normal[0] != r_mirror_chain->plane->normal[0] || s->plane->normal[1] != r_mirror_chain->plane->normal[1] || s->plane->normal[2] != r_mirror_chain->plane->normal[2]) { //reject if (prevr) prevr->texturechain = r_mirror_chain; else rejects = r_mirror_chain; prevr = r_mirror_chain; } else { //matches prevs->texturechain = r_mirror_chain; prevs = r_mirror_chain; } } prevs->texturechain = NULL; if (prevr) prevr->texturechain = NULL; r_mirror_chain = rejects; mirror_plane = s->plane; //enable stencil writing qglClearStencil(0); qglEnable(GL_STENCIL_TEST); qglStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); //replace where it passes qglStencilFunc( GL_ALWAYS, 1, ~0 ); //always pass (where z passes set to 1) qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE ); qglDepthMask( GL_FALSE ); for (prevs = s; s; s=s->texturechain) //write the polys to the stencil buffer. R_RenderBrushPoly (s); qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE ); qglDepthMask( GL_TRUE ); qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); qglStencilFunc( GL_EQUAL, 1, ~0 ); //pass if equal to 1 // oldvisents = cl_numvisedicts; // R_MirrorAddPlayerModels(); //we need to add the player model. Invisible in mirror otherwise. d = DotProduct (oldorg, mirror_plane->normal) - mirror_plane->dist; VectorMA (oldorg, -2*d, mirror_plane->normal, r_refdef.vieworg); memcpy(r_origin, r_refdef.vieworg, sizeof(vec3_t)); d = DotProduct (oldvpn, mirror_plane->normal); VectorMA (oldvpn, -2*d, mirror_plane->normal, vpn); d = DotProduct (oldvright, mirror_plane->normal); VectorMA (oldvright, -2*d, mirror_plane->normal, vright); d = DotProduct (oldvup, mirror_plane->normal); VectorMA (oldvup, -2*d, mirror_plane->normal, vup); r_refdef.viewangles[0] = -asin (vpn[2])/M_PI*180; r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0])/M_PI*180; r_refdef.viewangles[2] = -oldangles[2]; vpn[0]*=0.001; vpn[1]*=0.001; vpn[2]*=0.001; /* r_refdef.vieworg[0] = 400; r_refdef.vieworg[1] = 575; r_refdef.vieworg[2] = 64; */ // AngleVectors (r_refdef.viewangles, vpn, vright, vup); gldepthmin = 0.5; gldepthmax = 1; qglDepthRange (gldepthmin, gldepthmax); qglDepthFunc (GL_LEQUAL); R_RenderScene (); GLR_DrawWaterSurfaces (); gldepthmin = 0; gldepthmax = 0.5; qglDepthRange (gldepthmin, gldepthmax); qglDepthFunc (GL_LEQUAL); memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t)); memcpy(r_refdef.vieworg, oldorg, sizeof(vec3_t)); qglMatrixMode(GL_PROJECTION); if (mirror_plane->normal[2]) qglScalef (1,-1,1); else qglScalef (-1,1,1); qglCullFace(GL_FRONT); qglMatrixMode(GL_MODELVIEW); qglLoadMatrixf (r_base_world_matrix); qglDisable(GL_STENCIL_TEST); // blend on top qglDisable(GL_ALPHA_TEST); qglEnable (GL_BLEND); qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qglColor4f (1,1,1,r_mirroralpha.value); for ( ; s ; s=s->texturechain) { qglEnable (GL_BLEND); R_RenderBrushPoly (s); } cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL; qglDisable (GL_BLEND); qglColor4f (1,1,1,1); //put things back for rear views qglCullFace(GL_BACK); // cl_numvisedicts = oldvisents; } memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t)); memcpy(r_refdef.vieworg, oldorg, sizeof(vec3_t)); AngleVectors (r_refdef.viewangles, vpn, vright, vup); r_inmirror = false; } //#endif /* ================ R_RenderView r_refdef must be set before the first call ================ */ void GLR_RenderView (void) { extern msurface_t *r_alpha_surfaces; double time1 = 0, time2; if (qglGetError()) Con_Printf("GL Error before drawing scene\n"); if (r_norefresh.value || !glwidth || !glheight) { GL_DoSwap(); return; } if (!