fteqw/engine/gl/gl_rmain.c
Spoike b026bbacfe add support for ipv6 scope ids (so you can use the correct link-local addresses).
fix portal rendering with non-identity model matricies. add portal csg behaviour (with nq physics at least).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4686 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-06-16 16:21:28 +00:00

1672 lines
44 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_main.c
#include "quakedef.h"
#ifdef GLQUAKE
#include "glquake.h"
#include "renderque.h"
#include "shader.h"
#include "gl_draw.h"
void R_RenderBrushPoly (msurface_t *fa);
#define PROJECTION_DISTANCE 200
#define MAX_STENCIL_ENTS 128
extern int gl_stencilbits;
FTEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB;
FTEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB;
extern int r_visframecount; // bumped when going to a new PVS
extern int r_framecount; // used for dlight push checking
//mplane_t frustum[4];
//
// view origin
//
//vec3_t vup;
//vec3_t vpn;
//vec3_t vright;
//vec3_t r_origin;
cvar_t r_norefresh = SCVAR("r_norefresh","0");
extern cvar_t gl_part_flame;
extern cvar_t r_bloom;
cvar_t gl_affinemodels = SCVAR("gl_affinemodels","0");
cvar_t gl_reporttjunctions = SCVAR("gl_reporttjunctions","0");
cvar_t gl_finish = SCVAR("gl_finish","0");
cvar_t gl_dither = SCVAR("gl_dither", "1");
extern cvar_t r_stereo_separation;
extern cvar_t r_stereo_method;
extern cvar_t r_postprocshader;
extern cvar_t gl_screenangle;
extern cvar_t gl_mindist;
extern cvar_t vid_srgb;
extern cvar_t ffov;
extern cvar_t gl_motionblur;
extern cvar_t gl_motionblurscale;
extern cvar_t gl_ati_truform;
extern cvar_t gl_ati_truform_type;
extern cvar_t gl_ati_truform_tesselation;
extern cvar_t gl_blendsprites;
extern cvar_t r_portaldrawplanes;
extern cvar_t r_portalonly;
#ifdef R_XFLIP
cvar_t r_xflip = SCVAR("leftisright", "0");
#endif
extern cvar_t scr_fov;
shader_t *scenepp_waterwarp;
// post processing stuff
texid_t sceneblur_texture;
texid_t scenepp_texture_warp;
texid_t scenepp_texture_edge;
texid_t scenepp_postproc_cube;
int scenepp_postproc_cube_size;
fbostate_t fbo_gameview;
// KrimZon - init post processing - called in GL_CheckExtensions, when they're called
// I put it here so that only this file need be changed when messing with the post
// processing shaders
void GL_InitSceneProcessingShaders_WaterWarp (void)
{
scenepp_waterwarp = NULL;
if (gl_config.arb_shader_objects)
{
scenepp_waterwarp = R_RegisterShader("waterwarp", SUF_NONE,
"{\n"
"program underwaterwarp\n"
"{\n"
"map $currentrender\n"
"}\n"
"{\n"
"map $upperoverlay\n"
"}\n"
"{\n"
"map $loweroverlay\n"
"}\n"
"}\n"
);
scenepp_waterwarp->defaulttextures.upperoverlay = scenepp_texture_warp;
scenepp_waterwarp->defaulttextures.loweroverlay = scenepp_texture_edge;
}
}
void GL_ShutdownPostProcessing(void)
{
GLBE_FBO_Destroy(&fbo_gameview);
}
void GL_InitSceneProcessingShaders (void)
{
if (gl_config.arb_shader_objects)
{
GL_InitSceneProcessingShaders_WaterWarp();
}
gl_dither.modified = true; //fixme: bad place for this, but hey
vid_srgb.modified = true;
}
#define PP_WARP_TEX_SIZE 64
#define PP_AMP_TEX_SIZE 64
#define PP_AMP_TEX_BORDER 4
void GL_SetupSceneProcessingTextures (void)
{
int i, x, y;
unsigned char pp_warp_tex[PP_WARP_TEX_SIZE*PP_WARP_TEX_SIZE*3];
unsigned char pp_edge_tex[PP_AMP_TEX_SIZE*PP_AMP_TEX_SIZE*3];
scenepp_postproc_cube = r_nulltex;
