mirror of
https://github.com/nzp-team/fteqw.git
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8d5b217266
r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
1407 lines
34 KiB
C
1407 lines
34 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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entity_t r_worldentity;
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vec3_t modelorg, r_entorigin;
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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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float r_wateralphaval; //allowed or not...
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//mplane_t frustum[4];
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int c_brush_polys, c_alias_polys;
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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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texture_t *r_notexture_mip;
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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 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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#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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// 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",
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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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}
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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, 0));
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TEXASSIGN(scenepp_texture_edge, GL_AllocNewTexture("***postprocess_edge***", PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0));
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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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if (fx < fy)
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{
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fy = fx;
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}
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pp_edge_tex[i ] = fy * 255;
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pp_edge_tex[i+1] = 0;
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pp_edge_tex[i+2] = 0;
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}
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}
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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 & Q2RF_WEAPONMODEL && r_refdef.currentplayernum>=0)
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{
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entity_t *view = &cl.viewent[r_refdef.currentplayernum];
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float em[16];
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float vm[16];
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vm[0] = view->axis[0][0];
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vm[1] = view->axis[0][1];
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vm[2] = view->axis[0][2];
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vm[3] = 0;
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vm[4] = view->axis[1][0];
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vm[5] = view->axis[1][1];
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vm[6] = view->axis[1][2];
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vm[7] = 0;
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vm[8] = view->axis[2][0];
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vm[9] = view->axis[2][1];
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vm[10] = view->axis[2][2];
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vm[11] = 0;
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vm[12] = view->origin[0];
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vm[13] = view->origin[1];
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vm[14] = view->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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/*
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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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float screenaspect;
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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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x = r_refdef.vrect.x * vid.pixelwidth/(int)vid.width;
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x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * vid.pixelwidth/(int)vid.width;
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y = (vid.height-r_refdef.vrect.y) * vid.pixelheight/(int)vid.height;
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y2 = ((int)vid.height - (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 < 0)
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y2--;
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if (y < vid.pixelheight)
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y++;
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w = x2 - x;
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h = y - y2;
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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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qglViewport (x, y2, w, h);
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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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if (r_waterwarp.value<0 && (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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screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
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if (r_refdef.useperspective)
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{
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int stencilshadows = 0;
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#ifdef RTLIGHTS
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stencilshadows |= r_shadow_realtime_dlight.ival && r_shadow_realtime_dlight_shadows.ival;
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stencilshadows |= r_shadow_realtime_world.ival && r_shadow_realtime_world_shadows.ival;
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#endif
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if (1)//(!stencilshadows || !gl_stencilbits) && gl_maxdist.value>=100)//gl_nv_range_clamp)
|
|
{
|
|
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
|
|
// yfov = (2.0 * tan (scr_fov.value/360*M_PI)) / screenaspect;
|
|
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov.value*2)/M_PI;
|
|
// MYgluPerspective (yfov, screenaspect, 4, 4096);
|
|
|
|
Matrix4x4_CM_Projection_Far(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value, gl_maxdist.value);
|
|
}
|
|
else
|
|
{
|
|
Matrix4x4_CM_Projection_Inf(r_refdef.m_projection, fov_x, fov_y, gl_mindist.value);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (gl_maxdist.value>=1)
|
|
Matrix4x4_CM_Orthographic(r_refdef.m_projection, -fov_x/2, fov_x/2, -fov_y/2, fov_y/2, -gl_maxdist.value, gl_maxdist.value);
|
|
else
|
|
Matrix4x4_CM_Orthographic(r_refdef.m_projection, 0, r_refdef.vrect.width, 0, r_refdef.vrect.height, -9999, 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);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
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 |= Q2RDF_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;
|
|
|
|
}
|
|
if (i)
|
|
qglClear (GL_DEPTH_BUFFER_BIT);
|
|
|
|
TRACE(("dbg: calling R_SetupGL\n"));
|
|
R_SetupGL (stereooffset[i]);
|
|
|
|
TRACE(("dbg: calling R_SetFrustrum\n"));
|
|
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 2:
|
|
case 3:
|
|
case 4:
|
|
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
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(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(r_refdef.m_view, wplane->normal, vplane);
|
|
VectorScale(wplane->normal, wplane->dist, ping);
|
|
Matrix4x4_CM_Transform3(r_refdef.m_view, 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 GLR_DrawPortal(batch_t *batch, batch_t **blist, int portaltype)
|
|
{
|
|
entity_t *view;
|
|
// GLdouble glplane[4];
|
|
plane_t plane;
|
|
refdef_t oldrefdef;
|
|
mesh_t *mesh = batch->mesh[batch->firstmesh];
|
|
int sort;
|
|
qbyte newvis[(MAX_MAP_LEAFS+7)/8];
|
|
|
|
if (r_refdef.recurse)
|
|
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.
|
|
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist < 0)
|
|
return;
|
|
|
|
TRACE(("GLR_DrawPortal: portal type %i\n", portaltype));
|
|
|
|
oldrefdef = r_refdef;
|
|
r_refdef.recurse = true;
|
|
|
|
r_refdef.externalview = true;
|
|
|
|
if (portaltype == 1)
|
|
{
|
|
/*explicit mirror*/
|
|
r_refdef.flipcull ^= true;
|
|
R_MirrorMatrix(&plane);
|
|
}
|
|
else if (portaltype == 2)
|
|
{
|
|
/*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);
|
|
}
|
|
}
|
|
else if (batch->ent != &r_worldentity)
|
|
{
|
|
float d;
|
|
view = batch->ent;
|
|
d = DotProduct(r_refdef.vieworg, plane.normal) - plane.dist;
|
|
d-= 0.1; //nudge it past.