(r_refdef.flags & 1)) if (!r_worldentity.model || !cl.worldmodel) { GL_DoSwap(); return; } // Sys_Error ("R_RenderView: NULL worldmodel"); if (qglPNTrianglesiATI) { if (gl_ati_truform_type.value) { //linear qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI); qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI); } else { //quadric qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI); qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI); } qglPNTrianglesfATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, gl_ati_truform_tesselation.value); } if (gl_finish.value) { RSpeedMark(); qglFinish (); RSpeedEnd(RSPEED_FINISH); } if (r_speeds.value) { time1 = Sys_DoubleTime (); c_brush_polys = 0; c_alias_polys = 0; } mirror = false; R_Clear (); /* if (r_viewleaf)// && r_viewleaf->contents != CONTENTS_EMPTY) { // static fogcolour; float fogcol[4]={0}; float fogperc; float fogdist; #pragma comment (lib, "opengl32.lib") //temp only. fogperc=0; fogdist=512; switch(r_viewleaf->contents) { case CONTENTS_WATER: fogcol[0] = 64/255.0; fogcol[1] = 128/255.0; fogcol[2] = 192/255.0; fogperc=0.2; fogdist=512; break; case CONTENTS_SLIME: fogcol[0] = 32/255.0; fogcol[1] = 192/255.0; fogcol[2] = 92/255.0; fogperc=1; fogdist=256; break; case CONTENTS_LAVA: fogcol[0] = 192/255.0; fogcol[1] = 32/255.0; fogcol[2] = 64/255.0; fogperc=1; fogdist=128; break; default: fogcol[0] = 192/255.0; fogcol[1] = 192/255.0; fogcol[2] = 192/255.0; fogperc=1; fogdist=1024; break; } if (fogperc) { glFogi(GL_FOG_MODE, GL_LINEAR); glFogfv(GL_FOG_COLOR, fogcol); glFogf(GL_FOG_DENSITY, fogperc); glFogf(GL_FOG_START, 1); glFogf(GL_FOG_END, fogdist); glEnable(GL_FOG); } } */ r_alpha_surfaces = NULL; // render normal view R_RenderScene (); GLR_DrawViewModel (); GLR_DrawWaterSurfaces (); GLR_DrawAlphaSurfaces (); // render mirror view R_Mirror (); R_PolyBlend (); // glDisable(GL_FOG); if (r_speeds.value) { // glFinish (); time2 = Sys_DoubleTime (); RQuantAdd(RQUANT_MSECS, (int)((time2-time1)*1000000)); RQuantAdd(RQUANT_WPOLYS, c_brush_polys); RQuantAdd(RQUANT_EPOLYS, c_alias_polys); // Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys); } if (qglGetError()) Con_Printf("GL Error drawing scene\n"); // SCENE POST PROCESSING // we check if we need to use any shaders - currently it's just waterwarp if (scenepp_ww_program) if ((r_waterwarp.value && r_viewleaf && r_viewleaf->contents <= Q1CONTENTS_WATER)) { float vwidth = 1, vheight = 1; float vs, vt; // get the powers of 2 for the size of the texture that will hold the scene while (vwidth < glwidth) { vwidth *= 2; } while (vheight < glheight) { vheight *= 2; } // get the maxtexcoords while we're at it vs = glwidth / vwidth; vt = glheight / vheight; // 2d mode, but upside down to quake's normal 2d drawing // this makes grabbing the sreen a lot easier qglViewport (glx, gly, glwidth, glheight); qglMatrixMode(GL_PROJECTION); // Push the matrices to go into 2d mode, that matches opengl's mode qglPushMatrix(); qglLoadIdentity (); // TODO: use actual window width and height qglOrtho (0, glwidth, 0, glheight, -99999, 