TEXASSIGN(sceneblur_texture, GL_AllocNewTexture("***postprocess_blur***", 0, 0, 0));
if (!gl_config.arb_shader_objects)
return;
TEXASSIGN(scenepp_texture_warp, GL_AllocNewTexture("***postprocess_warp***", PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, IF_NOMIPMAP|IF_NOGAMMA));
TEXASSIGN(scenepp_texture_edge, GL_AllocNewTexture("***postprocess_edge***", PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, IF_NOMIPMAP|IF_NOGAMMA));
// init warp texture - this specifies offset in
for (y=0; y<PP_WARP_TEX_SIZE; y++)
{
for (x=0; x<PP_WARP_TEX_SIZE; x++)
{
float fx, fy;
i = (x + y*PP_WARP_TEX_SIZE) * 3;
fx = sin(((double)y / PP_WARP_TEX_SIZE) * M_PI * 2);
fy = cos(((double)x / PP_WARP_TEX_SIZE) * M_PI * 2);
pp_warp_tex[i ] = (fx+1.0f)*127.0f;
pp_warp_tex[i+1] = (fy+1.0f)*127.0f;
pp_warp_tex[i+2] = 0;
}
}
GL_MTBind(0, GL_TEXTURE_2D, scenepp_texture_warp);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, pp_warp_tex);
// TODO: init edge texture - this is ampscale * 2, with ampscale calculated
// init warp texture - this specifies offset in
for (y=0; y<PP_AMP_TEX_SIZE; y++)
{
for (x=0; x<PP_AMP_TEX_SIZE; x++)
{
float fx = 1, fy = 1;
i = (x + y*PP_AMP_TEX_SIZE) * 3;
if (x < PP_AMP_TEX_BORDER)
{
fx = (float)x / PP_AMP_TEX_BORDER;
}
if (x > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER)
{
fx = (PP_AMP_TEX_SIZE - (float)x) / PP_AMP_TEX_BORDER;
}
if (y < PP_AMP_TEX_BORDER)
{
fy = (float)y / PP_AMP_TEX_BORDER;
}
if (y > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER)
{
fy = (PP_AMP_TEX_SIZE - (float)y) / PP_AMP_TEX_BORDER;
}
//avoid any sudden changes.
fx=sin(fx*M_PI*0.5);
fy=sin(fy*M_PI*0.5);
//lame
fx = fy = min(fx, fy);
pp_edge_tex[i ] = fx * 255;
pp_edge_tex[i+1] = fy * 255;
pp_edge_tex[i+2] = 0;
}
}
// scenepp_texture_edge = R_LoadTexture32("***postprocess_edge***", PP_AMP_TEX_SIZE, PP_AMP_TEX_SIZE, pp_edge_tex, IF_NOMIPMAP|IF_NOGAMMA|IF_NOPICMIP);
GL_MTBind(0, GL_TEXTURE_2D, scenepp_texture_edge);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, pp_edge_tex);
}
void R_RotateForEntity (float *m, float *modelview, const entity_t *e, const model_t *mod)
{
if ((e->flags & RF_WEAPONMODEL) && r_refdef.playerview->viewentity > 0)
{
float em[16];
float vm[16];
vm[0] = r_refdef.playerview->vw_axis[0][0];
vm[1] = r_refdef.playerview->vw_axis[0][1];
vm[2] = r_refdef.playerview->vw_axis[0][2];
vm[3] = 0;
vm[4] = r_refdef.playerview->vw_axis[1][0];
vm[5] = r_refdef.playerview->vw_axis[1][1];
vm[6] = r_refdef.playerview->vw_axis[1][2];
vm[7] = 0;
vm[8] = r_refdef.playerview->vw_axis[2][0];
vm[9] = r_refdef.playerview->vw_axis[2][1];
vm[10] = r_refdef.playerview->vw_axis[2][2];
vm[11] = 0;
vm[12] = r_refdef.playerview->vw_origin[0];
vm[13] = r_refdef.playerview->vw_origin[1];
vm[14] = r_refdef.playerview->vw_origin[2];
vm[15] = 1;
em[0] = e->axis[0][0];
em[1] = e->axis[0][1];
em[2] = e->axis[0][2];
em[3] = 0;
em[4] = e->axis[1][0];
em[5] = e->axis[1][1];
em[6] = e->axis[1][2];
em[7] = 0;
em[8] = e->axis[2][0];
em[9] = e->axis[2][1];
em[10] = e->axis[2][2];
em[11] = 0;
em[12] = e->origin[0];
em[13] = e->origin[1];
em[14] = e->origin[2];
em[15] = 1;
Matrix4_Multiply(vm, em, m);
}
else
{
m[0] = e->axis[0][0];
m[1] = e->axis[0][1];
m[2] = e->axis[0][2];
m[3] = 0;
m[4] = e->axis[1][0];
m[5] = e->axis[1][1];
m[6] = e->axis[1][2];
m[7] = 0;
m[8] = e->axis[2][0];
m[9] = e->axis[2][1];
m[10] = e->axis[2][2];
m[11] = 0;
m[12] = e->origin[0];
m[13] = e->origin[1];
m[14] = e->origin[2];
m[15] = 1;
