mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-25 05:11:35 +00:00
2377 lines
66 KiB
C
2377 lines
66 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 "vr.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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//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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extern cvar_t gl_part_flame;
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extern cvar_t r_bloom;
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extern cvar_t r_wireframe, r_wireframe_smooth;
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extern cvar_t r_outline;
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cvar_t gl_affinemodels = CVARFD("gl_affinemodels","0", CVAR_ARCHIVE, "Use affine texture sampling for models. This replicates software rendering's distortions.");
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cvar_t gl_finish = CVAR("gl_finish","0");
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cvar_t gl_dither = CVAR("gl_dither", "1");
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extern cvar_t r_stereo_separation;
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extern cvar_t r_stereo_convergence;
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extern cvar_t r_stereo_method;
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extern cvar_t r_postprocshader, r_fxaa, r_graphics;
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extern cvar_t r_hdr_framebuffer;
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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 r_tessellation;
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extern cvar_t gl_ati_truform_type;
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extern cvar_t r_tessellation_level;
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extern cvar_t r_portaldrawplanes;
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extern cvar_t r_portalonly;
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extern cvar_t scr_fov;
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static shader_t *scenepp_rescaled;
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static shader_t *scenepp_antialias;
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static shader_t *scenepp_waterwarp;
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static shader_t *scenepp_gamma;
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// post processing stuff
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static texid_t sceneblur_texture;
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static texid_t scenepp_texture_warp;
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static texid_t scenepp_texture_edge;
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texid_t scenepp_postproc_cube;
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static int scenepp_postproc_cube_size;
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static fbostate_t fbo_vr;
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static fbostate_t fbo_gameview;
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static fbostate_t fbo_postproc;
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static fbostate_t fbo_postproc_cube;
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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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static 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 $sourcecolour\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_ShutdownPostProcessing(void)
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{
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GLBE_FBO_Destroy(&fbo_vr);
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GLBE_FBO_Destroy(&fbo_gameview);
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GLBE_FBO_Destroy(&fbo_postproc);
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GLBE_FBO_Destroy(&fbo_postproc_cube);
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R_BloomShutdown();
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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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scenepp_gamma = R_RegisterShader("fte_scenegamma", 0,
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"{\n"
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"program defaultgammacb\n"
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"affine\n"
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"{\n"
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"map $sourcecolour\n"
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"nodepthtest\n"
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"}\n"
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"}\n"
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);
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scenepp_rescaled = R_RegisterShader("fte_rescaler", 0,
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"{\n"
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"program default2d\n"
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"affine\n"
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"{\n"
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"map $sourcecolour\n"
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"nodepthtest\n"
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"}\n"
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"}\n"
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);
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scenepp_antialias = R_RegisterShader("fte_ppantialias", 0,
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"{\n"
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"program fxaa\n"
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"affine\n"
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"{\n"
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"map $sourcecolour\n"
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"nodepthtest\n"
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"}\n"
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"}\n"
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);
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r_wireframe_smooth.modified = true;
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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*4];
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unsigned char pp_edge_tex[PP_AMP_TEX_SIZE*PP_AMP_TEX_SIZE*4];
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scenepp_postproc_cube = r_nulltex;
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TEXASSIGN(sceneblur_texture, Image_CreateTexture("***postprocess_blur***", NULL, 0));
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if (!gl_config.arb_shader_objects)
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return;
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TEXASSIGN(scenepp_texture_warp, Image_CreateTexture("***postprocess_warp***", NULL, IF_NOMIPMAP|IF_NOGAMMA|IF_LINEAR));
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TEXASSIGN(scenepp_texture_edge, Image_CreateTexture("***postprocess_edge***", NULL, IF_NOMIPMAP|IF_NOGAMMA|IF_LINEAR));
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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) * 4;
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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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pp_warp_tex[i+3] = 0xff;
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}
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}
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Image_Upload(scenepp_texture_warp, TF_RGBX32, pp_warp_tex, NULL, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 1, IF_LINEAR|IF_NOMIPMAP|IF_NOGAMMA);
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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) * 4;
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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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pp_edge_tex[i+3] = 0xff;
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}
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}
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Image_Upload(scenepp_texture_edge, TF_RGBX32, pp_edge_tex, NULL, PP_AMP_TEX_SIZE, PP_AMP_TEX_SIZE, 1, IF_LINEAR|IF_NOMIPMAP|IF_NOGAMMA);
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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)
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{
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float em[16];
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float vm[16];
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if (e->flags & RF_WEAPONMODELNOBOB)
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{
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vm[0] = r_refdef.weaponmatrix[0][0];
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vm[1] = r_refdef.weaponmatrix[0][1];
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vm[2] = r_refdef.weaponmatrix[0][2];
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vm[3] = 0;
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vm[4] = r_refdef.weaponmatrix[1][0];
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vm[5] = r_refdef.weaponmatrix[1][1];
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vm[6] = r_refdef.weaponmatrix[1][2];
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vm[7] = 0;
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vm[8] = r_refdef.weaponmatrix[2][0];
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vm[9] = r_refdef.weaponmatrix[2][1];
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vm[10] = r_refdef.weaponmatrix[2][2];
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vm[11] = 0;
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vm[12] = r_refdef.weaponmatrix[3][0];
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vm[13] = r_refdef.weaponmatrix[3][1];
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vm[14] = r_refdef.weaponmatrix[3][2];
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vm[15] = 1;
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}
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else
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{
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vm[0] = r_refdef.weaponmatrix_bob[0][0];
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vm[1] = r_refdef.weaponmatrix_bob[0][1];
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vm[2] = r_refdef.weaponmatrix_bob[0][2];
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vm[3] = 0;
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vm[4] = r_refdef.weaponmatrix_bob[1][0];
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vm[5] = r_refdef.weaponmatrix_bob[1][1];
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vm[6] = r_refdef.weaponmatrix_bob[1][2];
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vm[7] = 0;
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vm[8] = r_refdef.weaponmatrix_bob[2][0];
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vm[9] = r_refdef.weaponmatrix_bob[2][1];
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vm[10] = r_refdef.weaponmatrix_bob[2][2];
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vm[11] = 0;
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vm[12] = r_refdef.weaponmatrix_bob[3][0];
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vm[13] = r_refdef.weaponmatrix_bob[3][1];
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vm[14] = r_refdef.weaponmatrix_bob[3][2];
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vm[15] = 1;
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}
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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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#ifdef HEXEN2
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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_MASK)
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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_MASK) != SCALE_TYPE_XYONLY)
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{
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switch(e->drawflags&SCALE_ORIGIN_MASK)
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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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#else
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VectorScale((m+0), e->scale, (m+0));
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VectorScale((m+4), e->scale, (m+4));
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VectorScale((m+8), e->scale, (m+8));
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#endif
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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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/*
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=============
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R_SetupGL
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=============
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*/
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static void R_SetupGL (const float eyematrix[12]/*can be null*/, const vec4_t fovoverrides/*can be null*/, const float projmatrix[16]/*can be null*/, const pxrect_t *viewport/*can be null*/, texid_t fbo/*can be null*/)
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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, fov_l, fov_r, fov_d, fov_u;
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float fovv_x, fovv_y;
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TRACE(("dbg: calling R_SetupGL\n"));
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if (!r_refdef.recurse)
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{
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newa[0] = r_refdef.viewangles[0];
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newa[1] = r_refdef.viewangles[1];
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newa[2] = r_refdef.viewangles[2] + gl_screenangle.value;
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if (eyematrix)
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{
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extern cvar_t in_vraim;
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matrix3x4 basematrix;
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matrix3x4 viewmatrix;
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if (r_refdef.base_known)
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{ //mod is specifying its own base ang+org.
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Matrix3x4_RM_FromAngles(r_refdef.base_angles, r_refdef.base_origin, basematrix[0]);
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Matrix3x4_Multiply(eyematrix, basematrix[0], viewmatrix[0]);
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Matrix3x4_RM_ToVectors(viewmatrix[0], vpn, vright, vup, r_origin);
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VectorNegate(vright, vright);
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}
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else
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{ //mod provides no info.
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//client will fiddle with input_angles
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newa[0] = newa[2] = 0; //ignore player pitch+roll. sorry. apply the eye's transform on top.
