mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-13 07:47:45 +00:00
6e3f69f504
fte particle scripts are disabled (classic works). I'll fix these in the new year. Redid framestate stuff again. Slightly better now, but this is the bulk of the changes here. Reworked the renderqueue to provide batches of items instead of individual items. This cleans up the particle rendering code significantly, and is a step towards multiple concurrent particle systems. fte's scripted particles are broken as I'm trying to find a way to rework them to batch types together, rather than having to restart each batch after each particle when you have two particles in a trail. I'll fix it some time. Reworked some alias model code regarding skeletal models. Added some conceptual skeletal bone control builtins available to csqc. Currently it can query the bone names and save off animation states, but can't animate - its just not complete. Added more info to glsl custom shaders. Updated surface sorting on halflife maps to properly cope with alphaed entities, rather than just texture-based blends (q2-style). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3095 fc73d0e0-1445-4013-8a0c-d673dee63da5
1868 lines
44 KiB
C
1868 lines
44 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 RGLQUAKE
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#include "glquake.h"
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#include "renderque.h"
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#ifdef Q3SHADERS
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#include "shader.h"
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#endif
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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_canstencil;
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vrect_t gl_truescreenrect;
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FTEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB;
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FTEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB;
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#define Q2RF_WEAPONMODEL 4 // only draw through eyes
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#define Q2RF_DEPTHHACK 16
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entity_t r_worldentity;
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qboolean r_cache_thrash; // compatability
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vec3_t modelorg, r_entorigin;
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entity_t *currententity;
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int r_visframecount; // bumped when going to a new PVS
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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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qboolean envmap; // true during envmap command capture
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int particletexture; // little dot for particles
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int particlecqtexture; // little dot for particles
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int explosiontexture;
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int balltexture;
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int playertextures; // up to 16 color translated skins
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int mirrortexturenum; // quake texturenum, not gltexturenum
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qboolean mirror;
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mplane_t *mirror_plane;
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msurface_t *r_mirror_chain;
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qboolean r_inmirror; //or out-of-body
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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 float r_projection_matrix[16];
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extern float r_view_matrix[16];
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//
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// screen size info
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//
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refdef_t r_refdef;
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mleaf_t *r_viewleaf, *r_oldviewleaf;
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mleaf_t *r_viewleaf2, *r_oldviewleaf2;
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int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
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texture_t *r_notexture_mip;
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//void R_MarkLeaves (void);
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cvar_t r_norefresh = SCVAR("r_norefresh","0");
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//cvar_t r_drawentities = SCVAR("r_drawentities","1");
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//cvar_t r_drawviewmodel = SCVAR("r_drawviewmodel","1");
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//cvar_t r_speeds = SCVAR("r_speeds","0");
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//cvar_t r_fullbright = SCVAR("r_fullbright","0");
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cvar_t r_mirroralpha = SCVARF("r_mirroralpha","1", CVAR_CHEAT);
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//cvar_t r_waterwarp = SCVAR("r_waterwarp", "0");
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//cvar_t r_novis = SCVAR("r_novis","0");
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//cvar_t r_netgraph = SCVAR("r_netgraph","0");
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extern cvar_t gl_part_flame;
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cvar_t gl_clear = SCVAR("gl_clear","0");
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cvar_t gl_cull = SCVAR("gl_cull","1");
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cvar_t gl_smoothmodels = SCVAR("gl_smoothmodels","1");
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cvar_t gl_affinemodels = SCVAR("gl_affinemodels","0");
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cvar_t gl_playermip = SCVAR("gl_playermip","0");
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cvar_t gl_keeptjunctions = SCVAR("gl_keeptjunctions","1");
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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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cvar_t gl_maxdist = SCVAR("gl_maxdist", "8192");
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extern cvar_t gl_contrast;
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extern cvar_t gl_mindist;
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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 gl_ztrick;
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extern cvar_t scr_fov;
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// post processing stuff
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int sceneblur_texture;
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int scenepp_texture;
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int scenepp_texture_warp;
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int scenepp_texture_edge;
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int scenepp_ww_program;
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int scenepp_ww_parm_texture0i;
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int scenepp_ww_parm_texture1i;
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int scenepp_ww_parm_texture2i;
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int scenepp_ww_parm_ampscalef;
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int scenepp_mt_program;
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int scenepp_mt_parm_texture0i;
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int scenepp_mt_parm_colorf;
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int scenepp_mt_parm_inverti;
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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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char *genericvert = "\
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varying vec2 v_texCoord0;\
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varying vec2 v_texCoord1;\
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varying vec2 v_texCoord2;\
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void main (void)\
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{\
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vec4 v = vec4( gl_Vertex.x, gl_Vertex.y, gl_Vertex.z, 1.0 );\
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gl_Position = gl_ModelViewProjectionMatrix * v;\
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v_texCoord0 = gl_MultiTexCoord0.xy;\
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v_texCoord1 = gl_MultiTexCoord1.xy;\
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v_texCoord2 = gl_MultiTexCoord2.xy;\
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}\
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";
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char *wwfrag = "\
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varying vec2 v_texCoord0;\
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varying vec2 v_texCoord1;\
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varying vec2 v_texCoord2;\
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uniform sampler2D theTexture0;\
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uniform sampler2D theTexture1;\
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uniform sampler2D theTexture2;\