|
|
VectorAdd(r_refdef.vieworg, view->oldorigin, r_refdef.vieworg); //trivial offset for the warpzone.
|
|
VectorMA(r_refdef.vieworg, -d, plane.normal, r_refdef.pvsorigin); //clip the pvs origin to the plane.
|
|
}
|
|
else if (!(view = R_NearestPortal(&plane)) || VectorCompare(view->origin, view->oldorigin))
|
|
{
|
|
r_refdef.flipcull ^= true;
|
|
R_MirrorMatrix(&plane);
|
|
}
|
|
else
|
|
{
|
|
float d;
|
|
vec3_t paxis[3], porigin, vaxis[3], vorg;
|
|
void PerpendicularVector( vec3_t dst, const vec3_t src );
|
|
|
|
/*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*/
|
|
RotatePointAroundVector(vaxis[1], vaxis[0], view->axis[1], sin(realtime)*4);
|
|
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(r_refdef.m_view, vpn, vright, vup, r_refdef.vieworg);
|
|
VectorAngles(vpn, vup, r_refdef.viewangles);
|
|
VectorCopy(r_refdef.vieworg, r_origin);
|
|
|
|
/*FIXME: the batch stuff should be done in renderscene*/
|
|
|
|
/*fixup the first mesh index*/
|
|
for (sort = 0; sort < SHADER_SORT_COUNT; sort++)
|
|
for (batch = blist[sort]; batch; batch = batch->next)
|
|
{
|
|
batch->firstmesh = batch->meshes;
|
|
}
|
|
|
|
GL_CullFace(0);
|
|
|
|
/*FIXME: can we get away with stenciling the screen?*/
|
|
/*Add to frustum culling instead of clip planes?*/
|
|
// if (qglClipPlane)
|
|
// {
|
|
// 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);
|
|
// }
|
|
frustum[4].normal[0] = plane.normal[0];
|
|
frustum[4].normal[1] = plane.normal[1];
|
|
frustum[4].normal[2] = plane.normal[2];
|
|
frustum[4].dist = plane.dist + 0.01;
|
|
R_ObliqueNearClip(&frustum[4]);
|
|
R_RenderScene();
|
|
// if (qglClipPlane)
|
|
// qglDisable(GL_CLIP_PLANE0);
|
|
|
|
for (sort = 0; sort < SHADER_SORT_COUNT; sort++)
|
|
for (batch = blist[sort]; batch; batch = batch->next)
|
|
{
|
|
batch->firstmesh = 0;
|
|
}
|
|
r_refdef = oldrefdef;
|
|
|
|
/*broken stuff*/
|
|
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
|
|
VectorCopy (r_refdef.vieworg, r_origin);
|
|
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
|
|
|
|
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);
|
|
|
|
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
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_Clear
|
|
=============
|
|
*/
|
|
int gldepthfunc = GL_LEQUAL;
|
|
void R_Clear (void)
|
|
{
|
|
/*tbh, this entire function should be in the backend*/
|
|
GL_ForceDepthWritable();
|
|
{
|
|
if (r_clear.ival && !r_secondaryview && !r_refdef.currentplayernum && !(r_refdef.flags & Q2RDF_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
|
|
|
|
void GLBE_RenderToTexture(texid_t sourcecol, texid_t sourcedepth, texid_t destcol, qboolean usedepth);
|
|
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",
|
|
"{\n"
|
|
"program default2d\n"
|
|
"{\n"
|
|
"map $sourcecolour\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
GLBE_RenderToTexture(sceneblur_texture, r_nulltex, r_nulltex, false);
|
|
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_RenderToTexture(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;
|
|
vrect_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",
|
|
"{\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",
|
|
"{\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*/
|
|
}
|
|
|
|
//fixme: should already have the vrect somewhere.
|
|
SCR_VRectForPlayer(&vrect, r_refdef.currentplayernum);
|
|
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;
|
|
|
|
qglViewport (prect.x, vid.pixelheight - (prect.y+prect.height), prect.width, prect.height);
|
|
|
|
// 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)
|
|
{
|
|
double time1 = 0, time2;
|
|
|
|
checkglerror();
|
|
|
|
if (r_norefresh.value || !vid.pixelwidth || !vid.pixelheight)
|
|
{
|
|
GL_DoSwap();
|
|
return;
|
|
}
|
|
|
|
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
|
if (!r_worldentity.model || !cl.worldmodel)
|
|
{
|
|
GL_DoSwap();
|
|
return;
|
|
}
|
|
// Sys_Error ("R_RenderView: NULL worldmodel");
|
|
|
|
|
|
|
|
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 ();
|
|
c_brush_polys = 0;
|
|
c_alias_polys = 0;
|
|
}
|
|
|
|
if (!(r_refdef.flags & Q2RDF_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));
|
|
|
|
RQuantAdd(RQUANT_WPOLYS, c_brush_polys);
|
|
RQuantAdd(RQUANT_EPOLYS, c_alias_polys);
|
|
// Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
|
|
}
|
|
|
|
checkglerror();
|
|
|
|
GL_Set2D (false);
|
|
|
|
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
|
|
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, NULL, NULL);
|
|
if (postproc)
|
|
{
|
|
R2D_ScalePic(0, 0, vid.width, vid.height, postproc);
|
|
}
|
|
}
|
|
|
|
checkglerror();
|
|
}
|
|
|
|
#endif
|