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if (in_vraim.ival)
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newa[1] -= SHORT2ANGLE(r_refdef.playerview->vrdev[VRDEV_HEAD].angles[YAW]);
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Matrix3x4_RM_FromAngles(newa, r_refdef.vieworg, basematrix[0]);
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Matrix3x4_Multiply(eyematrix, basematrix[0], viewmatrix[0]);
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Matrix3x4_RM_ToVectors(viewmatrix[0], vpn, vright, vup, r_origin);
|
|
VectorNegate(vright, vright);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
AngleVectors (newa, vpn, vright, vup);
|
|
VectorCopy(r_refdef.vieworg, r_origin);
|
|
}
|
|
|
|
VectorAdd(r_origin, r_refdef.eyeoffset, r_origin); //used for vr screenshots
|
|
|
|
//
|
|
// set up viewpoint
|
|
//
|
|
if (viewport)
|
|
{
|
|
r_refdef.pxrect = *viewport;
|
|
}
|
|
else if (fbo)
|
|
{
|
|
//with VR fbo postprocessing, we disable all viewport.
|
|
r_refdef.pxrect.x = 0;
|
|
r_refdef.pxrect.y = 0;
|
|
r_refdef.pxrect.width = fbo->width;
|
|
r_refdef.pxrect.height = fbo->height;
|
|
r_refdef.pxrect.maxheight = fbo->height;
|
|
}
|
|
else if (r_refdef.flags & (RDF_ALLPOSTPROC|RDF_RENDERSCALE))
|
|
{
|
|
//with fbo postprocessing, we disable all viewport.
|
|
r_refdef.pxrect.x = 0;
|
|
r_refdef.pxrect.y = 0;
|
|
r_refdef.pxrect.width = vid.fbpwidth;
|
|
r_refdef.pxrect.height = vid.fbpheight;
|
|
r_refdef.pxrect.maxheight = vid.fbpheight;
|
|
}
|
|
else if (*r_refdef.rt_destcolour[0].texname)
|
|
{
|
|
//with fbo rendering, we disable all virtual scaling.
|
|
x = r_refdef.vrect.x;
|
|
x2 = r_refdef.vrect.x + r_refdef.vrect.width;
|
|
y = r_refdef.vrect.y;
|
|
y2 = r_refdef.vrect.y + r_refdef.vrect.height;
|
|
|
|
w = x2 - x;
|
|
h = y2 - y;
|
|
|
|
r_refdef.pxrect.x = x;
|
|
r_refdef.pxrect.y = y;
|
|
r_refdef.pxrect.width = w;
|
|
r_refdef.pxrect.height = h;
|
|
r_refdef.pxrect.maxheight = vid.fbpheight;
|
|
}
|
|
else
|
|
{
|
|
x = floor(r_refdef.vrect.x * (float)vid.fbpwidth/(float)vid.width);
|
|
x2 = ceil((r_refdef.vrect.x + r_refdef.vrect.width) * (float)vid.fbpwidth/(float)vid.width);
|
|
y = floor(r_refdef.vrect.y * (float)vid.fbpheight/(float)vid.height);
|
|
y2 = ceil((r_refdef.vrect.y + r_refdef.vrect.height) * (float)vid.fbpheight/(float)vid.height);
|
|
|
|
|
|
// fudge around because of frac screen scale
|
|
/* if (x > 0)
|
|
x--;
|
|
if (x2 < vid.fbpwidth)
|
|
x2++;
|
|
if (y2 < vid.fbpheight)
|
|
y2++;
|
|
if (y > 0)
|
|
y--;
|
|
*/
|
|
w = x2 - x;
|
|
h = y2 - y;
|
|
|
|
/* if (r_refdef.stereomethod == STEREO_CROSSEYED)
|
|
{
|
|
w /= 2;
|
|
if (i)
|
|
x += vid.fbpwidth/2;
|
|
}
|
|
*/
|
|
r_refdef.pxrect.x = x;
|
|
r_refdef.pxrect.y = y;
|
|
r_refdef.pxrect.width = w;
|
|
r_refdef.pxrect.height = h;
|
|
r_refdef.pxrect.maxheight = vid.fbpheight;
|
|
}
|
|
|
|
if (projmatrix)
|
|
{
|
|
memcpy(r_refdef.m_projection_std, projmatrix, sizeof(r_refdef.m_projection_std));
|
|
memcpy(r_refdef.m_projection_view, projmatrix, sizeof(r_refdef.m_projection_view));
|
|
r_refdef.flipcull = 0;
|
|
}
|
|
else
|
|
{
|
|
if (fovoverrides)
|
|
{
|
|
fov_l = fovoverrides[0];
|
|
fov_r = fovoverrides[1];
|
|
fov_d = fovoverrides[2];
|
|
fov_u = fovoverrides[3];
|
|
|
|
fov_x = fov_r-fov_l;
|
|
fov_y = fov_u-fov_d;
|
|
|
|
fovv_x = fov_x;
|
|
fovv_y = fov_y;
|
|
r_refdef.flipcull = ((fov_u < fov_d)^(fov_r < fov_l))?SHADER_CULL_FLIP:0;
|
|
}
|
|
else
|
|
{
|
|
fov_x = r_refdef.fov_x;
|
|
fov_y = r_refdef.fov_y;
|
|
fovv_x = r_refdef.fovv_x;
|
|
fovv_y = r_refdef.fovv_y;
|
|
|
|
if ((*r_refdef.rt_destcolour[0].texname || *r_refdef.rt_depth.texname) && strcmp(r_refdef.rt_destcolour[0].texname, "megascreeny"))
|
|
{
|
|
r_refdef.pxrect.y = r_refdef.pxrect.maxheight - (r_refdef.pxrect.height+r_refdef.pxrect.y);
|
|
fov_y *= -1;
|
|
fovv_y *= -1;
|
|
r_refdef.flipcull ^= SHADER_CULL_FLIP;
|
|
}
|
|
else if ((r_refdef.flags & RDF_UNDERWATER) && !(r_refdef.flags & RDF_WATERWARP))
|
|
{
|
|
fov_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
|
|
fov_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
|
|
|
|
fovv_x *= 1 + (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
|
|
fovv_y *= 1 + (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
|
|
}
|
|
fov_l = -fov_x / 2;
|
|
fov_r = fov_x / 2;
|
|
fov_d = -fov_y / 2;
|
|
fov_u = fov_y / 2;
|
|
}
|
|
|
|
if (r_xflip.ival)
|
|
{
|
|
float t = fov_l;
|
|
fov_l = fov_r;
|
|
fov_r = t;
|
|
r_refdef.flipcull ^= SHADER_CULL_FLIP;
|
|
fovv_x *= -1;
|
|
}
|
|
|
|
if (r_refdef.useperspective)
|
|
{
|
|
float maxdist = r_refdef.maxdist;
|
|
if (sh_config.stencilbits && Sh_StencilShadowsActive())
|
|
maxdist = 0; //if we're using stencil shadows then force the maxdist to infinite to ensure the shadow volume is sealed.