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uniform float ampscale;\
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void main (void)\
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{\
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float amptemp;\
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vec3 edge;\
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edge = texture2D( theTexture2, v_texCoord2 ).rgb;\
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amptemp = ampscale * edge.x;\
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vec3 offset;\
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offset = texture2D( theTexture1, v_texCoord1 ).rgb;\
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offset.x = (offset.x - 0.5) * 2.0;\
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offset.y = (offset.y - 0.5) * 2.0;\
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vec2 temp;\
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temp.x = v_texCoord0.x + offset.x * amptemp;\
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temp.y = v_texCoord0.y + offset.y * amptemp;\
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gl_FragColor = texture2D( theTexture0, temp );\
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}\
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";
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if (qglGetError())
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Con_Printf("GL Error before initing shader object\n");
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scenepp_ww_program = GLSlang_CreateProgram(NULL, genericvert, wwfrag);
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if (!scenepp_ww_program)
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return;
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scenepp_ww_parm_texture0i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture0");
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scenepp_ww_parm_texture1i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture1");
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scenepp_ww_parm_texture2i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture2");
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scenepp_ww_parm_ampscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "ampscale");
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GLSlang_UseProgram(scenepp_ww_program);
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GLSlang_SetUniform1i(scenepp_ww_parm_texture0i, 0);
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GLSlang_SetUniform1i(scenepp_ww_parm_texture1i, 1);
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GLSlang_SetUniform1i(scenepp_ww_parm_texture2i, 2);
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GLSlang_UseProgram(0);
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if (qglGetError())
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Con_Printf(CON_ERROR "GL Error initing shader object\n");
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}
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void GL_InitSceneProcessingShaders_MenuTint(void)
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{
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char *vshader = "\
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varying vec2 texcoord;\
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void main(void)\
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{\
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texcoord = gl_MultiTexCoord0.xy;\
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gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
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}";
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char *fshader = "\
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varying vec2 texcoord;\
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uniform vec3 colorparam;\
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uniform sampler2D source;\
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uniform int invert;\
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const vec3 lumfactors = vec3(0.299, 0.587, 0.114);\
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const vec3 invertvec = vec3(1.0, 1.0, 1.0);\
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void main(void)\
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{\
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vec3 texcolor = texture2D(source, texcoord).rgb;\
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float luminance = dot(lumfactors, texcolor);\
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texcolor = vec3(luminance, luminance, luminance);\
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texcolor *= colorparam;\
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texcolor = invert > 0 ? (invertvec - texcolor) : texcolor;\
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gl_FragColor = vec4(texcolor, 1.0);\
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}";
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if (qglGetError())
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Con_Printf("GL Error before initing shader object\n");
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scenepp_mt_program = GLSlang_CreateProgram(NULL, vshader, fshader);
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if (!scenepp_mt_program)
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return;
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scenepp_mt_parm_texture0i = GLSlang_GetUniformLocation(scenepp_mt_program, "source");
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scenepp_mt_parm_colorf = GLSlang_GetUniformLocation(scenepp_mt_program, "colorparam");
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scenepp_mt_parm_inverti = GLSlang_GetUniformLocation(scenepp_mt_program, "invert");
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GLSlang_UseProgram(scenepp_mt_program);
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GLSlang_SetUniform1i(scenepp_mt_parm_texture0i, 0);
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GLSlang_UseProgram(0);
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if (qglGetError())
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Con_Printf(CON_ERROR "GL Error initing shader object\n");
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}
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void GL_InitSceneProcessingShaders (void)
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{
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GL_InitSceneProcessingShaders_WaterWarp();
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GL_InitSceneProcessingShaders_MenuTint();
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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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sceneblur_texture = texture_extension_number++;
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if (!gl_config.arb_shader_objects)
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return;
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scenepp_texture = texture_extension_number++;
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scenepp_texture_warp = texture_extension_number++;
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scenepp_texture_edge = texture_extension_number++;
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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_Bind(scenepp_texture_warp);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qglTexImage2D(GL_TEXTURE_2D, 0, 3, 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_Bind(scenepp_texture_edge);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameterf(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 (entity_t *e)
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{
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float m[16];
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if (e->flags & Q2RF_WEAPONMODEL && r_refdef.currentplayernum>=0)
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{ //rotate to view first
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m[0] = cl.viewent[r_refdef.currentplayernum].axis[0][0];
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m[1] = cl.viewent[r_refdef.currentplayernum].axis[0][1];
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m[2] = cl.viewent[r_refdef.currentplayernum].axis[0][2];
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m[3] = 0;
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m[4] = cl.viewent[r_refdef.currentplayernum].axis[1][0];
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m[5] = cl.viewent[r_refdef.currentplayernum].axis[1][1];
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m[6] = cl.viewent[r_refdef.currentplayernum].axis[1][2];
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m[7] = 0;
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m[8] = cl.viewent[r_refdef.currentplayernum].axis[2][0];
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m[9] = cl.viewent[r_refdef.currentplayernum].axis[2][1];
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m[10] = cl.viewent[r_refdef.currentplayernum].axis[2][2];
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m[11] = 0;
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m[12] = cl.viewent[r_refdef.currentplayernum].origin[0];
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m[13] = cl.viewent[r_refdef.currentplayernum].origin[1];
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m[14] = cl.viewent[r_refdef.currentplayernum].origin[2];
