mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 13:50:53 +00:00
e75cbadc11
rename some things. don't reload filesystem(twice) when quitting. add savegame_legacy command for saved games that can be loaded in vanilla engines. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4628 fc73d0e0-1445-4013-8a0c-d673dee63da5
1647 lines
43 KiB
C
1647 lines
43 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the 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 this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_main.c
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#include "quakedef.h"
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#ifdef GLQUAKE
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#include "glquake.h"
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#include "renderque.h"
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#include "shader.h"
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#include "gl_draw.h"
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void R_RenderBrushPoly (msurface_t *fa);
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#define PROJECTION_DISTANCE 200
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#define MAX_STENCIL_ENTS 128
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extern int gl_stencilbits;
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FTEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB;
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FTEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB;
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extern int r_visframecount; // bumped when going to a new PVS
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extern int r_framecount; // used for dlight push checking
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//mplane_t frustum[4];
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//
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// view origin
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//
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//vec3_t vup;
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//vec3_t vpn;
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//vec3_t vright;
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//vec3_t r_origin;
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cvar_t r_norefresh = SCVAR("r_norefresh","0");
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extern cvar_t gl_part_flame;
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extern cvar_t r_bloom;
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cvar_t gl_affinemodels = SCVAR("gl_affinemodels","0");
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cvar_t gl_reporttjunctions = SCVAR("gl_reporttjunctions","0");
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cvar_t gl_finish = SCVAR("gl_finish","0");
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cvar_t gl_dither = SCVAR("gl_dither", "1");
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extern cvar_t r_stereo_separation;
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extern cvar_t r_stereo_method;
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extern cvar_t r_postprocshader;
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extern cvar_t gl_screenangle;
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extern cvar_t gl_mindist;
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extern cvar_t vid_srgb;
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extern cvar_t ffov;
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extern cvar_t gl_motionblur;
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extern cvar_t gl_motionblurscale;
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extern cvar_t gl_ati_truform;
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extern cvar_t gl_ati_truform_type;
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extern cvar_t gl_ati_truform_tesselation;
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extern cvar_t gl_blendsprites;
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extern cvar_t r_portaldrawplanes;
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extern cvar_t r_portalonly;
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#ifdef R_XFLIP
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cvar_t r_xflip = SCVAR("leftisright", "0");
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#endif
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extern cvar_t scr_fov;
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shader_t *scenepp_waterwarp;
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// post processing stuff
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texid_t sceneblur_texture;
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texid_t scenepp_texture_warp;
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texid_t scenepp_texture_edge;
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texid_t scenepp_postproc_cube;
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int scenepp_postproc_cube_size;
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fbostate_t fbo_gameview;
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// KrimZon - init post processing - called in GL_CheckExtensions, when they're called
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// I put it here so that only this file need be changed when messing with the post
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// processing shaders
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void GL_InitSceneProcessingShaders_WaterWarp (void)
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{
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scenepp_waterwarp = NULL;
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if (gl_config.arb_shader_objects)
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{
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scenepp_waterwarp = R_RegisterShader("waterwarp", SUF_NONE,
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"{\n"
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"program underwaterwarp\n"
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"{\n"
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"map $currentrender\n"
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"}\n"
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"{\n"
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"map $upperoverlay\n"
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"}\n"
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"{\n"
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"map $loweroverlay\n"
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"}\n"
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"}\n"
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);
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scenepp_waterwarp->defaulttextures.upperoverlay = scenepp_texture_warp;
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scenepp_waterwarp->defaulttextures.loweroverlay = scenepp_texture_edge;
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}
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}
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void GL_InitSceneProcessingShaders (void)
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{
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if (gl_config.arb_shader_objects)
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{
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GL_InitSceneProcessingShaders_WaterWarp();
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}
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gl_dither.modified = true; //fixme: bad place for this, but hey
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vid_srgb.modified = true;
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}
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#define PP_WARP_TEX_SIZE 64
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#define PP_AMP_TEX_SIZE 64
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#define PP_AMP_TEX_BORDER 4