}
if (e->scale != 1 && e->scale != 0) //hexen 2 stuff
{
float z;
float escale;
escale = e->scale;
switch(e->drawflags&SCALE_TYPE_MASKIN)
{
default:
case SCALE_TYPE_UNIFORM:
VectorScale((m+0), escale, (m+0));
VectorScale((m+4), escale, (m+4));
VectorScale((m+8), escale, (m+8));
break;
case SCALE_TYPE_XYONLY:
VectorScale((m+0), escale, (m+0));
VectorScale((m+4), escale, (m+4));
break;
case SCALE_TYPE_ZONLY:
VectorScale((m+8), escale, (m+8));
break;
}
if (mod && (e->drawflags&SCALE_TYPE_MASKIN) != SCALE_TYPE_XYONLY)
{
switch(e->drawflags&SCALE_ORIGIN_MASKIN)
{
case SCALE_ORIGIN_CENTER:
z = ((mod->maxs[2] + mod->mins[2]) * (1-escale))/2;
VectorMA((m+12), z, e->axis[2], (m+12));
break;
case SCALE_ORIGIN_BOTTOM:
VectorMA((m+12), mod->mins[2]*(1-escale), e->axis[2], (m+12));
break;
case SCALE_ORIGIN_TOP:
VectorMA((m+12), -mod->maxs[2], e->axis[2], (m+12));
break;
}
}
}
else if (mod && !strcmp(mod->name, "progs/eyes.mdl"))
{
/*resize eyes, to make them easier to see*/
m[14] -= (22 + 8);
VectorScale((m+0), 2, (m+0));
VectorScale((m+4), 2, (m+4));
VectorScale((m+8), 2, (m+8));
}
if (mod && !ruleset_allow_larger_models.ival && mod->clampscale != 1 && mod->type == mod_alias)
{ //possibly this should be on a per-frame basis, but that's a real pain to do
Con_DPrintf("Rescaling %s by %f\n", mod->name, mod->clampscale);
VectorScale((m+0), mod->clampscale, (m+0));
VectorScale((m+4), mod->clampscale, (m+4));
VectorScale((m+8), mod->clampscale, (m+8));
}
Matrix4_Multiply(r_refdef.m_view, m, modelview);
}
//==================================================================================
qboolean R_GameRectIsFullscreen(void);
/*
=============
R_SetupGL
=============
*/
void R_SetupGL (float stereooffset)
{
int x, x2, y2, y, w, h;
vec3_t newa;
float fov_x, fov_y;
if (!r_refdef.recurse)
{
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
VectorMA(r_origin, stereooffset, vright, r_origin);
//
// set up viewpoint
//
if (r_refdef.rt_destcolour)
{
//with fbo rendering, we disable all virtual scaling.
x = r_refdef.vrect.x;
x2 = r_refdef.vrect.x + r_refdef.vrect.width;
y = r_refdef.vrect.y;
y2 = r_refdef.vrect.y + r_refdef.vrect.height;
w = x2 - x;
h = y2 - y;
r_refdef.pxrect.x = x;
r_refdef.pxrect.y = y;
r_refdef.pxrect.width = w;
r_refdef.pxrect.height = h;
r_refdef.pxrect.maxheight = vid.fbpheight;
}
else
{
x = r_refdef.vrect.x * (int)vid.pixelwidth/(int)vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * (int)vid.pixelwidth/(int)vid.width;
y = (r_refdef.vrect.y) * (int)vid.pixelheight/(int)vid.height;
y2 = (r_refdef.vrect.y + r_refdef.vrect.height) * (int)vid.pixelheight/(int)vid.height;
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < vid.pixelwidth)
x2++;
if (y2 < vid.pixelheight)
y2++;
if (y > 0)
y--;
w = x2 - x;
h = y2 - y;
if (stereooffset && r_stereo_method.ival == 5)
{
w /= 2;
if (stereooffset > 0)
x += vid.pixelwidth/2;
}
r_refdef.pxrect.x = x;
r_refdef.pxrect.y = y;
r_refdef.pxrect.width = w;
r_refdef.pxrect.height = h;
r_refdef.pxrect.maxheight = vid.pixelheight;
}
fov_x = r_refdef.fov_x;//+sin(cl.time)*5;
fov_y = r_refdef.fov_y;//-sin(cl.time+1)*5;
GL_ViewportUpdate();
if ((r_waterwarp.value<0 || (r_waterwarp.value && !R_GameRectIsFullscreen())) && (r_viewcontents & FTECONTENTS_FLUID))
{
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);
}
if (r_refdef.useperspective)
{
int stencilshadows = Sh_StencilShadowsActive();
if ((!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