|
|
Matrix4x4_CM_Projection_Offset(r_refdef.m_projection_std, fov_l, fov_r, fov_d, fov_u, r_refdef.mindist, maxdist, false);
|
|
Matrix4x4_CM_Projection_Offset(r_refdef.m_projection_view, -fovv_x/2, fovv_x/2, -fovv_y/2, fovv_y/2, r_refdef.mindist, maxdist, false);
|
|
|
|
r_refdef.m_projection_std[8] += r_refdef.projectionoffset[0];
|
|
r_refdef.m_projection_std[9] += r_refdef.projectionoffset[1];
|
|
r_refdef.m_projection_view[8] += r_refdef.projectionoffset[0];
|
|
r_refdef.m_projection_view[9] += r_refdef.projectionoffset[1];
|
|
}
|
|
else
|
|
{
|
|
Matrix4x4_CM_Orthographic(r_refdef.m_projection_std, -fov_x/2, fov_x/2, -fov_y/2, fov_y/2, r_refdef.mindist, r_refdef.maxdist?r_refdef.maxdist:9999);
|
|
memcpy(r_refdef.m_projection_view, r_refdef.m_projection_std, sizeof(r_refdef.m_projection_view));
|
|
}
|
|
}
|
|
Matrix4x4_CM_ModelViewMatrixFromAxis(r_refdef.m_view, vpn, vright, vup, r_origin);
|
|
|
|
//bias the viewmodel depth range to a third: -1 through -0.333 (instead of -1 to 1)
|
|
r_refdef.m_projection_view[2+4*0] *= 0.333;
|
|
r_refdef.m_projection_view[2+4*1] *= 0.333;
|
|
r_refdef.m_projection_view[2+4*2] *= 0.333;
|
|
r_refdef.m_projection_view[2+4*3] *= 0.333;
|
|
r_refdef.m_projection_view[14] -= 0.666;
|
|
|
|
GL_ViewportUpdate();
|
|
}
|
|
|
|
if (qglLoadMatrixf)
|
|
{
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadMatrixf(r_refdef.m_projection_std);
|
|
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglLoadMatrixf(r_refdef.m_view);
|
|
}
|
|
|
|
#ifdef GL_LINE_SMOOTH
|
|
if (!gl_config.gles && r_wireframe_smooth.modified)
|
|
{
|
|
r_wireframe_smooth.modified = false;
|
|
if (r_wireframe_smooth.ival || (r_outline.ival && !r_wireframe.ival))
|
|
{
|
|
qglEnable(GL_LINE_SMOOTH);
|
|
if (qglHint)
|
|
qglHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
|
|
}
|
|
else
|
|
{
|
|
qglDisable(GL_LINE_SMOOTH);
|
|
if (qglHint)
|
|
qglHint(GL_LINE_SMOOTH_HINT, GL_FASTEST);
|
|
}
|
|
}
|
|
#endif
|
|
if (!gl_config.gles && gl_dither.modified)
|
|
{
|
|
gl_dither.modified = false;
|
|
if (gl_dither.ival)
|
|
{
|
|
qglEnable(GL_DITHER);
|
|
}
|
|
else
|
|
{
|
|
qglDisable(GL_DITHER);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Surf_SetupFrame(void);
|
|
|
|
/*
|
|
================
|
|
R_RenderScene
|
|
|
|
r_refdef must be set before the first call
|
|
================
|
|
*/
|
|
static void R_RenderScene_Internal(void)
|
|
{
|
|
extern qboolean depthcleared;
|
|
int tmpvisents = cl_numvisedicts;
|
|
TRACE(("dbg: calling R_SetFrustrum\n"));
|
|
if (!r_refdef.recurse)
|
|
R_SetFrustum (r_refdef.m_projection_std, 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;
|
|
|
|
depthcleared = false; //whatever is in the depth buffer is no longer useful.
|
|
|
|
if (vrui.enabled)
|
|
{
|
|
vec3_t uifwd, uiright, uiup;
|
|
vec3_t diff;
|
|
float d;
|
|
vec3_t ctrlang, ctrlorg, aimdir;
|
|
extern cvar_t cl_vrui_lock;
|
|
|
|
if (cl_vrui_lock.ival)
|
|
VRUI_SnapAngle();
|
|
|
|
// extern usercmd_t cl_pendingcmd[MAX_SPLITS];
|
|
AngleVectors(vrui.angles, uifwd, uiright, uiup);
|
|
|
|
VectorAngles(uiright, uifwd, r_worldentity.angles, false);
|
|
AngleVectors(r_worldentity.angles, r_worldentity.axis[0], r_worldentity.axis[1], r_worldentity.axis[2]);
|
|
VectorNegate(r_worldentity.axis[1], r_worldentity.axis[1]);
|
|
r_worldentity.scale = 1;//0.2;
|
|
VectorMA(r_refdef.vieworg, Cvar_Get("2dz", "256", 0, "")->value*r_worldentity.scale, r_worldentity.axis[2], r_worldentity.origin);
|
|
VectorMA(r_worldentity.origin, -(int)(vid.width/2)*r_worldentity.scale, r_worldentity.axis[0], r_worldentity.origin);
|
|
VectorMA(r_worldentity.origin, -(int)(vid.height/2)*r_worldentity.scale, r_worldentity.axis[1], r_worldentity.origin);
|
|
GL_SetShaderState2D(true);
|
|
|
|
VectorCopy(r_refdef.viewangles, ctrlang);
|
|
if (r_refdef.playerview->vrdev[VRDEV_RIGHT].status&VRSTATUS_ANG)
|
|
{
|
|
ctrlang[0] = SHORT2ANGLE(r_refdef.playerview->vrdev[VRDEV_RIGHT].angles[0]);
|
|
ctrlang[1] = SHORT2ANGLE(r_refdef.playerview->vrdev[VRDEV_RIGHT].angles[1]);
|
|
ctrlang[2] = SHORT2ANGLE(r_refdef.playerview->vrdev[VRDEV_RIGHT].angles[2]);
|
|
}
|
|
else
|
|
VectorCopy(r_refdef.viewangles, ctrlang);
|
|
if (r_refdef.playerview->vrdev[VRDEV_RIGHT].status&VRSTATUS_ORG)
|
|
VectorCopy(r_refdef.playerview->vrdev[VRDEV_RIGHT].origin, ctrlorg);
|
|
else
|
|
VectorCopy(r_refdef.vieworg, ctrlorg);
|
|
|
|
AngleVectors(ctrlang, aimdir, NULL, NULL);
|
|
VectorSubtract(r_worldentity.origin, ctrlorg, diff);
|
|
//d = DotProduct(diff, vpn); //figure out how far we need to move it to get an impact.
|
|
d = DotProduct(diff, r_worldentity.axis[2]);
|
|
d /= DotProduct(aimdir, r_worldentity.axis[2]); //compensate for the length.
|
|
VectorMA(ctrlorg, d, aimdir, diff); //calc the impact point...
|
|
VectorSubtract(diff, r_worldentity.origin, diff);
|
|
mousecursor_x = DotProduct(diff, r_worldentity.axis[0]);
|
|
mousecursor_y = DotProduct(diff, r_worldentity.axis[1]);
|
|
mousecursor_x = bound(0, mousecursor_x, vid.width-1);
|
|
mousecursor_y = bound(0, mousecursor_y, vid.height-1);
|
|
|
|
#ifdef PLUGINS
|
|
Plug_SBar (r_refdef.playerview);
|
|
#else
|
|
if (Sbar_ShouldDraw(r_refdef.playerview))
|
|
{
|
|
SCR_TileClear (sb_lines);
|
|
Sbar_Draw (r_refdef.playerview);
|
|
Sbar_DrawScoreboard (r_refdef.playerview);
|
|
}
|
|
else
|
|
SCR_TileClear (0);
|
|
#endif
|
|
|
|
SCR_DrawTwoDimensional(true);
|
|
|
|
VectorClear(r_worldentity.origin);
|
|
VectorClear(r_worldentity.angles);
|
|
VectorSet(r_worldentity.axis[0], 1,0,0);
|
|
VectorSet(r_worldentity.axis[1], 0,1,0);
|
|
VectorSet(r_worldentity.axis[2], 0,0,1);
|
|
r_worldentity.scale = 1;
|
|
GL_SetShaderState2D(false);
|
|
}
|
|
}
|
|
static void R_RenderEyeScene (texid_t rendertarget, const pxrect_t *viewport, const vec4_t fovoverride, const float projmatrix[16], const float eyematrix[12])
|
|
{
|
|
extern qboolean depthcleared;
|
|
refdef_t refdef = r_refdef;
|
|
int pw = vid.fbpwidth;
|
|
int ph = vid.fbpheight;
|
|
int r = 0;
|
|
|
|
extern void CL_ClampPitch (int pnum, float frametime);
|
|
/*the vr code tends to be somewhat laggy with its head angles, leaving it to the last minute, so redo this to reduce latency*/
|
|
if ((size_t)(refdef.playerview-cl.playerview) < MAX_SPLITS)
|
|
CL_ClampPitch (refdef.playerview-cl.playerview, 0);
|
|
|
|
vrui.enabled = true;
|
|
if (rendertarget)
|
|
{
|
|
r = GLBE_FBO_Update(&fbo_vr, FBO_RB_DEPTH, &rendertarget, 1, r_nulltex, rendertarget->width, rendertarget->height, 0);
|
|
GL_ForceDepthWritable();
|
|
qglClear (GL_DEPTH_BUFFER_BIT|GL_COLOR_BUFFER_BIT);
|
|
depthcleared = true;
|
|
vid.fbpwidth = rendertarget->width;
|