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m[15] = 1;
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qglMultMatrixf(m);
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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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qglMultMatrixf(m);
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}
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/*
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=============================================================
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SPRITE MODELS
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=============================================================
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*/
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/*
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================
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R_GetSpriteFrame
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================
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*/
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/*
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mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
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{
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msprite_t *psprite;
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mspritegroup_t *pspritegroup;
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mspriteframe_t *pspriteframe;
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int i, numframes, frame;
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float *pintervals, fullinterval, targettime, time;
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psprite = currententity->model->cache.data;
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frame = currententity->frame;
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if ((frame >= psprite->numframes) || (frame < 0))
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{
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Con_DPrintf ("R_DrawSprite: no such frame %d (%s)\n", frame, currententity->model->name);
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frame = 0;
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}
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if (psprite->frames[frame].type == SPR_SINGLE)
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{
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pspriteframe = psprite->frames[frame].frameptr;
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}
|
|
else if (psprite->frames[frame].type == SPR_ANGLED)
|
|
{
|
|
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
|
|
pspriteframe = pspritegroup->frames[(int)((r_refdef.viewangles[1]-currententity->angles[1])/360*8 + 0.5-4)&7];
|
|
}
|
|
else
|
|
{
|
|
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
|
|
pintervals = pspritegroup->intervals;
|
|
numframes = pspritegroup->numframes;
|
|
fullinterval = pintervals[numframes-1];
|
|
|
|
time = currententity->frame1time;
|
|
|
|
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
|
|
// are positive, so we don't have to worry about division by 0
|
|
targettime = time - ((int)(time / fullinterval)) * fullinterval;
|
|
|
|
for (i=0 ; i<(numframes-1) ; i++)
|
|
{
|
|
if (pintervals[i] > targettime)
|
|
break;
|
|
}
|
|
|
|
pspriteframe = pspritegroup->frames[i];
|
|
}
|
|
|
|
return pspriteframe;
|
|
}
|
|
*/
|
|
|
|
/*
|
|
=================
|
|
R_DrawSpriteModel
|
|
|
|
=================
|
|
*/
|
|
void R_DrawSpriteModel (entity_t *e)
|
|
{
|
|
vec3_t point;
|
|
mspriteframe_t *frame;
|
|
vec3_t forward, right, up;
|
|
msprite_t *psprite;
|
|
|
|
#ifdef Q3SHADERS
|
|
qbyte coloursb[4];
|
|
|
|
if (e->forcedshader)
|
|
{
|
|
meshbuffer_t mb;
|
|
mesh_t mesh;
|
|
vec2_t texcoords[4]={{0, 1},{0,0},{1,0},{1,1}};
|
|
vec3_t vertcoords[4];
|
|
index_t indexes[6] = {0, 1, 2, 0, 2, 3};
|
|
byte_vec4_t colours[4];
|
|
float x, y;
|
|
|
|
#define VectorSet(a,b,c,v) {v[0]=a;v[1]=b;v[2]=c;}
|
|
x = cos(e->rotation+225*M_PI/180)*e->scale;
|
|
y = sin(e->rotation+225*M_PI/180)*e->scale;
|
|
VectorSet (e->origin[0] - y*vright[0] + x*vup[0], e->origin[1] - y*vright[1] + x*vup[1], e->origin[2] - y*vright[2] + x*vup[2], vertcoords[3]);
|
|
VectorSet (e->origin[0] - x*vright[0] - y*vup[0], e->origin[1] - x*vright[1] - y*vup[1], e->origin[2] - x*vright[2] - y*vup[2], vertcoords[2]);
|
|
VectorSet (e->origin[0] + y*vright[0] - x*vup[0], e->origin[1] + y*vright[1] - x*vup[1], e->origin[2] + y*vright[2] - x*vup[2], vertcoords[1]);
|
|
VectorSet (e->origin[0] + x*vright[0] + y*vup[0], e->origin[1] + x*vright[1] + y*vup[1], e->origin[2] + x*vright[2] + y*vup[2], vertcoords[0]);
|
|
|
|
coloursb[0] = e->shaderRGBAf[0]*255;
|
|
coloursb[1] = e->shaderRGBAf[1]*255;
|
|
coloursb[2] = e->shaderRGBAf[2]*255;
|
|
coloursb[3] = e->shaderRGBAf[3]*255;
|
|
*(int*)colours[0] = *(int*)colours[1] = *(int*)colours[2] = *(int*)colours[3] = *(int*)coloursb;
|
|
|
|
mesh.colors_array = colours;
|
|
mesh.indexes = indexes;
|
|
mesh.lmst_array = NULL;
|
|
mesh.st_array = texcoords;
|
|
mesh.normals_array = NULL;
|
|
mesh.numvertexes = 4;
|
|
mesh.numindexes = 6;
|
|
mesh.radius = e->scale;
|
|
mesh.xyz_array = vertcoords;
|
|
mesh.normals_array = NULL;
|
|
|
|
|
|
R_IBrokeTheArrays();
|
|
|
|
mb.entity = e;
|
|
mb.shader = e->forcedshader;
|
|
mb.fog = NULL;//fog;
|
|
mb.mesh = &mesh;
|
|
mb.infokey = -1;
|
|
mb.dlightbits = 0;
|
|
|
|
R_PushMesh(&mesh, mb.shader->features | MF_NONBATCHED|MF_COLORS);
|
|
|
|
R_RenderMeshBuffer ( &mb, false );
|
|
return;
|
|
}
|
|
#endif
|
|
if (!e->model)
|
|
return;
|
|
|
|
if (e->flags & RF_NODEPTHTEST)
|
|
qglDisable(GL_DEPTH_TEST);
|
|
|
|
// don't even bother culling, because it's just a single
|
|
// polygon without a surface cache
|
|
frame = R_GetSpriteFrame (e);
|
|
psprite = e->model->cache.data;
|
|
// frame = 0x05b94140;
|
|
|
|
switch(psprite->type)
|
|
{
|
|
case SPR_ORIENTED:
|
|
// bullet marks on walls
|
|
AngleVectors (e->angles, forward, right, up);
|
|
break;
|
|
|
|
case SPR_FACING_UPRIGHT:
|
|
up[0] = 0;up[1] = 0;up[2]=1;
|
|
right[0] = e->origin[1] - r_origin[1];
|
|
right[1] = -(e->origin[0] - r_origin[0]);
|
|
right[2] = 0;
|
|
VectorNormalize (right);
|
|
break;
|
|
case SPR_VP_PARALLEL_UPRIGHT:
|
|
up[0] = 0;up[1] = 0;up[2]=1;
|
|
VectorCopy (vright, right);
|
|
break;
|
|
|
|
default:
|
|
case SPR_VP_PARALLEL:
|
|
//normal sprite
|
|
VectorCopy(vup, up);
|
|
VectorCopy(vright, right);
|
|
break;
|
|
}
|
|
up[0]*=e->scale;
|
|
up[1]*=e->scale;
|
|
up[2]*=e->scale;
|
|
right[0]*=e->scale;
|
|
right[1]*=e->scale;
|
|
right[2]*=e->scale;
|
|
|
|
qglColor4fv (e->shaderRGBAf);
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
GL_Bind(frame->gl_texturenum);
|
|
|
|
{
|
|
extern int gldepthfunc;
|
|
qglDepthFunc(gldepthfunc);
|
|
qglDepthMask(0);
|
|
if (gldepthmin == 0.5)
|
|
qglCullFace ( GL_BACK );
|
|
else
|
|
qglCullFace ( GL_FRONT );
|
|
|
|
GL_TexEnv(GL_MODULATE);
|
|
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglDisable (GL_ALPHA_TEST);
|
|
qglDisable(GL_BLEND);
|
|
}
|
|
|
|
if (e->flags & Q2RF_ADDATIVE)
|
|
{
|
|
qglEnable(GL_BLEND);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
|
|
}
|
|
else if (e->shaderRGBAf[3]<1 || gl_blendsprites.value)
|
|
{
|
|
qglEnable(GL_BLEND);
|
|
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
}
|
|
else
|
|
qglEnable (GL_ALPHA_TEST);
|
|
|
|
qglDisable(GL_CULL_FACE);
|
|
qglBegin (GL_QUADS);
|
|
|
|
qglTexCoord2f (0, 1);
|
|
VectorMA (e->origin, frame->down, up, point);
|
|
VectorMA (point, frame->left, right, point);
|
|
qglVertex3fv (point);
|
|
|
|
qglTexCoord2f (0, 0);
|
|
VectorMA (e->origin, frame->up, up, point);
|
|
VectorMA (point, frame->left, right, point);
|
|
qglVertex3fv (point);
|
|
|
|
qglTexCoord2f (1, 0);
|
|
VectorMA (e->origin, frame->up, up, point);
|
|
VectorMA (point, frame->right, right, point);
|
|
qglVertex3fv (point);
|
|
|
|
qglTexCoord2f (1, 1);
|
|
VectorMA (e->origin, frame->down, up, point);
|
|
VectorMA (point, frame->right, right, point);
|
|
qglVertex3fv (point);
|
|
|
|
qglEnd ();
|
|
|
|
qglDisable(GL_BLEND);
|
|
qglDisable (GL_ALPHA_TEST);
|
|
qglEnable(GL_DEPTH_TEST);
|
|
|
|
if (e->flags & Q2RF_ADDATIVE) //back to regular blending for us!
|
|
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
//==================================================================================
|
|
|
|
void GLR_DrawSprite(int count, void **e, void *parm)
|
|
{
|
|
while(count--)
|
|
{
|
|
currententity = *e++;
|
|
qglEnable(GL_TEXTURE_2D);
|
|
|
|
R_DrawSpriteModel (currententity);
|
|
}
|
|
}
|
|
/*
|
|
=============
|
|
R_DrawEntitiesOnList
|
|
=============
|
|
*/
|
|
void GLR_DrawEntitiesOnList (void)
|
|
{
|
|
int i;
|
|
|
|
if (!r_drawentities.value)
|
|
return;
|
|
|
|
// draw sprites seperately, because of alpha blending
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = &cl_visedicts[i];
|
|
|
|
if (!PPL_ShouldDraw())
|
|
continue;
|
|
|
|
|
|
switch (currententity->rtype)
|
|
{
|
|
case RT_SPRITE:
|
|
RQ_AddDistReorder(GLR_DrawSprite, currententity, NULL, currententity->origin);
|
|
// R_DrawSpriteModel(currententity);
|
|
continue;
|
|
#ifdef Q3SHADERS
|
|
case RT_BEAM:
|
|
case RT_RAIL_RINGS:
|
|
case RT_LIGHTNING:
|
|
R_DrawLightning(currententity);
|
|
continue;
|
|
case RT_RAIL_CORE:
|
|
R_DrawRailCore(currententity);
|
|
continue;
|
|
#endif
|
|
case RT_MODEL: //regular model
|
|
break;
|
|
case RT_PORTALSURFACE:
|
|
continue; //this doesn't do anything anyway, does it?
|
|
default:
|
|
case RT_POLY: //these are a little painful, we need to do them some time... just not yet.