{
Matrix4x4_CM_Orthographic(r_refdef.m_projection, -fov_x/2, fov_x/2, -fov_y/2, fov_y/2, 0, gl_maxdist.value>=1?gl_maxdist.value:9999);
}
newa[0] = r_refdef.viewangles[0];
newa[1] = r_refdef.viewangles[1];
newa[2] = r_refdef.viewangles[2] + gl_screenangle.value;
Matrix4x4_CM_ModelViewMatrix(r_refdef.m_view, newa, r_origin);
}
if (qglLoadMatrixf)
{
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(r_refdef.m_projection);
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf(r_refdef.m_view);
}
if (!gl_config.gles && gl_dither.modified)
{
gl_dither.modified = false;
if (gl_dither.ival)
{
qglEnable(GL_DITHER);
}
else
{
qglDisable(GL_DITHER);
}
}
if (vid_srgb.modified)
{
if (vid_srgb.ival)
qglEnable(GL_FRAMEBUFFER_SRGB);
else
qglDisable(GL_FRAMEBUFFER_SRGB);
}
}
void Surf_SetupFrame(void);
/*
================
R_RenderScene
r_refdef must be set before the first call
================
*/
void R_RenderScene (void)
{
float stereooffset[2];
int stereoframes = 1;
int stereomode;
int i;
int tmpvisents = cl_numvisedicts; /*world rendering is allowed to add additional ents, but we don't want to keep them for recursive views*/
if (!cl.worldmodel || (!cl.worldmodel->nodes && cl.worldmodel->type != mod_heightmap))
r_refdef.flags |= RDF_NOWORLDMODEL;
stereomode = r_stereo_method.ival;
if (stereomode == 1)
{
#ifdef GL_STEREO
GLint glb;
qglGetIntegerv(GL_STEREO, &glb);
if (!glb)
#endif
stereomode = 0; //we are not a stereo context, so no stereoscopic rendering (this encourages it to otherwise be left enabled, which means the user is more likely to spot that they asked it to give a slower context.
}
if (r_refdef.recurse || !stereomode || !r_stereo_separation.value)
{
stereooffset[0] = 0;
stereoframes = 1;
stereomode = 0;
}
else
{
stereooffset[0] = -r_stereo_separation.value;
stereooffset[1] = r_stereo_separation.value;
stereoframes = 2;
}
for (i = 0; i < stereoframes; i++)
{
switch (stereomode)
{
default:
case 0: //off
if (i)
return;
break;
#ifdef GL_STEREO
case 1: //proper gl stereo rendering
if (stereooffset[i] < 0)
qglDrawBuffer(GL_BACK_LEFT);
else
qglDrawBuffer(GL_BACK_RIGHT);
break;
#endif
case 2: //red/cyan
if (stereooffset[i] < 0)
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
else
qglColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE);
break;
case 3: //red/blue
if (stereooffset[i] < 0)
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
else
qglColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE);
break;
case 4: //red/green
if (stereooffset[i] < 0)
qglColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
else
qglColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE);
break;
case 5: //eyestrain
break;
}
if (i)
qglClear (GL_DEPTH_BUFFER_BIT);
Surf_SetupFrame();
TRACE(("dbg: calling R_SetupGL\n"));
R_SetupGL (stereooffset[i]);
TRACE(("dbg: calling R_SetFrustrum\n"));
if (!r_refdef.recurse)
R_SetFrustum (r_refdef.m_projection, r_refdef.m_view);
RQ_BeginFrame();
TRACE(("dbg: calling Surf_DrawWorld\n"));
Surf_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
// R_DrawDecals();
TRACE(("dbg: calling R_RenderDlights\n"));
R_RenderDlights ();
if (r_refdef.recurse)
RQ_RenderBatch();
else
RQ_RenderBatchClear();
cl_numvisedicts = tmpvisents;
}
switch (stereomode)
{
default:
case 0:
break;
case 1:
qglDrawBuffer(GL_BACK);
break;
case 3:
qglColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_FALSE);
qglClear(GL_COLOR_BUFFER_BIT);