|
vid.fbpheight = rendertarget->height;
|
|
}
|
|
|
|
R_SetupGL (eyematrix, fovoverride, projmatrix, viewport, rendertarget);
|
|
R_RenderScene_Internal();
|
|
|
|
if (rendertarget)
|
|
{
|
|
GLBE_FBO_Pop(r);
|
|
if (gl_finish.ival)
|
|
qglFinish();
|
|
}
|
|
|
|
r_refdef = refdef;
|
|
vid.fbpwidth = pw;
|
|
vid.fbpheight = ph;
|
|
}
|
|
static void R_RenderScene (void)
|
|
{
|
|
float stereooffset[2];
|
|
int stereoframes = 1;
|
|
int stereomode;
|
|
int i;
|
|
int cull = r_refdef.flipcull;
|
|
unsigned int colourmask = r_refdef.colourmask;
|
|
vec3_t eyeangorg[2];
|
|
float eyematrix[12];
|
|
extern qboolean depthcleared;
|
|
|
|
r_refdef.colourmask = 0u;
|
|
stereomode = r_refdef.stereomethod;
|
|
if (stereomode == STEREO_QUAD)
|
|
{
|
|
#ifdef GL_STEREO
|
|
GLint glb;
|
|
qglGetIntegerv(GL_STEREO, &glb);
|
|
if (!glb || !qglDrawBuffer)
|
|
#endif
|
|
stereomode = STEREO_OFF; //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||r_stereo_convergence.value))
|
|
{
|
|
stereooffset[0] = 0;
|
|
stereoframes = 1;
|
|
stereomode = STEREO_OFF;
|
|
}
|
|
else
|
|
{
|
|
stereooffset[0] = -0.5*r_stereo_separation.value;
|
|
stereooffset[1] = +0.5*r_stereo_separation.value;
|
|
stereoframes = 2;
|
|
}
|
|
|
|
if (vid.vr && !r_refdef.recurse && vid.vr->Render(R_RenderEyeScene))
|
|
; //we drew something VR-ey
|
|
else if (stereomode == STEREO_OFF)
|
|
{
|
|
GL_ForceDepthWritable();
|
|
qglClear (GL_DEPTH_BUFFER_BIT);
|
|
|
|
R_SetupGL (NULL, NULL, NULL, NULL, NULL);
|
|
R_RenderScene_Internal();
|
|
}
|
|
else for (i = 0; i < stereoframes; i++)
|
|
{
|
|
r_refdef.colourmask = 0u;
|
|
switch (stereomode)
|
|
{
|
|
default:
|
|
case STEREO_OFF: //off
|
|
if (i)
|
|
return;
|
|
break;
|
|
#ifdef GL_STEREO
|
|
case STEREO_QUAD: //proper gl stereo rendering
|
|
if (stereooffset[i] < 0)
|
|
qglDrawBuffer(GL_BACK_LEFT);
|
|
else
|
|
qglDrawBuffer(GL_BACK_RIGHT);
|
|
break;
|
|
#endif
|
|
case STEREO_RED_CYAN: //red/cyan(green+blue)
|
|
if (stereooffset[i] < 0)
|
|
r_refdef.colourmask = (SBITS_MASK_GREEN|SBITS_MASK_BLUE);
|
|
else
|
|
r_refdef.colourmask = SBITS_MASK_RED;
|
|
break;
|
|
case STEREO_RED_BLUE: //red/blue
|
|
if (stereooffset[i] < 0)
|
|
r_refdef.colourmask = (SBITS_MASK_GREEN|SBITS_MASK_BLUE);
|
|
else
|
|
r_refdef.colourmask = (SBITS_MASK_RED|SBITS_MASK_GREEN);
|
|
break;
|
|
case STEREO_RED_GREEN: //red/green
|
|
if (stereooffset[i] < 0)
|
|
r_refdef.colourmask = (SBITS_MASK_GREEN|SBITS_MASK_BLUE);
|
|
else
|
|
r_refdef.colourmask = (SBITS_MASK_RED|SBITS_MASK_BLUE);
|
|
break;
|
|
case STEREO_CROSSEYED: //eyestrain
|
|
break;
|
|
case STEREO_LEFTONLY:
|
|
if (i != 0)
|
|
continue;
|
|
break;
|
|
case STEREO_RIGHTONLY:
|
|
if (i != 1)
|
|
continue;
|
|
//fixme: depth buffer doesn't need clearing
|
|
break;
|
|
}
|
|
|
|
if (!depthcleared)
|
|
{
|
|
GL_ForceDepthWritable();
|
|
qglClear (GL_DEPTH_BUFFER_BIT);
|
|
depthcleared = true;
|
|
}
|
|
|
|
eyeangorg[0][0] = 0;
|
|
eyeangorg[0][1] = r_stereo_convergence.value * (i?0.5:-0.5);
|
|
eyeangorg[0][2] = 0;
|
|
VectorSet(eyeangorg[1], 0, stereooffset[i], 0);
|
|
Matrix3x4_RM_FromAngles(eyeangorg[0], eyeangorg[1], eyematrix);
|
|
R_SetupGL (eyematrix, NULL, NULL, NULL, NULL);
|
|
R_RenderScene_Internal ();
|
|
}
|
|
|
|
switch (stereomode)
|
|
{
|
|
default:
|
|
case STEREO_OFF:
|
|
case STEREO_LEFTONLY:
|
|
case STEREO_RIGHTONLY:
|
|
break;
|
|
case STEREO_QUAD:
|
|
qglDrawBuffer(GL_BACK);
|
|
break;
|
|
case STEREO_RED_BLUE: //green should have already been cleared.
|
|
case STEREO_RED_GREEN: //blue should have already been cleared.
|
|
case STEREO_RED_CYAN:
|
|
break;
|
|
case 5:
|
|
break;
|
|
}
|
|
|
|
r_refdef.flipcull = cull;
|
|
r_refdef.colourmask = colourmask;
|
|
}
|
|
/*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_FindPortalCamera(entity_t *rent)
|
|
{
|
|
int i;
|
|
for (i = 0; i < cl_numvisedicts; i++)
|
|
{
|
|
if (cl_visedicts[i].rtype == RT_PORTALCAMERA)
|
|
{
|
|
if (cl_visedicts[i].keynum == rent->keynum )
|
|
return &cl_visedicts[i];
|
|
}
|
|
}
|
|
return NULL;
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
|
|
void R_ObliqueNearClip(float *viewmat, mplane_t *wplane);
|
|
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, *surfent;
|
|
// GLdouble glplane[4];
|
|
plane_t plane, oplane;
|
|
float vmat[16];
|
|
refdef_t oldrefdef;
|
|
vec3_t r;
|
|
int i;
|
|
mesh_t *mesh = batch->mesh[batch->firstmesh];
|
|
pvsbuffer_t newvis;
|
|
float ivmat[16], trmat[16];
|
|
|
|
if (mesh->xyz_array)
|
|
{
|
|
if (!mesh->normals_array)
|
|
{
|
|
VectorSet(plane.normal, 0, 0, 1);
|
|
}
|
|
else
|
|
{
|
|
VectorCopy(mesh->normals_array[0], plane.normal);
|
|
}
|
|
|
|
if (batch->ent == &r_worldentity)
|
|
{
|
|
plane.dist = DotProduct(mesh->xyz_array[0], plane.normal);
|
|
}
|
|
else
|
|
{
|
|
vec3_t point;
|
|
VectorCopy(plane.normal, oplane.normal);
|
|
//rotate the surface normal around its entity's matrix
|
|
plane.normal[0] = oplane.normal[0]*batch->ent->axis[0][0] + oplane.normal[1]*batch->ent->axis[1][0] + oplane.normal[2]*batch->ent->axis[2][0];
|
|
plane.normal[1] = oplane.normal[0]*batch->ent->axis[0][1] + oplane.normal[1]*batch->ent->axis[1][1] + oplane.normal[2]*batch->ent->axis[2][1];
|
|
plane.normal[2] = oplane.normal[0]*batch->ent->axis[0][2] + oplane.normal[1]*batch->ent->axis[1][2] + oplane.normal[2]*batch->ent->axis[2][2];
|
|
|
|
//rotate some point on the mesh around its entity's matrix
|
|
point[0] = mesh->xyz_array[0][0]*batch->ent->axis[0][0] + mesh->xyz_array[0][1]*batch->ent->axis[1][0] + mesh->xyz_array[0][2]*batch->ent->axis[2][0] + batch->ent->origin[0];
|
|
point[1] = mesh->xyz_array[0][0]*batch->ent->axis[0][1] + mesh->xyz_array[0][1]*batch->ent->axis[1][1] + mesh->xyz_array[0][2]*batch->ent->axis[2][1] + batch->ent->origin[1];
|
|
point[2] = mesh->xyz_array[0][0]*batch->ent->axis[0][2] + mesh->xyz_array[0][1]*batch->ent->axis[1][2] + mesh->xyz_array[0][2]*batch->ent->axis[2][2] + batch->ent->origin[2];
|
|
|
|
//now we can figure out the plane dist
|
|
plane.dist = DotProduct(point, plane.normal);
|
|
}
|
|
}
|
|
else
|
|
return;
|
|
|
|
//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 < -r_refdef.mindist)
|
|
return;
|
|
|
|
if (r_refdef.recurse >= R_MAX_RECURSE-1)
|
|
{
|
|
GLBE_SelectMode(BEM_DEPTHDARK);
|
|
GLBE_SubmitBatch(batch);
|
|
GLBE_SelectMode(BEM_STANDARD);
|
|
return;
|
|
}
|
|
|
|
|
|
TRACE(("GLR_DrawPortal: portal type %i\n", portaltype));
|
|
|
|
oldrefdef = r_refdef;
|
|
r_refdef.recurse+=1;
|
|
|
|
r_refdef.externalview = true;
|
|
|
|
switch(portaltype)
|
|
{
|
|
case 1: /*fbo explicit mirror (fucked depth, working clip plane)*/
|
|
//fixme: pvs is surely wrong?