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void GL_SetupSceneProcessingTextures (void)
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{
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int i, x, y;
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unsigned char pp_warp_tex[PP_WARP_TEX_SIZE*PP_WARP_TEX_SIZE*3];
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unsigned char pp_edge_tex[PP_AMP_TEX_SIZE*PP_AMP_TEX_SIZE*3];
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scenepp_postproc_cube = r_nulltex;
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TEXASSIGN(sceneblur_texture, GL_AllocNewTexture("***postprocess_blur***", 0, 0, 0));
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if (!gl_config.arb_shader_objects)
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return;
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TEXASSIGN(scenepp_texture_warp, GL_AllocNewTexture("***postprocess_warp***", PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, IF_NOMIPMAP|IF_NOGAMMA));
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TEXASSIGN(scenepp_texture_edge, GL_AllocNewTexture("***postprocess_edge***", PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, IF_NOMIPMAP|IF_NOGAMMA));
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// init warp texture - this specifies offset in
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for (y=0; y<PP_WARP_TEX_SIZE; y++)
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{
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for (x=0; x<PP_WARP_TEX_SIZE; x++)
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{
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float fx, fy;
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i = (x + y*PP_WARP_TEX_SIZE) * 3;
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fx = sin(((double)y / PP_WARP_TEX_SIZE) * M_PI * 2);
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fy = cos(((double)x / PP_WARP_TEX_SIZE) * M_PI * 2);
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pp_warp_tex[i ] = (fx+1.0f)*127.0f;
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pp_warp_tex[i+1] = (fy+1.0f)*127.0f;
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pp_warp_tex[i+2] = 0;
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}
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}
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GL_MTBind(0, GL_TEXTURE_2D, scenepp_texture_warp);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, pp_warp_tex);
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// TODO: init edge texture - this is ampscale * 2, with ampscale calculated
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// init warp texture - this specifies offset in
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for (y=0; y<PP_AMP_TEX_SIZE; y++)
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{
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for (x=0; x<PP_AMP_TEX_SIZE; x++)
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{
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float fx = 1, fy = 1;
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i = (x + y*PP_AMP_TEX_SIZE) * 3;
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if (x < PP_AMP_TEX_BORDER)
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{
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fx = (float)x / PP_AMP_TEX_BORDER;
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}
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if (x > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER)
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{
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fx = (PP_AMP_TEX_SIZE - (float)x) / PP_AMP_TEX_BORDER;
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}
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if (y < PP_AMP_TEX_BORDER)
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{
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fy = (float)y / PP_AMP_TEX_BORDER;
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}
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if (y > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER)
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{
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fy = (PP_AMP_TEX_SIZE - (float)y) / PP_AMP_TEX_BORDER;
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}
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//avoid any sudden changes.
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fx=sin(fx*M_PI*0.5);
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fy=sin(fy*M_PI*0.5);
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//lame
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fx = fy = min(fx, fy);
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pp_edge_tex[i ] = fx * 255;
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pp_edge_tex[i+1] = fy * 255;
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pp_edge_tex[i+2] = 0;
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}
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}
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// scenepp_texture_edge = R_LoadTexture32("***postprocess_edge***", PP_AMP_TEX_SIZE, PP_AMP_TEX_SIZE, pp_edge_tex, IF_NOMIPMAP|IF_NOGAMMA|IF_NOPICMIP);
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GL_MTBind(0, GL_TEXTURE_2D, scenepp_texture_edge);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, pp_edge_tex);
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}
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void R_RotateForEntity (float *m, float *modelview, const entity_t *e, const model_t *mod)
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{
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if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
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{
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float em[16];
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float vm[16];
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vm[0] = r_refdef.playerview->vw_axis[0][0];
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vm[1] = r_refdef.playerview->vw_axis[0][1];
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vm[2] = r_refdef.playerview->vw_axis[0][2];
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vm[3] = 0;
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vm[4] = r_refdef.playerview->vw_axis[1][0];
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vm[5] = r_refdef.playerview->vw_axis[1][1];
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vm[6] = r_refdef.playerview->vw_axis[1][2];
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vm[7] = 0;
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vm[8] = r_refdef.playerview->vw_axis[2][0];
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vm[9] = r_refdef.playerview->vw_axis[2][1];
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vm[10] = r_refdef.playerview->vw_axis[2][2];
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vm[11] = 0;
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vm[12] = r_refdef.playerview->vw_origin[0];
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vm[13] = r_refdef.playerview->vw_origin[1];
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vm[14] = r_refdef.playerview->vw_origin[2];
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vm[15] = 1;
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em[0] = e->axis[0][0];
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em[1] = e->axis[0][1];
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em[2] = e->axis[0][2];
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em[3] = 0;
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em[4] = e->axis[1][0];
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em[5] = e->axis[1][1];
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em[6] = e->axis[1][2];
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em[7] = 0;
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em[8] = e->axis[2][0];