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
break;
case 4:
qglColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_FALSE);
qglClear(GL_COLOR_BUFFER_BIT);
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
case 2:
qglColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
break;
case 5:
break;
}
}
/*generates a new modelview matrix, as well as vpn vectors*/
static void R_MirrorMatrix(plane_t *plane)
{
float mirror[16];
float view[16];
float result[16];
vec3_t pnorm;
VectorNegate(plane->normal, pnorm);
mirror[0] = 1-2*pnorm[0]*pnorm[0];
mirror[1] = -2*pnorm[0]*pnorm[1];
mirror[2] = -2*pnorm[0]*pnorm[2];
mirror[3] = 0;
mirror[4] = -2*pnorm[1]*pnorm[0];
mirror[5] = 1-2*pnorm[1]*pnorm[1];
mirror[6] = -2*pnorm[1]*pnorm[2] ;
mirror[7] = 0;
mirror[8] = -2*pnorm[2]*pnorm[0];
mirror[9] = -2*pnorm[2]*pnorm[1];
mirror[10] = 1-2*pnorm[2]*pnorm[2];
mirror[11] = 0;
mirror[12] = -2*pnorm[0]*plane->dist;
mirror[13] = -2*pnorm[1]*plane->dist;
mirror[14] = -2*pnorm[2]*plane->dist;
mirror[15] = 1;
view[0] = vpn[0];
view[1] = vpn[1];
view[2] = vpn[2];
view[3] = 0;
view[4] = -vright[0];
view[5] = -vright[1];
view[6] = -vright[2];
view[7] = 0;
view[8] = vup[0];
view[9] = vup[1];
view[10] = vup[2];
view[11] = 0;
view[12] = r_refdef.vieworg[0];
view[13] = r_refdef.vieworg[1];
view[14] = r_refdef.vieworg[2];
view[15] = 1;
VectorMA(r_refdef.vieworg, 0.25, plane->normal, r_refdef.pvsorigin);
Matrix4_Multiply(mirror, view, result);
vpn[0] = result[0];
vpn[1] = result[1];
vpn[2] = result[2];
vright[0] = -result[4];
vright[1] = -result[5];
vright[2] = -result[6];
vup[0] = result[8];
vup[1] = result[9];
vup[2] = result[10];
r_refdef.vieworg[0] = result[12];
r_refdef.vieworg[1] = result[13];
r_refdef.vieworg[2] = result[14];
}
static entity_t *R_NearestPortal(plane_t *plane)
{
int i;
entity_t *best = NULL;
float dist, bestd = 0;
//for q3-compat, portals on world scan for a visedict to use for their view.
for (i = 0; i < cl_numvisedicts; i++)
{
if (cl_visedicts[i].rtype == RT_PORTALSURFACE)
{
dist = DotProduct(cl_visedicts[i].origin, plane->normal)-plane->dist;
dist = fabs(dist);
if (dist < 64 && (!best || dist < bestd))
best = &cl_visedicts[i];
}
}
return best;
}
static void TransformCoord(vec3_t in, vec3_t planea[3], vec3_t planeo, vec3_t viewa[3], vec3_t viewo, vec3_t result)
{
int i;
vec3_t local;
vec3_t transformed;
float d;
local[0] = in[0] - planeo[0];
local[1] = in[1] - planeo[1];
local[2] = in[2] - planeo[2];
VectorClear(transformed);
for ( i = 0 ; i < 3 ; i++ )
{
d = DotProduct(local, planea[i]);
VectorMA(transformed, d, viewa[i], transformed);
}
result[0] = transformed[0] + viewo[0];
result[1] = transformed[1] + viewo[1];
result[2] = transformed[2] + viewo[2];
}
static void TransformDir(vec3_t in, vec3_t planea[3], vec3_t viewa[3], vec3_t result)
{
int i;
float d;
vec3_t tmp;
VectorCopy(in, tmp);
VectorClear(result);
for ( i = 0 ; i < 3 ; i++ )
{
d = DotProduct(tmp, planea[i]);
VectorMA(result, d, viewa[i], result);
}
}
static float sgn(float a)
{
if (a > 0.0F) return (1.0F);
if (a < 0.0F) return (-1.0F);
return (0.0F);
}
void R_ObliqueNearClip(float *viewmat, mplane_t *wplane)
{
float f;
vec4_t q, c;
vec3_t ping, pong;
vec4_t vplane;
//convert world plane into view space
Matrix4x4_CM_Transform3x3(viewmat, wplane->normal, vplane);
VectorScale(wplane->normal, wplane->dist, ping);
Matrix4x4_CM_Transform3(viewmat, ping, pong);
vplane[3] = -DotProduct(pong, vplane);