|
|
// r_refdef.flipcull ^= SHADER_CULL_FLIP;
|
|
R_MirrorMatrix(&plane);
|
|
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
|
|
|
|
VectorCopy(mesh->xyz_array[0], r_refdef.pvsorigin);
|
|
for (i = 1; i < mesh->numvertexes; i++)
|
|
VectorAdd(r_refdef.pvsorigin, mesh->xyz_array[i], r_refdef.pvsorigin);
|
|
VectorScale(r_refdef.pvsorigin, 1.0/mesh->numvertexes, r_refdef.pvsorigin);
|
|
break;
|
|
|
|
case 2: /*fbo refraction (fucked depth, working clip plane)*/
|
|
case 3: /*screen copy refraction (screen depth, fucked clip planes)*/
|
|
/*refraction image (same view, just with things culled*/
|
|
r_refdef.externalview = oldrefdef.externalview;
|
|
VectorNegate(plane.normal, plane.normal);
|
|
plane.dist = -plane.dist;
|
|
|
|
//use the player's origin for r_viewleaf, because there's not much we can do anyway*/
|
|
VectorCopy(r_origin, r_refdef.pvsorigin);
|
|
|
|
if (cl.worldmodel && cl.worldmodel->funcs.ClusterPVS && !r_novis.ival)
|
|
{
|
|
int clust, i, j;
|
|
float d;
|
|
vec3_t point;
|
|
r_refdef.forcevis = false;
|
|
r_refdef.forcedvis = NULL;
|
|
newvis.buffer = alloca(newvis.buffersize=cl.worldmodel->pvsbytes);
|
|
for (i = batch->firstmesh; i < batch->meshes; i++)
|
|
{
|
|
mesh = batch->mesh[i];
|
|
if (!mesh->xyz_array)
|
|
continue;
|
|
r_refdef.forcevis = true;
|
|
VectorClear(point);
|
|
for (j = 0; j < mesh->numvertexes; j++)
|
|
VectorAdd(point, mesh->xyz_array[j], point);
|
|
VectorScale(point, 1.0f/mesh->numvertexes, point);
|
|
d = DotProduct(point, plane.normal) - plane.dist;
|
|
d += 0.1; //an epsilon on the far side
|
|
VectorMA(point, d, plane.normal, point);
|
|
|
|
clust = cl.worldmodel->funcs.ClusterForPoint(cl.worldmodel, point, NULL);
|
|
if (i == batch->firstmesh)
|
|
r_refdef.forcedvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clust, &newvis, PVM_REPLACE);
|
|
else
|
|
r_refdef.forcedvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clust, &newvis, PVM_MERGE);
|
|
}
|
|
// 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.
|
|
break;
|
|
}
|
|
#endif
|
|
surfent = batch->ent;
|
|
if (batch->ent->keynum)
|
|
view = R_FindPortalCamera(batch->ent);
|
|
else
|
|
{
|
|
view = R_NearestPortal(&plane);
|
|
if (view)
|
|
{ //for q3bsps where the portal surface is embedded in the bsp itself, we need an extra leyer of indirection.
|
|
entity_t *oc = R_FindPortalCamera(view);
|
|
if(oc)
|
|
{
|
|
surfent = view;
|
|
view = oc;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (view && view->rtype == RT_PORTALCAMERA)
|
|
{ //q1-style portal, where the portal is defined via attachments
|
|
//the portal plane itself is assumed to be facing directly forwards from the entity that we're drawing, and with the same origin.
|
|
oplane = plane;
|
|
|
|
TransformCoord(r_refdef.vieworg, surfent->axis, surfent->origin, view->axis, view->origin, r_refdef.vieworg);
|
|
TransformDir(vpn, surfent->axis, view->axis, vpn);
|
|
TransformDir(vright, surfent->axis, view->axis, vright);
|
|
TransformDir(vup, surfent->axis, view->axis, vup);
|
|
|
|
//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];
|
|
|
|
portaltype = 1; //make sure the near clipplane is used.
|
|
break;
|
|
}
|
|
|
|
//portal surfaces with the same origin+oldorigin are explicit mirrors, and skipped in this case.
|
|
if (view && view->rtype == RT_PORTALSURFACE && !VectorCompare(view->origin, view->oldorigin))
|
|
{ //q3-style portal, where a single entity provides orientation+two origins
|
|
float d;
|
|
vec3_t paxis[3], porigin, vaxis[3], vorg;
|
|
|
|
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: q3 gamecode has explicit mirrors. we 'should' just ignore the surface if we've not seen it yet.
|
|
|
|
//a portal with no portal entity, or a portal rentity with an origin equal to its oldorigin, is a mirror.
|
|
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;
|
|
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_std, 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;
|
|
}
|
|
#if 1
|
|
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_std);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
}
|
|
//portals to mask are relative to the old view still.
|
|
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;
|
|
}
|
|
#endif
|
|
// r_refdef = oldrefdef;
|
|
// return;
|
|
|
|
//now determine the stuff the backend will use.
|
|
memcpy(r_refdef.m_view, vmat, sizeof(float)*16);
|
|
VectorAngles(vpn, vup, r_refdef.viewangles, false);
|
|
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;
|
|
if (r_refdef.m_projection_std[5]<0)
|
|
r_refdef.flipcull ^= SHADER_CULL_FLIP;
|
|
|
|
Surf_SetupFrame();
|
|
//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);
|
|
|
|
GLBE_SelectEntity(&r_worldentity);
|
|
|
|
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
|
|
=============
|
|
*/
|
|
int gldepthfunc = GL_LEQUAL;
|
|
qboolean depthcleared;
|
|
void R_Clear (qboolean fbo)
|
|
{
|
|
/*tbh, this entire function should be in the backend*/
|
|
{
|
|
if (!depthcleared || fbo)
|
|
{
|
|
GL_ForceDepthWritable();
|
|
//we no longer clear colour here. we only ever (need to) do that at the start of the frame, and this point can be called multiple times per frame.
|
|
//for performance, we clear the depth at the same time we clear colour, so we can skip clearing depth here the first time around each frame.
|
|
//but for multiple scenes, we do need to clear depth still.
|
|
//fbos always get cleared depth, just in case (colour fbos may contain junk, but hey).
|
|
if ((fbo && r_clear.ival) || r_refdef.stereomethod==STEREO_RED_BLUE||r_refdef.stereomethod==STEREO_RED_GREEN)
|
|
{
|
|
qglClearColor(0, 0, 0, 1);
|
|
qglClear (GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
else
|
|
qglClear (GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
if (!fbo)
|
|
depthcleared = false;
|
|
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)
|
|
{
|
|
#if !defined(ANDROID)
|
|
int vwidth = 1, vheight = 1;
|
|
float vs, vt, cs, ct;
|
|
shader_t *shader;
|
|
|
|
//figure out the size of our texture.
|
|
if (sh_config.texture_non_power_of_two_pic)
|
|
{ //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_FBO_Sources(sceneblur_texture, r_nulltex);
|
|
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);
|
|
GLBE_RenderToTextureUpdate2d(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
|
|
}
|
|
|
|
#if 1
|
|
#include "shader.h"
|
|
/*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;
|
|
vec3_t saveorg;
|
|
|
|
vrect_t vrect;
|
|
pxrect_t prect;
|
|
|
|
shader_t *shader;
|
|
int facemask;
|
|
extern cvar_t r_projection;
|
|
int oldfbo = -1;
|
|
qboolean usefbo = true; //this appears to be a 20% speedup in my tests.