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em[9] = e->axis[2][1];
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em[10] = e->axis[2][2];
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em[11] = 0;
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em[12] = e->origin[0];
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em[13] = e->origin[1];
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em[14] = e->origin[2];
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em[15] = 1;
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Matrix4_Multiply(vm, em, m);
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}
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else
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{
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m[0] = e->axis[0][0];
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m[1] = e->axis[0][1];
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m[2] = e->axis[0][2];
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m[3] = 0;
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m[4] = e->axis[1][0];
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m[5] = e->axis[1][1];
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m[6] = e->axis[1][2];
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m[7] = 0;
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m[8] = e->axis[2][0];
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m[9] = e->axis[2][1];
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m[10] = e->axis[2][2];
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m[11] = 0;
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m[12] = e->origin[0];
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m[13] = e->origin[1];
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m[14] = e->origin[2];
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m[15] = 1;
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}
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if (e->scale != 1 && e->scale != 0) //hexen 2 stuff
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{
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float z;
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float escale;
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escale = e->scale;
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switch(e->drawflags&SCALE_TYPE_MASKIN)
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{
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default:
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case SCALE_TYPE_UNIFORM:
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VectorScale((m+0), escale, (m+0));
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VectorScale((m+4), escale, (m+4));
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VectorScale((m+8), escale, (m+8));
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break;
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case SCALE_TYPE_XYONLY:
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VectorScale((m+0), escale, (m+0));
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VectorScale((m+4), escale, (m+4));
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break;
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case SCALE_TYPE_ZONLY:
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VectorScale((m+8), escale, (m+8));
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break;
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}
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if (mod && (e->drawflags&SCALE_TYPE_MASKIN) != SCALE_TYPE_XYONLY)
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{
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switch(e->drawflags&SCALE_ORIGIN_MASKIN)
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{
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case SCALE_ORIGIN_CENTER:
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z = ((mod->maxs[2] + mod->mins[2]) * (1-escale))/2;
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VectorMA((m+12), z, e->axis[2], (m+12));
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break;
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case SCALE_ORIGIN_BOTTOM:
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VectorMA((m+12), mod->mins[2]*(1-escale), e->axis[2], (m+12));
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break;
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case SCALE_ORIGIN_TOP:
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VectorMA((m+12), -mod->maxs[2], e->axis[2], (m+12));
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break;
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}
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}
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}
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else if (mod && !strcmp(mod->name, "progs/eyes.mdl"))
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{
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/*resize eyes, to make them easier to see*/
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m[14] -= (22 + 8);
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VectorScale((m+0), 2, (m+0));
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VectorScale((m+4), 2, (m+4));
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VectorScale((m+8), 2, (m+8));
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}
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if (mod && !ruleset_allow_larger_models.ival && mod->clampscale != 1 && mod->type == mod_alias)
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{ //possibly this should be on a per-frame basis, but that's a real pain to do
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Con_DPrintf("Rescaling %s by %f\n", mod->name, mod->clampscale);
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VectorScale((m+0), mod->clampscale, (m+0));
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VectorScale((m+4), mod->clampscale, (m+4));
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VectorScale((m+8), mod->clampscale, (m+8));
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}
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Matrix4_Multiply(r_refdef.m_view, m, modelview);
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}
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//==================================================================================
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qboolean R_GameRectIsFullscreen(void);
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/*
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=============
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R_SetupGL
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=============
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*/
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void R_SetupGL (float stereooffset)
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{
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int x, x2, y2, y, w, h;
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vec3_t newa;
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float fov_x, fov_y;
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if (!r_refdef.recurse)
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{
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AngleVectors (r_refdef.viewangles, vpn, vright, vup);
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VectorCopy (r_refdef.vieworg, r_origin);
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VectorMA(r_origin, stereooffset, vright, r_origin);
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//
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// set up viewpoint
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//
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if (r_refdef.rt_destcolour)
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{
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//with fbo rendering, we disable all virtual scaling.