// Calculate the clip-space corner point opposite the clipping plane
// as (sgn(clipPlane.x), sgn(clipPlane.y), 1, 1) and
// transform it into camera space by multiplying it
// by the inverse of the projection matrix
q[0] = (sgn(vplane[0]) + r_refdef.m_projection[8]) / r_refdef.m_projection[0];
q[1] = (sgn(vplane[1]) + r_refdef.m_projection[9]) / r_refdef.m_projection[5];
q[2] = -1.0F;
q[3] = (1.0F + r_refdef.m_projection[10]) / r_refdef.m_projection[14];
// Calculate the scaled plane vector
f = 2.0F / DotProduct4(vplane, q);
Vector4Scale(vplane, f, c);
// Replace the third row of the projection matrix
r_refdef.m_projection[2] = c[0];
r_refdef.m_projection[6] = c[1];
r_refdef.m_projection[10] = c[2] + 1.0F;
r_refdef.m_projection[14] = c[3];
}
void CL_DrawDebugPlane(float *normal, float dist, float r, float g, float b, qboolean enqueue);
void GLR_DrawPortal(batch_t *batch, batch_t **blist, batch_t *depthmasklist[2], int portaltype)
{
entity_t *view;
// GLdouble glplane[4];
plane_t plane, oplane;
float vmat[16];
refdef_t oldrefdef;
vec3_t r;
int i;
mesh_t *mesh = batch->mesh[batch->firstmesh];
qbyte newvis[(MAX_MAP_LEAFS+7)/8];
float ivmat[16], trmat[16];
if (r_refdef.recurse >= R_MAX_RECURSE-1)
return;
if (!mesh->normals_array)
{
VectorSet(plane.normal, 0, 0, 1);
}
else
{
VectorCopy(mesh->normals_array[0], plane.normal);
}
if (batch->ent == &r_worldentity)
{
plane.dist = DotProduct(mesh->xyz_array[0], plane.normal);
}
else
{
vec3_t point, vel;
VectorCopy(plane.normal, oplane.normal);
//rotate the surface normal around its entity's matrix
plane.normal[0] = oplane.normal[0]*batch->ent->axis[0][0] + oplane.normal[1]*batch->ent->axis[1][0] + oplane.normal[2]*batch->ent->axis[2][0];
plane.normal[1] = oplane.normal[0]*batch->ent->axis[0][1] + oplane.normal[1]*batch->ent->axis[1][1] + oplane.normal[2]*batch->ent->axis[2][1];
plane.normal[2] = oplane.normal[0]*batch->ent->axis[0][2] + oplane.normal[1]*batch->ent->axis[1][2] + oplane.normal[2]*batch->ent->axis[2][2];
//rotate some point on the mesh around its entity's matrix
point[0] = mesh->xyz_array[0][0]*batch->ent->axis[0][0] + mesh->xyz_array[0][1]*batch->ent->axis[1][0] + mesh->xyz_array[0][2]*batch->ent->axis[2][0] + batch->ent->origin[0];
point[1] = mesh->xyz_array[0][0]*batch->ent->axis[0][1] + mesh->xyz_array[0][1]*batch->ent->axis[1][1] + mesh->xyz_array[0][2]*batch->ent->axis[2][1] + batch->ent->origin[1];
point[2] = mesh->xyz_array[0][0]*batch->ent->axis[0][2] + mesh->xyz_array[0][1]*batch->ent->axis[1][2] + mesh->xyz_array[0][2]*batch->ent->axis[2][2] + batch->ent->origin[2];
//now we can figure out the plane dist
plane.dist = DotProduct(point, plane.normal);
}
//if we're too far away from the surface, don't draw anything
if (batch->shader->flags & SHADER_AGEN_PORTAL)
{
/*there's a portal alpha blend on that surface, that fades out after this distance*/
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist > batch->shader->portaldist)
return;
}
//if we're behind it, then also don't draw anything. for our purposes, behind is when the entire near clipplane is behind.
if (DotProduct(r_refdef.vieworg, plane.normal)-plane.dist < -gl_mindist.value)
return;
TRACE(("GLR_DrawPortal: portal type %i\n", portaltype));
oldrefdef = r_refdef;
r_refdef.recurse+=1;
r_refdef.externalview = true;
switch(portaltype)
{
case 1: /*fbo explicit mirror (fucked depth, working clip plane)*/
//fixme: pvs is surely wrong?