|
|
qboolean fboreset = false;
|
|
int osm = r_refdef.stereomethod;
|
|
|
|
/*needs glsl*/
|
|
if (!gl_config.arb_shader_objects)
|
|
return false;
|
|
|
|
if (!*ffov.string || !strcmp(ffov.string, "0"))
|
|
ffov.value = scr_fov.value;
|
|
|
|
facemask = 0;
|
|
switch(r_projection.ival)
|
|
{
|
|
default: //invalid.
|
|
return false;
|
|
case PROJ_STEREOGRAPHIC:
|
|
shader = R_RegisterShader("postproc_stereographic", SUF_NONE,
|
|
"{\n"
|
|
"program postproc_stereographic\n"
|
|
"{\n"
|
|
"map $sourcecube\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
|
|
facemask |= 1<<4; /*front view*/
|
|
if (ffov.value > 70)
|
|
{
|
|
facemask |= (1<<0) | (1<<1); /*side/top*/
|
|
if (ffov.value > 85)
|
|
facemask |= (1<<2) | (1<<3); /*bottom views*/
|
|
if (ffov.value > 300)
|
|
facemask |= 1<<5; /*back view*/
|
|
}
|
|
break;
|
|
case PROJ_FISHEYE:
|
|
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*/
|
|
break;
|
|
case PROJ_PANORAMA:
|
|
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*/
|
|
}
|
|
facemask = 0x3f;
|
|
break;
|
|
case PROJ_LAEA:
|
|
shader = R_RegisterShader("postproc_laea", SUF_NONE,
|
|
"{\n"
|
|
"program postproc_laea\n"
|
|
"{\n"
|
|
"map $sourcecube\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
|
|
facemask |= 1<<4; /*front view*/
|
|
if (ffov.value > 90)
|
|
{
|
|
facemask |= (1<<0) | (1<<1) | (1<<2) | (1<<3); /*side/top/bottom views*/
|
|
if (ffov.value > 270)
|
|
facemask |= 1<<5; /*back view*/
|
|
}
|
|
break;
|
|
|
|
case PROJ_EQUIRECTANGULAR:
|
|
shader = R_RegisterShader("postproc_equirectangular", SUF_NONE,
|
|
"{\n"
|
|
"program postproc_equirectangular\n"
|
|
"{\n"
|
|
"map $sourcecube\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
|
|
facemask = 0x3f;
|
|
#if 0
|
|
facemask |= 1<<4; /*front view*/
|
|
if (ffov.value > 90)
|
|
{
|
|
facemask |= (1<<0) | (1<<1) | (1<<2) | (1<<3); /*side/top/bottom views*/
|
|
if (ffov.value > 270)
|
|
facemask |= 1<<5; /*back view*/
|
|
}
|
|
#endif
|
|
break;
|
|
}
|
|
|
|
//FIXME: we should be able to rotate the 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 (sh_config.texture_non_power_of_two_pic)
|
|
{
|
|
if (usefbo)
|
|
{
|
|
cmapsize = prect.width > prect.height?prect.width:prect.height;
|
|
if (cmapsize > 4096)//sh_config.texture_maxsize)
|
|
cmapsize = 4096;//sh_config.texture_maxsize;
|
|
}
|
|
else
|
|
cmapsize = prect.width < prect.height?prect.width:prect.height;
|
|
}
|
|
else if (!usefbo)
|
|
{
|
|
while (cmapsize > prect.width || cmapsize > prect.height)
|
|
{
|
|
cmapsize /= 2;
|
|
}
|
|
}
|
|
|
|
if (usefbo)
|
|
{
|
|
r_refdef.flags |= RDF_FISHEYE;
|
|
vid.fbpwidth = vid.fbpheight = cmapsize;
|
|
}
|
|
|
|
//FIXME: gl_max_size
|
|
|
|
VectorCopy(r_refdef.vieworg, saveorg);
|
|
VectorCopy(r_refdef.viewangles, saveang);
|
|
saveang[2] = 0;
|
|
|
|
r_refdef.stereomethod = STEREO_OFF;
|
|
|
|
if (!TEXVALID(scenepp_postproc_cube) || cmapsize != scenepp_postproc_cube_size)
|
|
{
|
|
if (!TEXVALID(scenepp_postproc_cube))
|
|
{
|
|
scenepp_postproc_cube = Image_CreateTexture("***fish***", NULL, IF_TEXTYPE_CUBE|IF_RENDERTARGET|IF_CLAMP|IF_LINEAR);
|
|
qglGenTextures(1, &scenepp_postproc_cube->num);
|
|
}
|
|
else
|
|
{
|
|
qglDeleteTextures(1, &scenepp_postproc_cube->num);
|
|
scenepp_postproc_cube->num = 0;
|
|
GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, scenepp_postproc_cube);
|
|
qglGenTextures(1, &scenepp_postproc_cube->num);
|
|
}
|
|
|
|
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;
|
|
|
|
fboreset = true;
|
|
}
|
|
|
|
vrect = r_refdef.vrect; //save off the old vrect
|
|
|
|
r_refdef.vrect.width = (cmapsize * vid.fbvwidth) / vid.fbpwidth;
|
|
r_refdef.vrect.height = (cmapsize * vid.fbvheight) / vid.fbpheight;
|
|
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;
|
|
|
|
//in theory, we could use a geometry shader to duplicate the polygons to each face.
|
|
//that would of course require that every bit of glsl had such a geometry shader.
|
|
//it would at least reduce cpu load quite a bit.
|
|
for (i = 0; i < 6; i++)
|
|
{
|
|
if (!(facemask & (1<<i)))
|
|
continue;
|
|
|
|
if (usefbo)
|
|
{
|
|
int r = GLBE_FBO_Update(&fbo_postproc_cube, FBO_RB_DEPTH|(fboreset?FBO_RESET:0), &scenepp_postproc_cube, 1, r_nulltex, cmapsize, cmapsize, i);
|
|
fboreset = false;
|
|
if (oldfbo < 0)
|
|
oldfbo = r;
|
|
}
|
|
|
|
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 (usefbo);
|
|
|
|
GL_SetShaderState2D(false);
|
|
|
|
// render normal view
|
|
R_RenderScene ();
|
|
|
|
if (!usefbo)
|
|
{
|
|
GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, scenepp_postproc_cube);
|
|
qglCopyTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, 0, 0, 0, 0, vid.fbpheight - (prect.y + cmapsize), cmapsize, cmapsize);
|
|
}
|
|
}
|
|
|
|
if (usefbo)
|
|
GLBE_FBO_Pop(oldfbo);
|
|
|
|
r_refdef.vrect = vrect;
|
|
r_refdef.pxrect = prect;
|
|
VectorCopy(saveorg, r_refdef.vieworg);
|
|
r_refdef.stereomethod = osm;
|
|
|
|
//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
|
|
if (r_projection.ival == PROJ_EQUIRECTANGULAR)
|
|
{
|
|
//note vr screenshots have requirements here
|
|
R2D_Image(vrect.x, vrect.y, vrect.width, vrect.height, 0, 1, 1, 0, shader);
|
|
}
|
|
else if (r_projection.ival == PROJ_PANORAMA)
|
|
{
|
|
float saspect = .5;
|
|
float taspect = vrect.height / vrect.width * ffov.value / 90;//(0.5 * vrect.width) / vrect.height;
|
|
R2D_Image(vrect.x, vrect.y, vrect.width, vrect.height, -saspect, taspect, saspect, -taspect, shader);
|
|
}
|
|
else if (vrect.width > vrect.height)
|
|
{
|
|
float aspect = (0.5 * vrect.height) / vrect.width;
|
|
R2D_Image(vrect.x, vrect.y, vrect.width, vrect.height, -0.5, aspect, 0.5, -aspect, shader);
|
|
}
|
|
else
|
|
{
|
|
float aspect = (0.5 * vrect.width) / vrect.height;
|
|
R2D_Image(vrect.x, vrect.y, vrect.width, vrect.height, -aspect, 0.5, aspect, -0.5, shader);
|
|
}
|
|
|
|
if (R2D_Flush)
|
|
R2D_Flush();
|
|
|
|
//revert the matricies
|
|
/* qglMatrixMode(GL_PROJECTION);
|
|
qglPopMatrix();
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPopMatrix();
|
|
*/
|
|
return true;
|
|
}
|
|
#endif
|
|
|
|
texid_t R_RenderPostProcess (texid_t sourcetex, texid_t sourcedepth, int type, shader_t *shader, char *restexname)
|
|
{
|
|
if (r_refdef.flags & type)
|
|
{
|
|
r_refdef.flags &= ~type;
|
|
|
|
if (r_refdef.flags & RDF_ALLPOSTPROC)
|
|
{ //there's other post-processing passes that still need to be applied.