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x = r_refdef.vrect.x;
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x2 = r_refdef.vrect.x + r_refdef.vrect.width;
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y = r_refdef.vrect.y;
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y2 = r_refdef.vrect.y + r_refdef.vrect.height;
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w = x2 - x;
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h = y2 - y;
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r_refdef.pxrect.x = x;
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r_refdef.pxrect.y = y;
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r_refdef.pxrect.width = w;
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r_refdef.pxrect.height = h;
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r_refdef.pxrect.maxheight = vid.fbpheight;
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}
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else
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{
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x = r_refdef.vrect.x * (int)vid.pixelwidth/(int)vid.width;
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x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * (int)vid.pixelwidth/(int)vid.width;
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y = (r_refdef.vrect.y) * (int)vid.pixelheight/(int)vid.height;
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y2 = (r_refdef.vrect.y + r_refdef.vrect.height) * (int)vid.pixelheight/(int)vid.height;
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// fudge around because of frac screen scale
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if (x > 0)
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x--;
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if (x2 < vid.pixelwidth)
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x2++;
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if (y2 < vid.pixelheight)
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y2++;
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if (y > 0)
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y--;
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w = x2 - x;
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h = y2 - y;
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if (stereooffset && r_stereo_method.ival == 5)
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{
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w /= 2;
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if (stereooffset > 0)
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x += vid.pixelwidth/2;
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}
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r_refdef.pxrect.x = x;
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r_refdef.pxrect.y = y;
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r_refdef.pxrect.width = w;
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r_refdef.pxrect.height = h;
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r_refdef.pxrect.maxheight = vid.pixelheight;
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}
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fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
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fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
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GL_ViewportUpdate();
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if ((r_waterwarp.value<0 || (r_waterwarp.value && !R_GameRectIsFullscreen())) && (r_viewcontents & FTECONTENTS_FLUID))
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{
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fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
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fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
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}
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if (r_refdef.useperspective)
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{
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int stencilshadows = Sh_StencilShadowsActive();
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if ((!stencilshadows || !gl_stencilbits) && gl_maxdist.value>=100)//gl_nv_range_clamp)
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{
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// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
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// 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;
|
|
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];
|
|
plane_t oplane;
|
|
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);
|
|
}
|
|
plane.dist = DotProduct(mesh->xyz_array[0], 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.LeafPVS && !r_novis.ival)
|
|
{
|
|
int lnum, i, j;
|
|
float d;
|
|
vec3_t point;
|
|
int pvsbytes = (cl.worldmodel->numleafs+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);
|
|
|
|
lnum = cl.worldmodel->funcs.LeafnumForPoint(cl.worldmodel, point);
|
|
if (i == batch->firstmesh)
|
|
r_refdef.forcedvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, lnum, newvis, sizeof(newvis));
|
|
else
|
|
{
|
|
if (r_refdef.forcedvis != newvis)
|
|
{
|
|
memcpy(newvis, r_refdef.forcedvis, pvsbytes);
|
|
}
|
|
r_refdef.forcedvis = cl.worldmodel->funcs.LeafPVS(cl.worldmodel, lnum, 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<<i)))
|
|
continue;
|
|
|
|
r_refdef.fov_x = 90;
|
|
r_refdef.fov_y = 90;
|
|
r_refdef.viewangles[0] = saveang[0]+ang[i][0];
|
|
r_refdef.viewangles[1] = saveang[1]+ang[i][1];
|
|
r_refdef.viewangles[2] = saveang[2]+ang[i][2];
|
|
|
|
R_Clear ();
|
|
|
|
GL_SetShaderState2D(false);
|
|
|
|
// render normal view
|
|
R_RenderScene ();
|
|
|
|
GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, scenepp_postproc_cube);
|
|
//FIXME: use a render target instead.
|
|
qglCopyTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, 0, 0, 0, 0, vid.pixelheight - (prect.y + cmapsize), cmapsize, cmapsize);
|
|
}
|
|
|
|
r_refdef.vrect = vrect;
|
|
r_refdef.pxrect = prect;
|
|
|
|
//GL_ViewportUpdate();
|
|
GL_Set2D(false);
|
|
// go 2d
|
|
/* qglMatrixMode(GL_PROJECTION);
|
|
qglPushMatrix();
|
|
qglLoadIdentity ();
|
|
qglOrtho (0, vid.width, vid.height, 0, -99999, 99999);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPushMatrix();
|
|
qglLoadIdentity ();
|
|
*/
|
|
// draw it through the shader
|
|
R2D_Image(0, 0, vid.width, vid.height, -0.5, 0.5, 0.5, -0.5, shader);
|
|
|
|
//revert the matricies
|
|
/* qglMatrixMode(GL_PROJECTION);
|
|
qglPopMatrix();
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPopMatrix();
|
|
*/
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderView
|
|
|
|
r_refdef must be set before the first call
|
|
================
|
|
*/
|
|
void GLR_RenderView (void)
|
|
{
|
|
int dofbo = r_refdef.rt_destcolour || r_refdef.rt_depth;
|
|
double time1 = 0, time2;
|
|
|
|
checkglerror();
|
|
|
|
if (r_norefresh.value || !vid.pixelwidth || !vid.pixelheight)
|
|
return;
|
|
|
|
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
|
|
{
|
|
//FIXME: fbo stuff
|
|
if (!r_worldentity.model || r_worldentity.model->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
|