// r_refdef.flipcull ^= SHADER_CULL_FLIP;
R_MirrorMatrix(&plane);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
VectorCopy(mesh->xyz_array[0], r_refdef.pvsorigin);
for (i = 1; i < mesh->numvertexes; i++)
VectorAdd(r_refdef.pvsorigin, mesh->xyz_array[i], r_refdef.pvsorigin);
VectorScale(r_refdef.pvsorigin, 1.0/mesh->numvertexes, r_refdef.pvsorigin);
break;
case 2: /*fbo refraction (fucked depth, working clip plane)*/
case 3: /*screen copy refraction (screen depth, fucked clip planes)*/
/*refraction image (same view, just with things culled*/
r_refdef.externalview = oldrefdef.externalview;
VectorNegate(plane.normal, plane.normal);
plane.dist = -plane.dist;
//use the player's origin for r_viewleaf, because there's not much we can do anyway*/
VectorCopy(r_origin, r_refdef.pvsorigin);
if (cl.worldmodel && cl.worldmodel->funcs.ClusterPVS && !r_novis.ival)
{
int clust, i, j;
float d;
vec3_t point;
int pvsbytes = (cl.worldmodel->numclusters+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);
clust = cl.worldmodel->funcs.ClusterForPoint(cl.worldmodel, point);
if (i == batch->firstmesh)
r_refdef.forcedvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clust, newvis, sizeof(newvis));
else
{
if (r_refdef.forcedvis != newvis)
{
memcpy(newvis, r_refdef.forcedvis, pvsbytes);
}
r_refdef.forcedvis = cl.worldmodel->funcs.ClusterPVS(cl.worldmodel, clust, NULL, sizeof(newvis));
for (j = 0; j < pvsbytes; j+= 4)
{
*(int*)&newvis[j] |= *(int*)&r_refdef.forcedvis[j];
}
r_refdef.forcedvis = newvis;
}
}
// memset(newvis, 0xff, pvsbytes);
}
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
break;
case 0: /*q3 portal*/
default:
#ifdef CSQC_DAT
if (CSQC_SetupToRenderPortal(batch->ent->keynum))
{
oplane = plane;
//transform the old surface plane into the new view matrix
Matrix4_Invert(r_refdef.m_view, ivmat);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
Matrix4_Multiply(ivmat, vmat, trmat);
plane.normal[0] = -(oplane.normal[0] * trmat[0] + oplane.normal[1] * trmat[1] + oplane.normal[2] * trmat[2]);
plane.normal[1] = -(oplane.normal[0] * trmat[4] + oplane.normal[1] * trmat[5] + oplane.normal[2] * trmat[6]);
plane.normal[2] = -(oplane.normal[0] * trmat[8] + oplane.normal[1] * trmat[9] + oplane.normal[2] * trmat[10]);
plane.dist = -oplane.dist + trmat[12]*oplane.normal[0] + trmat[13]*oplane.normal[1] + trmat[14]*oplane.normal[2];
if (Cvar_Get("temp_useplaneclip", "1", 0, "temp")->ival)
portaltype = 1; //make sure the near clipplane is used.
}
else
#endif
if (!(view = R_NearestPortal(&plane)) || VectorCompare(view->origin, view->oldorigin))
{
//a portal with no portal entity, or a portal rentity with an origin equal to its oldorigin, is a mirror.
// r_refdef.flipcull ^= SHADER_CULL_FLIP;
R_MirrorMatrix(&plane);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
VectorCopy(mesh->xyz_array[0], r_refdef.pvsorigin);
for (i = 1; i < mesh->numvertexes; i++)
VectorAdd(r_refdef.pvsorigin, mesh->xyz_array[i], r_refdef.pvsorigin);
VectorScale(r_refdef.pvsorigin, 1.0/mesh->numvertexes, r_refdef.pvsorigin);
portaltype = 1;
}
else
{
float d;
vec3_t paxis[3], porigin, vaxis[3], vorg;
void PerpendicularVector( vec3_t dst, const vec3_t src );
oplane = plane;
/*calculate where the surface is meant to be*/
VectorCopy(mesh->normals_array[0], paxis[0]);
PerpendicularVector(paxis[1], paxis[0]);
CrossProduct(paxis[0], paxis[1], paxis[2]);
d = DotProduct(view->origin, plane.normal) - plane.dist;
VectorMA(view->origin, -d, paxis[0], porigin);
/*grab the camera origin*/
VectorNegate(view->axis[0], vaxis[0]);
VectorNegate(view->axis[1], vaxis[1]);
VectorCopy(view->axis[2], vaxis[2]);
VectorCopy(view->oldorigin, vorg);
VectorCopy(vorg, r_refdef.pvsorigin);
/*rotate it a bit*/
if (view->framestate.g[FS_REG].frame[1]) //oldframe
{
if (view->framestate.g[FS_REG].frame[0]) //newframe
d = realtime * view->framestate.g[FS_REG].frame[0]; //newframe
else
d = view->skinnum + sin(realtime)*4;
}
else
d = view->skinnum;
if (d)
{
vec3_t rdir;
VectorCopy(vaxis[1], rdir);
RotatePointAroundVector(vaxis[1], vaxis[0], rdir, d);
CrossProduct(vaxis[0], vaxis[1], vaxis[2]);
}