|
|
//thus we need to write this output to a texture.
|
|
int w = (r_refdef.vrect.width * vid.pixelwidth) / vid.width;
|
|
int h = (r_refdef.vrect.height * vid.pixelheight) / vid.height;
|
|
if (R2D_Flush)
|
|
R2D_Flush();
|
|
GLBE_FBO_Sources(sourcetex, sourcedepth);
|
|
sourcetex = R2D_RT_Configure(restexname, w, h, TF_RGBA32, RT_IMAGEFLAGS);
|
|
GLBE_FBO_Update(&fbo_postproc, 0, &sourcetex, 1, r_nulltex, w, h, 0);
|
|
qglViewport(0,0,w,h);
|
|
R2D_ScalePic(0, 0, vid.fbvwidth, vid.fbvheight, shader);
|
|
if (R2D_Flush)
|
|
R2D_Flush();
|
|
GLBE_RenderToTextureUpdate2d(true);
|
|
}
|
|
else
|
|
{ //yay, dump it to the screen
|
|
//update stuff now that we're not rendering the 3d scene
|
|
if (R2D_Flush)
|
|
R2D_Flush();
|
|
GLBE_FBO_Sources(sourcetex, sourcedepth);
|
|
R2D_ScalePic(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height, shader);
|
|
if (R2D_Flush)
|
|
R2D_Flush();
|
|
}
|
|
}
|
|
|
|
return sourcetex;
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderView
|
|
|
|
r_refdef must be set before the first call
|
|
================
|
|
*/
|
|
void GLR_RenderView (void)
|
|
{
|
|
int dofbo = *r_refdef.rt_destcolour[0].texname || *r_refdef.rt_depth.texname;
|
|
double time1 = 0, time2;
|
|
texid_t sourcetex = r_nulltex;
|
|
texid_t sourcedepth = r_nulltex;
|
|
shader_t *custompostproc = NULL;
|
|
float renderscale; //extreme, but whatever
|
|
int oldfbo = 0;
|
|
qboolean forcedfb = false;
|
|
qboolean fbdepth = false;
|
|
|
|
checkglerror();
|
|
|
|
if (r_norefresh.value || !vid.fbpwidth || !vid.fbpwidth)
|
|
return;
|
|
|
|
//when loading/bugged, its possible that the world is still loading.
|
|
//in this case, don't act as a wallhack (unless the world is meant to be hidden anyway)
|
|
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
|
|
{
|
|
//FIXME: fbo stuff
|
|
if (!r_worldentity.model || !cl.worldmodel)
|
|
r_refdef.flags |= RDF_NOWORLDMODEL;
|
|
else if (r_worldentity.model->loadstate != MLS_LOADED || !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");
|
|
}
|
|
|
|
//check if we're underwater (this also limits damage from stereo wallhacks).
|
|
Surf_SetupFrame();
|
|
r_refdef.flags &= ~(RDF_ALLPOSTPROC|RDF_RENDERSCALE);
|
|
|
|
if (dofbo || (r_refdef.flags & RDF_NOWORLDMODEL))
|
|
renderscale = 1;
|
|
else
|
|
{
|
|
renderscale = r_renderscale.value;
|
|
if (R_CanBloom())
|
|
r_refdef.flags |= RDF_BLOOM;
|
|
}
|
|
|
|
//check if we can do underwater warp
|
|
if (cls.protocol != CP_QUAKE2) //quake2 tells us directly
|
|
{
|
|
if (r_viewcontents & FTECONTENTS_FLUID)
|
|
r_refdef.flags |= RDF_UNDERWATER;
|
|
else
|
|
r_refdef.flags &= ~RDF_UNDERWATER;
|
|
}
|
|
if (r_refdef.flags & RDF_UNDERWATER)
|
|
{
|
|
extern cvar_t r_projection;
|
|
if (!r_waterwarp.value || r_projection.ival)
|
|
r_refdef.flags &= ~RDF_UNDERWATER; //no warp at all
|
|
else if (r_waterwarp.value > 0 && scenepp_waterwarp)
|
|
r_refdef.flags |= RDF_WATERWARP; //try fullscreen warp instead if we can
|
|
}
|
|
|
|
if (!r_refdef.globalfog.density)
|
|
{
|
|
int fogtype = ((r_refdef.flags & RDF_UNDERWATER) && cl.fog[FOGTYPE_WATER].density)?FOGTYPE_WATER:FOGTYPE_AIR;
|
|
CL_BlendFog(&r_refdef.globalfog, &cl.oldfog[fogtype], realtime, &cl.fog[fogtype]);
|
|
r_refdef.globalfog.density /= 64; //FIXME
|
|
}
|
|
|
|
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
|
|
{
|
|
if (r_fxaa.ival)
|
|
r_refdef.flags |= RDF_ANTIALIAS;
|
|
if (*r_postprocshader.string)
|
|
custompostproc = R_RegisterCustom(NULL, r_postprocshader.string, SUF_NONE, NULL, NULL);
|
|
else if (!r_graphics.ival)
|
|
custompostproc = R_RegisterShader("postproc_ascii", 0,
|
|
"{\n"
|
|
"program postproc_ascii\n"
|
|
"affine\n"
|
|
"{\n"
|
|
"map $sourcecolour\n"
|
|
"nodepthtest\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
if (custompostproc)
|
|
r_refdef.flags |= RDF_CUSTOMPOSTPROC;
|
|
|
|
if (r_hdr_framebuffer.ival && !(vid.flags & VID_FP16)) //primary use of this cvar is to fix q3shader overbrights (so bright lightmaps can oversaturate then drop below 1 by modulation with the lightmap
|
|
forcedfb = true;
|
|
if (custompostproc)
|
|
{
|
|
int i;
|
|
for (i = 0; i < custompostproc->numpasses; i++)
|
|
if (custompostproc->passes[i].texgen == T_GEN_SOURCEDEPTH)
|
|
{
|
|
fbdepth = true;
|
|
break;
|
|
}
|
|
}
|
|
if (vid_hardwaregamma.ival == 4 && (v_gamma.value != 1 || v_contrast.value != 1 || v_contrastboost.value != 1|| v_brightness.value != 0))
|
|
r_refdef.flags |= RDF_SCENEGAMMA;
|
|
}
|
|
|
|
//disable stuff if its simply not supported.
|
|
if (dofbo || !gl_config.arb_shader_objects || !gl_config.ext_framebuffer_objects || !sh_config.texture_non_power_of_two_pic)
|
|
{
|
|
forcedfb &= !dofbo && gl_config.ext_framebuffer_objects && sh_config.texture_non_power_of_two_pic;
|
|
r_refdef.flags &= ~(RDF_ALLPOSTPROC); //block all of this stuff
|
|
}
|
|
if (dofbo)
|
|
forcedfb = false;
|
|
else if (renderscale != 1)
|
|
forcedfb = gl_config.ext_framebuffer_objects && sh_config.texture_non_power_of_two_pic;
|
|
|
|
BE_Scissor(NULL);
|
|
if (dofbo)
|
|
{
|
|
unsigned int flags = 0;
|
|
texid_t col[R_MAX_RENDERTARGETS], depth = r_nulltex;
|
|
unsigned int cw=0, ch=0, dw=0, dh=0;
|
|
int mrt;
|
|
|
|
if (!gl_config.ext_framebuffer_objects && sh_config.texture_non_power_of_two_pic)
|
|
{
|
|
Con_DPrintf(CON_WARNING"Render targets are not supported on this gpu.\n");
|
|
return; //not supported on this gpu. you'll just get black textures or something.
|
|
}
|
|
|
|
//3d views generally ignore source colour+depth.