99999); qglMatrixMode(GL_MODELVIEW); qglPushMatrix(); qglLoadIdentity (); qglDisable (GL_DEPTH_TEST); qglDisable (GL_CULL_FACE); qglDisable (GL_BLEND); qglEnable (GL_ALPHA_TEST); // copy the scene to texture GL_Bind(scenepp_texture); qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (qglGetError()) Con_Printf("GL Error after qglCopyTexImage2D\n"); // Here we apply the shaders - currently just waterwarp GLSlang_UseProgram(scenepp_ww_program); //keep the amp proportional to the size of the scene in texture coords // WARNING - waterwarp can change the amplitude, but if it's too big it'll exceed // the size determined by the edge texture, after which black bits will be shown. // Suggest clamping to a suitable range. GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, (0.005 / 0.625) * vs*r_waterwarp.value); if (qglGetError()) Con_Printf("GL Error after GLSlang_UseProgram\n"); { float xmin, xmax, ymin, ymax; xmin = cl.time * 0.25; ymin = cl.time * 0.25; xmax = xmin + 1; ymax = ymin + 1/vt*vs; GL_EnableMultitexture(); GL_Bind (scenepp_texture_warp); GL_SelectTexture(mtexid1+1); qglEnable(GL_TEXTURE_2D); GL_Bind(scenepp_texture_edge); qglBegin(GL_QUADS); qglMTexCoord2fSGIS (mtexid0, 0, 0); qglMTexCoord2fSGIS (mtexid1, xmin, ymin); qglMTexCoord2fSGIS (mtexid1+1, 0, 0); qglVertex2f(0, 0); qglMTexCoord2fSGIS (mtexid0, vs, 0); qglMTexCoord2fSGIS (mtexid1, xmax, ymin); qglMTexCoord2fSGIS (mtexid1+1, 1, 0); qglVertex2f(glwidth, 0); qglMTexCoord2fSGIS (mtexid0, vs, vt); qglMTexCoord2fSGIS (mtexid1, xmax, ymax); qglMTexCoord2fSGIS (mtexid1+1, 1, 1); qglVertex2f(glwidth, glheight); qglMTexCoord2fSGIS (mtexid0, 0, vt); qglMTexCoord2fSGIS (mtexid1, xmin, ymax); qglMTexCoord2fSGIS (mtexid1+1, 0, 1); qglVertex2f(0, glheight); qglEnd(); qglDisable(GL_TEXTURE_2D); GL_SelectTexture(mtexid1); GL_DisableMultitexture(); } // Disable shaders GLSlang_UseProgram(0); // After all the post processing, pop the matrices qglMatrixMode(GL_PROJECTION); qglPopMatrix(); qglMatrixMode(GL_MODELVIEW); qglPopMatrix(); if (qglGetError()) Con_Printf("GL Error after drawing with shaderobjects\n"); } if (gl_motionblur.value>=0 && gl_motionblur.value < 1) { int vwidth = 1, vheight = 1; float vs, vt; while (vwidth < glwidth) { vwidth *= 2; } while (vheight < glheight) { vheight *= 2; } qglViewport (glx, gly, glwidth, glheight); GL_Bind(sceneblur_texture); // go 2d qglMatrixMode(GL_PROJECTION); qglPushMatrix(); qglLoadIdentity (); qglOrtho (0, glwidth, 0, glheight, -99999, 99999); qglMatrixMode(GL_MODELVIEW); qglPushMatrix(); qglLoadIdentity (); //blend the last frame onto the scene //the maths is because our texture is over-sized (must be power of two) vs = (float)glwidth / vwidth; vt = (float)glheight / vheight; qglDisable (GL_DEPTH_TEST); qglDisable (GL_CULL_FACE); qglDisable (GL_BLEND); qglDisable (GL_ALPHA_TEST); qglEnable(GL_BLEND); qglColor4f(1, 1, 1, gl_motionblur.value); qglBegin(GL_QUADS); qglTexCoord2f(0, 0); qglVertex2f(0, 0); qglTexCoord2f(vs, 0); qglVertex2f(glwidth, 0); qglTexCoord2f(vs, vt); qglVertex2f(glwidth, glheight); qglTexCoord2f(0, vt); qglVertex2f(0, glheight); qglEnd(); qglMatrixMode(GL_PROJECTION); qglPopMatrix(); qglMatrixMode(GL_MODELVIEW); qglPopMatrix(); //copy the image into the texture so that we can play with it next frame too! qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } } #endif