|
|
continue;
|
|
}
|
|
if (currententity->flags & Q2RF_BEAM)
|
|
{
|
|
R_DrawBeam(currententity);
|
|
continue;
|
|
}
|
|
if (!currententity->model)
|
|
continue;
|
|
|
|
|
|
if (cl.lerpents && (cls.allow_anyparticles || currententity->visframe)) //allowed or static
|
|
{
|
|
if (gl_part_flame.value)
|
|
{
|
|
if (currententity->model->engineflags & MDLF_ENGULPHS)
|
|
continue;
|
|
}
|
|
}
|
|
|
|
if (currententity->model->engineflags & MDLF_NOTREPLACEMENTS)
|
|
{
|
|
if (currententity->model->fromgame != fg_quake || currententity->model->type != mod_alias)
|
|
if (!ruleset_allow_sensative_texture_replacements.value)
|
|
continue;
|
|
}
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_alias:
|
|
if (r_refdef.flags & Q2RDF_NOWORLDMODEL || !cl.worldmodel || cl.worldmodel->type != mod_brush || cl.worldmodel->fromgame == fg_doom)
|
|
R_DrawGAliasModel (currententity);
|
|
break;
|
|
|
|
#ifdef HALFLIFEMODELS
|
|
case mod_halflife:
|
|
R_DrawHLModel (currententity);
|
|
break;
|
|
#endif
|
|
|
|
case mod_brush:
|
|
if (!cl.worldmodel || cl.worldmodel->type != mod_brush || cl.worldmodel->fromgame == fg_doom)
|
|
PPL_BaseBModelTextures (currententity);
|
|
break;
|
|
|
|
case mod_sprite:
|
|
RQ_AddDistReorder(GLR_DrawSprite, currententity, NULL, currententity->origin);
|
|
break;
|
|
|
|
#ifdef TERRAIN
|
|
case mod_heightmap:
|
|
GL_DrawHeightmapModel(currententity);
|
|
break;
|
|
#endif
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
============
|
|
R_PolyBlend
|
|
============
|
|
*/
|
|
void GLV_CalcBlendServer (float colors[4]);
|
|
void R_PolyBlend (void)
|
|
{
|
|
float shift[4];
|
|
extern qboolean gammaworks;
|
|
if ((!v_blend[3] || !gl_nohwblend.value) && !cl.cshifts[CSHIFT_SERVER].percent)
|
|
return;
|
|
|
|
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
|
|
return;
|
|
|
|
GLV_CalcBlendServer(shift); //figure out the shift we need (normally just the server specified one)
|
|
|
|
//Con_Printf("R_PolyBlend(): %4.2f %4.2f %4.2f %4.2f\n",shift[0], shift[1], shift[2], shift[3]);
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
qglDisable (GL_ALPHA_TEST);
|
|
qglEnable (GL_BLEND);
|
|
qglDisable (GL_DEPTH_TEST);
|
|
qglDisable (GL_TEXTURE_2D);
|
|
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
qglLoadIdentity ();
|
|
|
|
qglRotatef (-90, 1, 0, 0); // put Z going up
|
|
qglRotatef (90, 0, 0, 1); // put Z going up
|
|
|
|
qglColor4fv (shift);
|
|
|
|
qglBegin (GL_QUADS);
|
|
|
|
qglVertex3f (10, 100, 100);
|
|
qglVertex3f (10, -100, 100);
|
|
qglVertex3f (10, -100, -100);
|
|
qglVertex3f (10, 100, -100);
|
|
qglEnd ();
|
|
|
|
qglDisable (GL_BLEND);
|
|
qglEnable (GL_TEXTURE_2D);
|
|
qglEnable (GL_ALPHA_TEST);
|
|
}
|
|
|
|
void GLR_BrightenScreen (void)
|
|
{
|
|
float f;
|
|
|
|
RSpeedMark();
|
|
|
|
if (gl_contrast.value <= 1.0)
|
|
return;
|
|
|
|
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
|
|
return;
|
|
|
|
f = gl_contrast.value;
|
|
f = min (f, 3);
|
|
|
|
qglDisable (GL_TEXTURE_2D);
|
|
qglEnable (GL_BLEND);
|
|
qglBlendFunc (GL_DST_COLOR, GL_ONE);
|
|
qglBegin (GL_QUADS);
|
|
while (f > 1) {
|
|
if (f >= 2)
|
|
qglColor3f (1,1,1);
|
|
else
|
|
qglColor3f (f - 1, f - 1, f - 1);
|
|
qglVertex2f (0, 0);
|
|
qglVertex2f (vid.width, 0);
|
|
qglVertex2f (vid.width, vid.height);
|
|
qglVertex2f (0, vid.height);
|
|
f *= 0.5;
|
|
}
|
|
qglEnd ();
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglEnable (GL_TEXTURE_2D);
|
|
qglDisable (GL_BLEND);
|
|
qglColor3f(1, 1, 1);
|
|
|
|
RSpeedEnd(RSPEED_PALETTEFLASHES);
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_SetupFrame
|
|
===============
|
|
*/
|
|
void GLR_SetupFrame (void)
|
|
{
|
|
// don't allow cheats in multiplayer
|
|
r_wateralphaval = r_wateralpha.value;
|
|
if (!cls.allow_watervis)
|
|
r_wateralphaval = 1;
|
|
|
|
if (!mirror)
|
|
{
|
|
GLR_AnimateLight ();
|
|
|
|
// build the transformation matrix for the given view angles
|
|
|
|
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
|
|
|
|
r_framecount++;
|
|
}
|
|
VectorCopy (r_refdef.vieworg, r_origin);
|
|
|
|
// current viewleaf
|
|
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
|
|
{
|
|
}
|
|
#ifdef Q2BSPS
|
|
else if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3))
|
|
{
|
|
static mleaf_t fakeleaf;
|
|
mleaf_t *leaf;
|
|
|
|
r_viewleaf = &fakeleaf; //so we can use quake1 rendering routines for q2 bsps.
|
|
r_viewleaf->contents = Q1CONTENTS_EMPTY;
|
|
r_viewleaf2 = NULL;
|
|
|
|
r_oldviewcluster = r_viewcluster;
|
|
r_oldviewcluster2 = r_viewcluster2;
|
|
leaf = GLMod_PointInLeaf (cl.worldmodel, r_origin);
|
|
r_viewcluster = r_viewcluster2 = leaf->cluster;
|
|
|
|
// check above and below so crossing solid water doesn't draw wrong
|
|
if (!leaf->contents)
|
|
{ // look down a bit
|
|
vec3_t temp;
|
|
|
|
VectorCopy (r_origin, temp);
|
|
temp[2] -= 16;
|
|
leaf = GLMod_PointInLeaf (cl.worldmodel, temp);
|
|
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
|
|
(leaf->cluster != r_viewcluster2) )
|
|
r_viewcluster2 = leaf->cluster;
|
|
}
|
|
else
|
|
{ // look up a bit
|
|
vec3_t temp;
|
|
|
|
VectorCopy (r_origin, temp);
|
|
temp[2] += 16;
|
|
leaf = GLMod_PointInLeaf (cl.worldmodel, temp);
|
|
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
|
|
(leaf->cluster != r_viewcluster2) )
|
|
r_viewcluster2 = leaf->cluster;
|
|
}
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
mleaf_t *leaf;
|
|
vec3_t temp;
|
|
|
|
r_oldviewleaf = r_viewleaf;
|
|
r_oldviewleaf2 = r_viewleaf2;
|
|
r_viewleaf = GLMod_PointInLeaf (cl.worldmodel, r_origin);
|
|
|
|
if (!r_viewleaf)
|
|
{
|
|
}
|
|
else if (r_viewleaf->contents == Q1CONTENTS_EMPTY)
|
|
{ //look down a bit
|
|
VectorCopy (r_origin, temp);
|
|
temp[2] -= 16;
|
|
leaf = GLMod_PointInLeaf (cl.worldmodel, temp);
|
|
if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA)
|
|
r_viewleaf2 = leaf;
|
|
else
|
|
r_viewleaf2 = NULL;
|
|
}
|
|
else if (r_viewleaf->contents <= Q1CONTENTS_WATER && r_viewleaf->contents >= Q1CONTENTS_LAVA)
|
|
{ //in water, look up a bit.