|
|
//FIXME: support depth with no colour
|
|
for (mrt = 0; mrt < R_MAX_RENDERTARGETS; mrt++)
|
|
{
|
|
if (*r_refdef.rt_destcolour[mrt].texname)
|
|
{
|
|
col[mrt] = R2D_RT_GetTexture(r_refdef.rt_destcolour[mrt].texname, &cw, &ch);
|
|
if (!TEXVALID(col[mrt]))
|
|
break;
|
|
}
|
|
else
|
|
{
|
|
col[mrt] = r_nulltex;
|
|
break;
|
|
}
|
|
}
|
|
if (*r_refdef.rt_depth.texname)
|
|
depth = R2D_RT_GetTexture(r_refdef.rt_depth.texname, &dw, &dh);
|
|
|
|
if (mrt)
|
|
{ //colour (with or without depth)
|
|
if (*r_refdef.rt_depth.texname && (dw != cw || dh != ch))
|
|
{
|
|
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(depth))
|
|
flags |= FBO_TEX_DEPTH;
|
|
else
|
|
flags |= FBO_RB_DEPTH;
|
|
oldfbo = GLBE_FBO_Update(&fbo_gameview, flags, col, mrt, depth, vid.fbpwidth, vid.fbpheight, 0);
|
|
}
|
|
else if ((r_refdef.flags & (RDF_ALLPOSTPROC)) || forcedfb)
|
|
{
|
|
unsigned int rtflags = IF_NOMIPMAP|IF_CLAMP|IF_RENDERTARGET|IF_NOSRGB;
|
|
enum uploadfmt fmt;
|
|
unsigned int fboflags = 0;
|
|
|
|
r_refdef.flags |= RDF_RENDERSCALE;
|
|
|
|
//the game needs to be drawn to a texture for post processing
|
|
if (1)//vid.framebuffer)
|
|
{
|
|
vid.fbpwidth = (r_refdef.vrect.width * r_refdef.pxrect.width) / vid.width;
|
|
vid.fbpheight = (r_refdef.vrect.height * r_refdef.pxrect.height) / vid.height;
|
|
}
|
|
else
|
|
{
|
|
vid.fbpwidth = (r_refdef.vrect.width * vid.pixelwidth) / vid.width;
|
|
vid.fbpheight = (r_refdef.vrect.height * vid.pixelheight) / vid.height;
|
|
}
|
|
|
|
if (renderscale < 0)
|
|
{
|
|
renderscale = -renderscale;
|
|
rtflags |= IF_NEAREST;
|
|
vid.fbpwidth *= renderscale;
|
|
vid.fbpheight *= renderscale;
|
|
}
|
|
else
|
|
{
|
|
rtflags |= IF_LINEAR;
|
|
vid.fbpwidth *= renderscale;
|
|
vid.fbpheight *= renderscale;
|
|
}
|
|
|
|
//well... err... meh.
|
|
vid.fbpwidth = bound(1, vid.fbpwidth, sh_config.texture2d_maxsize);
|
|
vid.fbpheight = bound(1, vid.fbpheight, sh_config.texture2d_maxsize);
|
|
|
|
vid.fbvwidth = vid.fbpwidth;
|
|
vid.fbvheight = vid.fbpheight;
|
|
|
|
fmt = PTI_RGBA8;
|
|
if (r_hdr_framebuffer.ival < 0)
|
|
{ //cvar change handler will set ival negative if it matches a known format name, doesn't mean its supported.
|
|
fmt = -r_hdr_framebuffer.ival;
|
|
if (fmt >= PTI_FIRSTCOMPRESSED || !sh_config.texfmt[fmt])
|
|
fmt = PTI_RGB565;
|
|
}
|
|
else if ((r_refdef.flags&RDF_SCENEGAMMA)||(vid.flags&(VID_SRGBAWARE|VID_FP16))||r_hdr_framebuffer.ival)
|
|
{ //gamma ramps really need higher colour precision, otherwise the entire thing looks terrible.
|
|
if (sh_config.texfmt[PTI_B10G11R11F])
|
|
fmt = PTI_B10G11R11F;
|
|
else if (sh_config.texfmt[PTI_RGBA16F])
|
|
fmt = PTI_RGBA16F;
|
|
else if (sh_config.texfmt[PTI_A2BGR10])
|
|
fmt = PTI_A2BGR10;
|
|
}
|
|
|
|
sourcetex = R2D_RT_Configure("rt/$lastgameview", vid.fbpwidth, vid.fbpheight, fmt, rtflags);
|
|
if (fbdepth)
|
|
{
|
|
if (sh_config.texfmt[PTI_DEPTH24_8] && !r_shadow_shadowmapping.ival)
|
|
fmt = PTI_DEPTH24_8;
|
|
else if (sh_config.texfmt[PTI_DEPTH32])
|
|
fmt = PTI_DEPTH32;
|
|
else
|
|
fmt = PTI_DEPTH16;
|
|
}
|
|
else
|
|
fmt = PTI_INVALID;
|
|
sourcedepth = (fmt != PTI_INVALID)?R2D_RT_Configure("rt/$lastgameviewdepth", vid.fbpwidth, vid.fbpheight, fmt, rtflags):r_nulltex;
|
|
if (sourcedepth)
|
|
fboflags = FBO_TEX_DEPTH;
|
|
else
|
|
fboflags = FBO_RB_DEPTH;
|
|
|
|
oldfbo = GLBE_FBO_Update(&fbo_gameview, fboflags, &sourcetex, 1, sourcedepth, vid.fbpwidth, vid.fbpheight, 0);
|
|
dofbo = true;
|
|
}
|
|
else if (vid.framebuffer)
|
|
{
|
|
vid.fbvwidth = vid.width;
|
|
vid.fbvheight = vid.height;
|
|
vid.fbpwidth = vid.framebuffer->width;
|
|
vid.fbpheight = vid.framebuffer->height;
|
|
}
|
|
else
|
|
{
|
|
vid.fbvwidth = vid.width;
|
|
vid.fbvheight = vid.height;
|
|
vid.fbpwidth = vid.pixelwidth;
|
|
vid.fbpheight = vid.pixelheight;
|
|
}
|
|
r_refdef.flipcull = 0;
|
|
|
|
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, r_tessellation_level.value);
|
|
}
|
|
|
|
if (gl_finish.ival)
|
|
{
|
|
RSpeedMark();
|
|
qglFinish ();
|
|
RSpeedEnd(RSPEED_SUBMIT);
|
|
}
|
|
|
|
if (r_speeds.ival)
|
|
{
|
|
time1 = Sys_DoubleTime ();
|
|
}
|
|
|
|
if (!(r_refdef.flags & RDF_NOWORLDMODEL) && R_RenderScene_Cubemap())
|
|
{
|
|
|
|
}
|
|
else
|
|
{
|
|
GL_SetShaderState2D(false);
|
|
|
|
R_Clear (dofbo);
|
|
|
|
// 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_FBO_Pop(oldfbo);
|
|
|
|
GLBE_RenderToTextureUpdate2d(false);
|
|
GL_Set2D (2);
|
|
|
|
// SCENE POST PROCESSING
|
|
|
|
if (forcedfb && !(r_refdef.flags & RDF_ALLPOSTPROC))
|
|
{
|
|
GLBE_FBO_Sources(sourcetex, sourcedepth);
|
|
R2D_Image(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height, 0, 1, 1, 0, scenepp_rescaled);
|
|
}
|
|
else
|
|
{
|
|
if (r_refdef.flags & RDF_SCENEGAMMA)
|
|
{
|
|
R2D_ImageColours (v_gammainverted.ival?v_gamma.value:(1/v_gamma.value), v_contrast.value, v_brightness.value, v_contrastboost.value);
|
|
sourcetex = R_RenderPostProcess (sourcetex, sourcedepth, RDF_SCENEGAMMA, scenepp_gamma, "rt/$gammaed");
|
|
R2D_ImageColours (1, 1, 1, 1);
|
|
}
|
|
sourcetex = R_RenderPostProcess (sourcetex, sourcedepth, RDF_WATERWARP, scenepp_waterwarp, "rt/$waterwarped");
|
|
sourcetex = R_RenderPostProcess (sourcetex, sourcedepth, RDF_CUSTOMPOSTPROC, custompostproc, "rt/$postproced");
|
|
sourcetex = R_RenderPostProcess (sourcetex, sourcedepth, RDF_ANTIALIAS, scenepp_antialias, "rt/$antialiased");
|
|
if (r_refdef.flags & RDF_BLOOM)
|
|
R_BloomBlend(sourcetex, r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height);
|
|
}
|
|
|
|
if (R2D_Flush)
|
|
R2D_Flush();
|
|
|
|
GLBE_FBO_Sources(r_nulltex, r_nulltex);
|
|
|
|
if (gl_motionblur.value>0 && gl_motionblur.value < 1 && qglCopyTexImage2D)
|
|
R_RenderMotionBlur();
|
|
|
|
if (gl_screenangle.value)
|
|
GL_Set2D (false); //make sure any hud stuff is rotated properly.
|
|
|
|
checkglerror();
|
|
}
|
|
|
|
#endif
|