|
|
|
|
VectorCopy (r_origin, temp);
|
|
temp[2] += 16;
|
|
leaf = GLMod_PointInLeaf (cl.worldmodel, temp);
|
|
if (leaf->contents == Q1CONTENTS_EMPTY)
|
|
r_viewleaf2 = leaf;
|
|
else
|
|
r_viewleaf2 = NULL;
|
|
}
|
|
else
|
|
r_viewleaf2 = NULL;
|
|
|
|
if (r_viewleaf)
|
|
V_SetContentsColor (r_viewleaf->contents);
|
|
}
|
|
GLV_CalcBlend ();
|
|
|
|
r_cache_thrash = false;
|
|
|
|
c_brush_polys = 0;
|
|
c_alias_polys = 0;
|
|
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_SetupGL
|
|
=============
|
|
*/
|
|
void R_SetupGL (void)
|
|
{
|
|
float screenaspect;
|
|
extern int glwidth, glheight;
|
|
int x, x2, y2, y, w, h;
|
|
|
|
float fov_x, fov_y;
|
|
//
|
|
// set up viewpoint
|
|
//
|
|
x = r_refdef.vrect.x * glwidth/(int)vid.width;
|
|
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/(int)vid.width;
|
|
y = (vid.height-r_refdef.vrect.y) * glheight/(int)vid.height;
|
|
y2 = ((int)vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/(int)vid.height;
|
|
|
|
// fudge around because of frac screen scale
|
|
if (x > 0)
|
|
x--;
|
|
if (x2 < glwidth)
|
|
x2++;
|
|
if (y2 < 0)
|
|
y2--;
|
|
if (y < glheight)
|
|
y++;
|
|
|
|
w = x2 - x;
|
|
h = y - y2;
|
|
|
|
if (envmap)
|
|
{
|
|
x = y2 = 0;
|
|
w = h = 256;
|
|
}
|
|
|
|
gl_truescreenrect.x = x;
|
|
gl_truescreenrect.y = y;
|
|
gl_truescreenrect.width = w;
|
|
gl_truescreenrect.height = h;
|
|
|
|
qglViewport (glx + x, gly + y2, w, h);
|
|
|
|
qglMatrixMode(GL_PROJECTION);
|
|
|
|
fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
|
|
fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
|
|
|
|
if (r_waterwarp.value<0 && r_viewleaf->contents <= Q1CONTENTS_WATER)
|
|
{
|
|
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);
|
|
}
|
|
|
|
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
|
|
if (r_refdef.useperspective)
|
|
{
|
|
if ((!r_shadows.value || !gl_canstencil) && gl_maxdist.value>256)//gl_nv_range_clamp)
|
|
{
|
|
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
|
|
// yfov = (2.0 * tan (scr_fov.value/360*M_PI)) / screenaspect;
|
|
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov.value*2)/M_PI;
|
|
// MYgluPerspective (yfov, screenaspect, 4, 4096);
|
|
MYgluPerspective (fov_x, fov_y, gl_mindist.value, gl_maxdist.value);
|
|
}
|
|
else
|
|
{
|
|
GL_InfinatePerspective(fov_x, fov_y, gl_mindist.value);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (gl_maxdist.value>=1)
|
|
GL_ParallelPerspective(-fov_x/2, fov_x/2, fov_y/2, -fov_y/2, -gl_maxdist.value, gl_maxdist.value);
|
|
else
|
|
GL_ParallelPerspective(0, r_refdef.vrect.width, 0, r_refdef.vrect.height, -9999, 9999);
|
|
}
|
|
qglLoadMatrixf(r_projection_matrix);
|
|
|
|
if (mirror)
|
|
{
|
|
// if (mirror_plane->normal[2])
|
|
// qglScalef (1, -1, 1);
|
|
// else
|
|
// qglScalef (-1, 1, 1);
|
|
qglCullFace(GL_BACK);
|
|
}
|
|
else
|
|
{
|
|
#ifdef R_XFLIP
|
|
if (r_xflip.value)
|
|
{
|
|
qglScalef (1, -1, 1);
|
|
qglCullFace(GL_BACK);
|
|
}
|
|
else
|
|
#endif
|
|
qglCullFace(GL_FRONT);
|
|
}
|
|
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
|
|
|
|
Matrix4_ModelViewMatrixFromAxis(r_view_matrix, vpn, vright, vup, r_refdef.vieworg);
|
|
qglLoadMatrixf(r_view_matrix);
|
|
|
|
//
|
|
// set drawing parms
|
|
//
|
|
if (gl_cull.value)
|
|
qglEnable(GL_CULL_FACE);
|
|
else
|
|
qglDisable(GL_CULL_FACE);
|
|
|
|
qglDisable(GL_BLEND);
|
|
qglDisable(GL_ALPHA_TEST);
|
|
qglEnable(GL_DEPTH_TEST);
|
|
|
|
//#ifndef D3DQUAKE
|
|
// glClearDepth(1.0f);
|
|
//#endif
|
|
|
|
// if (gl_lightmap_format == GL_LUMINANCE)
|
|
// glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
|
|
/* else if (gl_lightmap_format == GL_INTENSITY)
|
|
{
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
glColor4f (0,0,0,1);
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
else if (gl_lightmap_format == GL_RGBA)
|
|
{
|
|
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
|
|
}
|
|
|
|
*/
|
|
if (gl_dither.value)
|
|
{
|
|
qglEnable(GL_DITHER);
|
|
}
|
|
else
|
|
{
|
|
qglDisable(GL_DITHER);
|
|
}
|
|
|
|
GL_DisableMultitexture();
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderScene
|
|
|
|
r_refdef must be set before the first call
|
|
================
|
|
*/
|
|
void R_RenderScene (void)
|
|
{
|
|
qboolean GLR_DoomWorld(void);
|
|
|
|
if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap))
|
|
r_refdef.flags |= Q2RDF_NOWORLDMODEL;
|
|
|
|
GLR_SetupFrame ();
|
|
|
|
TRACE(("dbg: calling R_SetupGL\n"));
|
|
R_SetupGL ();
|
|
|
|
TRACE(("dbg: calling R_SetFrustrum\n"));
|
|
R_SetFrustum ();
|
|
|
|
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
|
{
|
|
#ifdef DOOMWADS
|
|
if (!GLR_DoomWorld ())
|
|
#endif
|
|
{
|
|
TRACE(("dbg: calling GLR_MarkLeaves\n"));
|
|
R_MarkLeaves (); // done here so we know if we're in water
|
|
TRACE(("dbg: calling R_DrawWorld\n"));
|
|
R_DrawWorld (); // adds static entities to the list
|
|
}
|
|
}
|
|
|
|
S_ExtraUpdate (); // don't let sound get messed up if going slow
|
|
|
|
TRACE(("dbg: calling GLR_DrawEntitiesOnList\n"));
|
|
GLR_DrawEntitiesOnList ();
|
|
|
|
// R_DrawDecals();
|
|
|
|
TRACE(("dbg: calling GL_DisableMultitexture\n"));
|
|
GL_DisableMultitexture();
|
|
|
|
TRACE(("dbg: calling R_RenderDlights\n"));
|
|
GLR_RenderDlights ();
|
|
|
|
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
|
{
|
|
TRACE(("dbg: calling R_DrawParticles\n"));
|
|
P_DrawParticles ();
|
|
}
|
|
|
|
#ifdef GLTEST
|
|
Test_Draw ();
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_Clear
|
|
=============
|
|
*/
|
|
int gldepthfunc = GL_LEQUAL;
|
|
void R_Clear (void)
|
|
{
|
|
qglDepthMask(1);
|
|
if (r_mirroralpha.value != 1.0)
|
|
{
|
|
if (gl_clear.value && !r_secondaryview)
|
|
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
else
|
|
qglClear (GL_DEPTH_BUFFER_BIT);
|
|
gldepthmin = 0;
|
|
gldepthmax = 0.5;
|
|
gldepthfunc=GL_LEQUAL;
|
|
}
|
|
#ifdef SIDEVIEWS
|
|
else if (gl_ztrick.value && !gl_ztrickdisabled)
|
|
#else
|
|
else if (gl_ztrick.value)
|
|
#endif
|
|
{
|
|
static int trickframe;
|
|
|
|
if (gl_clear.value && !(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
|
qglClear (GL_COLOR_BUFFER_BIT);
|
|
|
|
trickframe++;
|
|
if (trickframe & 1)
|
|
{
|
|
gldepthmin = 0;
|
|
gldepthmax = 0.49999;
|
|
gldepthfunc=GL_LEQUAL;
|
|
}
|
|
else
|
|
{
|
|
gldepthmin = 1;
|
|
gldepthmax = 0.5;
|
|
gldepthfunc=GL_GEQUAL;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (gl_clear.value && !r_secondaryview && !(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
|
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
else
|
|
qglClear (GL_DEPTH_BUFFER_BIT);
|
|
gldepthmin = 0;
|
|
gldepthmax = 1;
|
|
gldepthfunc=GL_LEQUAL;
|
|
}
|
|
|
|
qglDepthFunc (gldepthfunc);
|
|
qglDepthRange (gldepthmin, gldepthmax);
|
|
}
|
|
|
|
void R_Mirror (void)
|
|
{
|
|
msurface_t *s, *prevs, *prevr, *rejects;
|
|
// entity_t *ent;
|
|
mplane_t *mirror_plane;
|
|
|
|
vec3_t oldangles, oldorg, oldvpn, oldvright, oldvup; //cache - for rear view mirror and stuff.
|
|
float base_view_matrix[16];
|
|
|
|
if (!mirror)
|
|
{
|
|
r_inmirror = false;
|
|
return;
|
|
}
|
|
|
|
r_inmirror = true;
|
|
|
|
memcpy(oldangles, r_refdef.viewangles, sizeof(vec3_t));
|
|
memcpy(oldorg, r_refdef.vieworg, sizeof(vec3_t));
|
|
memcpy(oldvpn, vpn, sizeof(vec3_t));
|
|
memcpy(oldvright, vright, sizeof(vec3_t));
|
|
memcpy(oldvup, vup, sizeof(vec3_t));
|
|
memcpy (base_view_matrix, r_view_matrix, sizeof(base_view_matrix));
|
|
|
|
s = r_mirror_chain;
|
|
while(s) //okay, so this is a hack
|
|
{
|
|
s->nextalphasurface = s->texturechain;
|
|
s = s->nextalphasurface;
|
|
}
|
|
cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
|
|
|
|
while(r_mirror_chain)
|
|
{
|
|
s = r_mirror_chain;
|
|
r_mirror_chain = r_mirror_chain->nextalphasurface;
|
|
#if 0
|
|
s->nextalphasurface = NULL;
|
|
|
|
#else
|
|
//this loop figures out all surfaces with the same plane.
|
|
//yes, this can mean that the list is reversed a few times, but we do have depth testing to solve that anyway.
|
|
for(prevs = s,prevr=NULL,rejects=NULL;r_mirror_chain;r_mirror_chain=r_mirror_chain->nextalphasurface)
|
|
{
|
|
if (s->plane->dist != r_mirror_chain->plane->dist || s->plane->signbits != r_mirror_chain->plane->signbits
|
|
|| s->plane->normal[0] != r_mirror_chain->plane->normal[0] || s->plane->normal[1] != r_mirror_chain->plane->normal[1] || s->plane->normal[2] != r_mirror_chain->plane->normal[2])
|
|
{ //reject
|
|
if (prevr)
|
|
prevr->nextalphasurface = r_mirror_chain;
|
|
else
|
|
rejects = r_mirror_chain;
|
|
prevr = r_mirror_chain;
|
|
}
|
|
else
|
|
{ //matches
|
|
prevs->nextalphasurface = r_mirror_chain;
|
|
prevs = r_mirror_chain;
|
|
}
|
|
}
|
|
prevs->nextalphasurface = NULL;
|
|
if (prevr)
|
|
prevr->nextalphasurface = NULL;
|
|
|
|
r_mirror_chain = rejects;
|
|
#endif
|
|
mirror_plane = s->plane;
|
|
|
|
//enable stencil writing
|
|
qglClearStencil(0);
|
|
qglClear(GL_STENCIL_BUFFER_BIT);
|
|
qglDisable(GL_ALPHA_TEST);
|
|
qglDisable(GL_STENCIL_TEST);
|
|
qglEnable(GL_STENCIL_TEST);
|
|
qglStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); //replace where it passes
|
|
qglStencilFunc( GL_ALWAYS, 1, ~0 ); //always pass (where z passes set to 1)
|
|
qglDisable(GL_TEXTURE_2D);
|
|
qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
|
|
qglDepthMask( GL_FALSE );
|
|
|
|
qglEnableClientState( GL_VERTEX_ARRAY );
|
|
for (prevs = s; s; s=s->nextalphasurface) //write the polys to the stencil buffer.
|
|
{
|
|
qglVertexPointer(3, GL_FLOAT, 0, s->mesh->xyz_array);
|
|
qglDrawElements(GL_TRIANGLES, s->mesh->numindexes, GL_INDEX_TYPE, s->mesh->indexes);
|
|
}
|
|
|
|
|
|
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
qglStencilFunc( GL_EQUAL, 1, ~0 ); //pass if equal to 1
|
|
|
|
//now clear the depth buffer where the stencil passed
|
|
//we achieve this by changing the projection matrix underneath.
|
|
//the stencil only shows where the final surface will appear, and only where not obscured
|
|
//we rewrite the depth with the blending pass after.
|
|
qglEnable(GL_DEPTH_TEST); //use only the stencil test
|
|
qglDepthRange(1, 1);
|
|
qglDepthFunc (GL_ALWAYS);
|
|
qglDepthMask( GL_TRUE );
|
|
qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
|
|
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadIdentity();
|
|
qglOrtho (0, 1, 1, 0, -99999, 99999);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglLoadIdentity ();
|
|
|
|
qglBegin(GL_QUADS);
|
|
qglVertex3f(0, 0, -99999);
|
|
qglVertex3f(1, 0, -99999);
|
|
qglVertex3f(1, 1, -99999);
|
|
qglVertex3f(0, 1, -99999);
|
|
qglEnd();
|
|
|
|
qglEnable(GL_DEPTH_TEST); //use only the stencil test
|
|
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
|
|
/*
|
|
Thus the final mirror matrix for any given plane p*<nx,ny,nz>+k=0 is:
|
|
|
|
| 1-2*nx*nx -2*nx*ny -2*nx*nz -2*nx*k |
|
|
|
|
| -2*ny*nx 1-2*ny*ny -2*ny*nz -2*ny*k |
|
|
|
|
| -2*nz*nx -2*nz*ny 1-2*nz*nz -2*nz*k |
|
|
|
|
| 0 0 0 1 |
|
|
*/
|
|
{
|
|
float mirror[16];
|
|
float view[16];
|
|
float result[16];
|
|
float nx = mirror_plane->normal[0];
|
|
float ny = mirror_plane->normal[1];
|
|
float nz = mirror_plane->normal[2];
|
|
float k = -mirror_plane->dist;
|
|
|
|
mirror[0] = 1-2*nx*nx;
|
|
mirror[1] = -2*nx*ny;
|
|
mirror[2] = -2*nx*nz;
|
|
mirror[3] = 0;
|
|
|
|
mirror[4] = -2*ny*nx;
|
|
mirror[5] = 1-2*ny*ny;
|
|
mirror[6] = -2*ny*nz;
|
|
mirror[7] = 0;
|
|
|
|
mirror[8] = -2*nz*nx;
|
|
mirror[9] = -2*nz*ny;
|
|
mirror[10] = 1-2*nz*nz;
|
|
mirror[11] = 0;
|
|
|
|
mirror[12] = -2*nx*k;
|
|
mirror[13] = -2*ny*k;
|
|
mirror[14] = -2*nz*k;
|
|
mirror[15] = 1;
|
|
|
|
view[0] = oldvpn[0];
|
|
view[1] = oldvpn[1];
|
|
view[2] = oldvpn[2];
|
|
view[3] = 0;
|
|
|
|
view[4] = -oldvright[0];
|
|
view[5] = -oldvright[1];
|
|
view[6] = -oldvright[2];
|
|
view[7] = 0;
|
|
|
|
view[8] = oldvup[0];
|
|
view[9] = oldvup[1];
|
|
view[10] = oldvup[2];
|
|
view[11] = 0;
|
|
|
|
view[12] = oldorg[0];
|
|
view[13] = oldorg[1];
|
|
view[14] = oldorg[2];
|
|
view[15] = 1;
|
|
|
|
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];
|
|
}
|
|
|
|
r_refdef.viewangles[0] = 0;
|
|
r_refdef.viewangles[1] = 0;
|
|
r_refdef.viewangles[2] = 0;
|
|
|
|
|
|
gldepthmin = 0.5;
|
|
gldepthmax = 1;
|
|
qglDepthRange (gldepthmin, gldepthmax);
|
|
qglDepthFunc (gldepthfunc);
|
|
|
|
R_RenderScene ();
|
|
|
|
// GLR_DrawWaterSurfaces ();
|
|
|
|
|
|
gldepthmin = 0;
|
|
gldepthmax = 0.5;
|
|
qglDepthRange (gldepthmin, gldepthmax);
|
|
qglDepthFunc (gldepthfunc);
|
|
|
|
|
|
memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t));
|
|
memcpy(r_refdef.vieworg, oldorg, sizeof(vec3_t));
|
|
|
|
qglCullFace(GL_FRONT);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
|
|
qglLoadMatrixf (base_view_matrix);
|
|
|
|
qglDisable(GL_STENCIL_TEST);
|
|
|
|
// blend on top
|
|
qglDisable(GL_ALPHA_TEST);
|
|
qglEnable (GL_BLEND);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglColor4f (1,1,1,r_mirroralpha.value);
|
|
qglDisable(GL_STENCIL_TEST);
|
|
qglPolygonOffset(1, 0);
|
|
qglEnable(GL_POLYGON_OFFSET_FILL);
|
|
for (s=prevs ; s ; s=s->nextalphasurface)
|
|
{
|
|
qglEnable (GL_BLEND);
|
|
R_RenderBrushPoly (s);
|
|
}
|
|
qglDisable(GL_POLYGON_OFFSET_FILL);
|
|
qglPolygonOffset(0, 0);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
qglDisable (GL_BLEND);
|
|
qglColor4f (1,1,1,1);
|
|
}
|
|
qglDisable(GL_STENCIL_TEST);
|
|
|
|
memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t));
|
|
memcpy(r_refdef.vieworg, oldorg, sizeof(vec3_t));
|
|
|
|
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
|
|
|
|
r_inmirror = false;
|
|
}
|
|
//#endif
|
|
|
|
#if 0
|
|
void GLR_SetupFog (void)
|
|
{
|
|
if (r_viewleaf)// && r_viewleaf->contents != CONTENTS_EMPTY)
|
|
{
|
|
// static fogcolour;
|
|
float fogcol[4]={0};
|
|
float fogperc;
|
|
float fogdist;
|
|
|
|
fogperc=0;
|
|
fogdist=512;
|
|
switch(r_viewleaf->contents)
|
|
{
|
|
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
|
|
|
|
/*
|
|
================
|
|
R_RenderView
|
|
|
|
r_refdef must be set before the first call
|
|
================
|
|
*/
|
|
void GLR_RenderView (void)
|
|
{
|
|
extern msurface_t *r_alpha_surfaces;
|
|
double time1 = 0, time2;
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error before drawing scene\n");
|
|
|
|
if (r_norefresh.value || !glwidth || !glheight)
|
|
{
|
|
GL_DoSwap();
|
|
return;
|
|
}
|
|
|
|
if (!(r_refdef.flags & Q2RDF_NOWORLDMODEL))
|
|
if (!r_worldentity.model || !cl.worldmodel)
|
|
{
|
|
GL_DoSwap();
|
|
return;
|
|
}
|
|
// Sys_Error ("R_RenderView: NULL worldmodel");
|
|
|
|
|
|
|
|
if (qglPNTrianglesiATI)
|
|
{
|
|
if (gl_ati_truform_type.value)
|
|
{ //linear
|
|
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI);
|
|
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
|
|
}
|
|
else
|
|
{ //quadric
|
|
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);
|
|
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
|
|
}
|
|
qglPNTrianglesfATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, gl_ati_truform_tesselation.value);
|
|
}
|
|
|
|
if (gl_finish.value)
|
|
{
|
|
RSpeedMark();
|
|
qglFinish ();
|
|
RSpeedEnd(RSPEED_FINISH);
|
|
}
|
|
|
|
if (r_speeds.value)
|
|
{
|
|
time1 = Sys_DoubleTime ();
|
|
c_brush_polys = 0;
|
|
c_alias_polys = 0;
|
|
}
|
|
|
|
mirror = false;
|
|
|
|
R_Clear ();
|
|
|
|
// GLR_SetupFog ();
|
|
|
|
r_alpha_surfaces = NULL;
|
|
|
|
GL_SetShaderState2D(false);
|
|
|
|
// render normal view
|
|
R_RenderScene ();
|
|
|
|
GLR_DrawWaterSurfaces ();
|
|
GLR_DrawAlphaSurfaces ();
|
|
|
|
// render mirror view
|
|
R_Mirror ();
|
|
|
|
R_BloomBlend();
|
|
|
|
R_PolyBlend ();
|
|
|
|
// qglDisable(GL_FOG);
|
|
|
|
if (r_speeds.value)
|
|
{
|
|
// glFinish ();
|
|
time2 = Sys_DoubleTime ();
|
|
|
|
RQuantAdd(RQUANT_MSECS, (int)((time2-time1)*1000000));
|
|
|
|
RQuantAdd(RQUANT_WPOLYS, c_brush_polys);
|
|
RQuantAdd(RQUANT_EPOLYS, c_alias_polys);
|
|
// Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
|
|
}
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error drawing scene\n");
|
|
|
|
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
|
|
return;
|
|
|
|
// SCENE POST PROCESSING
|
|
// we check if we need to use any shaders - currently it's just waterwarp
|
|
if (scenepp_ww_program)
|
|
if ((r_waterwarp.value>0 && r_viewleaf && r_viewleaf->contents <= Q1CONTENTS_WATER))
|
|
{
|
|
float vwidth = 1, vheight = 1;
|
|
float vs, vt;
|
|
|
|
// get the powers of 2 for the size of the texture that will hold the scene
|
|
while (vwidth < glwidth)
|
|
{
|
|
vwidth *= 2;
|
|
}
|
|
while (vheight < glheight)
|
|
{
|
|
vheight *= 2;
|
|
}
|
|
|
|
// get the maxtexcoords while we're at it
|
|
vs = glwidth / vwidth;
|
|
vt = glheight / vheight;
|
|
|
|
// 2d mode, but upside down to quake's normal 2d drawing
|
|
// this makes grabbing the sreen a lot easier
|
|
qglViewport (glx, gly, glwidth, glheight);
|
|
|
|
qglMatrixMode(GL_PROJECTION);
|
|
// Push the matrices to go into 2d mode, that matches opengl's mode
|
|
qglPushMatrix();
|
|
qglLoadIdentity ();
|
|
// TODO: use actual window width and height
|
|
qglOrtho (0, glwidth, 0, glheight, -99999, 99999);
|
|
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPushMatrix();
|
|
qglLoadIdentity ();
|
|
|
|
qglDisable (GL_DEPTH_TEST);
|
|
qglDisable (GL_CULL_FACE);
|
|
qglDisable (GL_BLEND);
|
|
qglEnable (GL_ALPHA_TEST);
|
|
|
|
// copy the scene to texture
|
|
GL_Bind(scenepp_texture);
|
|
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0);
|
|
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
if (qglGetError())
|
|
Con_Printf(CON_ERROR "GL Error after qglCopyTexImage2D\n");
|
|
|
|
// Here we apply the shaders - currently just waterwarp
|
|
GLSlang_UseProgram(scenepp_ww_program);
|
|
//keep the amp proportional to the size of the scene in texture coords
|
|
// WARNING - waterwarp can change the amplitude, but if it's too big it'll exceed
|
|
// the size determined by the edge texture, after which black bits will be shown.
|
|
// Suggest clamping to a suitable range.
|
|
if (r_waterwarp.value<0)
|
|
{
|
|
GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, (0.005 / 0.625) * vs*(-r_waterwarp.value));
|
|
}
|
|
else
|
|
{
|
|
GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, (0.005 / 0.625) * vs*r_waterwarp.value);
|
|
}
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error after GLSlang_UseProgram\n");
|
|
|
|
{
|
|
float xmin, xmax, ymin, ymax;
|
|
|
|
xmin = cl.time * 0.25;
|
|
ymin = cl.time * 0.25;
|
|
xmax = xmin + 1;
|
|
ymax = ymin + 1/vt*vs;
|
|
|
|
GL_EnableMultitexture();
|
|
GL_Bind (scenepp_texture_warp);
|
|
|
|
GL_SelectTexture(mtexid1+1);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
GL_Bind(scenepp_texture_edge);
|
|
|
|
qglBegin(GL_QUADS);
|
|
|
|
qglMTexCoord2fSGIS (mtexid0, 0, 0);
|
|
qglMTexCoord2fSGIS (mtexid1, xmin, ymin);
|
|
qglMTexCoord2fSGIS (mtexid1+1, 0, 0);
|
|
qglVertex2f(0, 0);
|
|
|
|
qglMTexCoord2fSGIS (mtexid0, vs, 0);
|
|
qglMTexCoord2fSGIS (mtexid1, xmax, ymin);
|
|
qglMTexCoord2fSGIS (mtexid1+1, 1, 0);
|
|
qglVertex2f(glwidth, 0);
|
|
|
|
qglMTexCoord2fSGIS (mtexid0, vs, vt);
|
|
qglMTexCoord2fSGIS (mtexid1, xmax, ymax);
|
|
qglMTexCoord2fSGIS (mtexid1+1, 1, 1);
|
|
qglVertex2f(glwidth, glheight);
|
|
|
|
qglMTexCoord2fSGIS (mtexid0, 0, vt);
|
|
qglMTexCoord2fSGIS (mtexid1, xmin, ymax);
|
|
qglMTexCoord2fSGIS (mtexid1+1, 0, 1);
|
|
qglVertex2f(0, glheight);
|
|
|
|
qglEnd();
|
|
|
|
qglDisable(GL_TEXTURE_2D);
|
|
GL_SelectTexture(mtexid1);
|
|
|
|
GL_DisableMultitexture();
|
|
}
|
|
|
|
// Disable shaders
|
|
GLSlang_UseProgram(0);
|
|
|
|
// After all the post processing, pop the matrices
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglPopMatrix();
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPopMatrix();
|
|
|
|
if (qglGetError())
|
|
Con_Printf("GL Error after drawing with shaderobjects\n");
|
|
}
|
|
|
|
|
|
|
|
if (gl_motionblur.value>0 && gl_motionblur.value < 1 && qglCopyTexImage2D)
|
|
{
|
|
int vwidth = 1, vheight = 1;
|
|
float vs, vt, cs, ct;
|
|
|
|
if (gl_config.arb_texture_non_power_of_two)
|
|
{ //we can use any size, supposedly
|
|
vwidth = glwidth;
|
|
vheight = glheight;
|
|
}
|
|
else
|
|
{ //limit the texture size to square and use padding.
|
|
while (vwidth < glwidth)
|
|
vwidth *= 2;
|
|
while (vheight < glheight)
|
|
vheight *= 2;
|
|
}
|
|
|
|
qglViewport (glx, gly, glwidth, glheight);
|
|
|
|
GL_Bind(sceneblur_texture);
|
|
|
|
// go 2d
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglPushMatrix();
|
|
qglLoadIdentity ();
|
|
qglOrtho (0, glwidth, 0, glheight, -99999, 99999);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPushMatrix();
|
|
qglLoadIdentity ();
|
|
|
|
//blend the last frame onto the scene
|
|
//the maths is because our texture is over-sized (must be power of two)
|
|
cs = vs = (float)glwidth / vwidth * 0.5;
|
|
ct = vt = (float)glheight / vheight * 0.5;
|
|
vs *= gl_motionblurscale.value;
|
|
vt *= gl_motionblurscale.value;
|
|
|
|
qglDisable (GL_DEPTH_TEST);
|
|
qglDisable (GL_CULL_FACE);
|
|
qglDisable (GL_ALPHA_TEST);
|
|
qglEnable(GL_BLEND);
|
|
qglColor4f(1, 1, 1, gl_motionblur.value);
|
|
qglBegin(GL_QUADS);
|
|
qglTexCoord2f(cs-vs, ct-vt);
|
|
qglVertex2f(0, 0);
|
|
qglTexCoord2f(cs+vs, ct-vt);
|
|
qglVertex2f(glwidth, 0);
|
|
qglTexCoord2f(cs+vs, ct+vt);
|
|
qglVertex2f(glwidth, glheight);
|
|
qglTexCoord2f(cs-vs, ct+vt);
|
|
qglVertex2f(0, glheight);
|
|
qglEnd();
|
|
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglPopMatrix();
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPopMatrix();
|
|
|
|
|
|
//copy the image into the texture so that we can play with it next frame too!
|
|
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0);
|
|
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
}
|
|
|
|
#endif
|