TransformCoord(oldrefdef.vieworg, paxis, porigin, vaxis, vorg, r_refdef.vieworg);
TransformDir(vpn, paxis, vaxis, vpn);
TransformDir(vright, paxis, vaxis, vright);
TransformDir(vup, paxis, vaxis, vup);
Matrix4x4_CM_ModelViewMatrixFromAxis(vmat, vpn, vright, vup, r_refdef.vieworg);
//transform the old surface plane into the new view matrix
if (Matrix4_Invert(r_refdef.m_view, ivmat))
{
Matrix4_Multiply(ivmat, vmat, trmat);
plane.normal[0] = -(oplane.normal[0] * trmat[0] + oplane.normal[1] * trmat[1] + oplane.normal[2] * trmat[2]);
plane.normal[1] = -(oplane.normal[0] * trmat[4] + oplane.normal[1] * trmat[5] + oplane.normal[2] * trmat[6]);
plane.normal[2] = -(oplane.normal[0] * trmat[8] + oplane.normal[1] * trmat[9] + oplane.normal[2] * trmat[10]);
plane.dist = -oplane.dist + trmat[12]*oplane.normal[0] + trmat[13]*oplane.normal[1] + trmat[14]*oplane.normal[2];
portaltype = 1;
}
}
break;
}
/*FIXME: can we get away with stenciling the screen?*/
/*Add to frustum culling instead of clip planes?*/
/* if (qglClipPlane && portaltype)
{
GLdouble glplane[4];
glplane[0] = plane.normal[0];
glplane[1] = plane.normal[1];
glplane[2] = plane.normal[2];
glplane[3] = plane.dist;
qglClipPlane(GL_CLIP_PLANE0, glplane);
qglEnable(GL_CLIP_PLANE0);
}
*/ //fixme: we can probably scissor a smaller frusum
R_SetFrustum (r_refdef.m_projection, vmat);
if (r_refdef.frustum_numplanes < MAXFRUSTUMPLANES)
{
extern int SignbitsForPlane (mplane_t *out);
mplane_t fp;
VectorCopy(plane.normal, fp.normal);
fp.dist = plane.dist;
// if (DotProduct(fp.normal, vpn) < 0)
// {
// VectorNegate(fp.normal, fp.normal);
// fp.dist *= -1;
// }
fp.type = PLANE_ANYZ;
fp.signbits = SignbitsForPlane (&fp);
if (portaltype == 1 || portaltype == 2)
R_ObliqueNearClip(vmat, &fp);
//our own culling should be an epsilon forwards so we don't still draw things behind the line due to precision issues.
fp.dist += 0.01;
r_refdef.frustum[r_refdef.frustum_numplanes++] = fp;
}
//force culling to update to match the new front face.
// memcpy(r_refdef.m_view, vmat, sizeof(float)*16);
if (depthmasklist)
{
/*draw already-drawn portals as depth-only, to ensure that their contents are not harmed*/
/*we can only do this AFTER the oblique perspective matrix is calculated, to avoid depth inconsistancies, while we still have the old view matrix*/
int i;
batch_t *dmask = NULL;
if (qglLoadMatrixf)
{
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(r_refdef.m_projection);
//portals to mask are relative to the old view still.
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf(r_refdef.m_view);
}
currententity = NULL;
if (gl_config.arb_depth_clamp)
qglEnable(GL_DEPTH_CLAMP_ARB); //ignore the near clip plane(ish), this means nearer portals can still mask further ones.
GL_ForceDepthWritable();
GLBE_SelectMode(BEM_DEPTHONLY);
for (i = 0; i < 2; i++)
{
for (dmask = depthmasklist[i]; dmask; dmask = dmask->next)
{
if (dmask == batch)
continue;
if (dmask->meshes == dmask->firstmesh)
continue;
GLBE_SubmitBatch(dmask);
}
}
GLBE_SelectMode(BEM_STANDARD);
if (gl_config.arb_depth_clamp)
qglDisable(GL_DEPTH_CLAMP_ARB);
currententity = NULL;
}
//now determine the stuff the backend will use.
memcpy(r_refdef.m_view, vmat, sizeof(float)*16);
VectorAngles(vpn, vup, r_refdef.viewangles);
r_refdef.viewangles[0] *= -1;
VectorCopy(r_refdef.vieworg, r_origin);
//determine r_refdef.flipcull & SHADER_CULL_FLIP based upon whether right is right or not.
CrossProduct(vpn, vup, r);
if (DotProduct(r, vright) < 0)
r_refdef.flipcull |= SHADER_CULL_FLIP;
else
r_refdef.flipcull &= ~SHADER_CULL_FLIP;
GL_CullFace(0);//make sure flipcull takes effect
//FIXME: just call Surf_DrawWorld instead?
R_RenderScene();
// if (qglClipPlane)
// qglDisable(GL_CLIP_PLANE0);
if (r_portaldrawplanes.ival)
{
//the front of the plane should generally point away from the camera, and will be drawn in bright green. woo
CL_DrawDebugPlane(plane.normal, plane.dist+0.01, 0.0, 0.5, 0.0, false);
CL_DrawDebugPlane(plane.normal, plane.dist-0.01, 0.0, 0.5, 0.0, false);
//the back of the plane points towards the camera, and will be drawn in blue, for the luls
VectorNegate(plane.normal, plane.normal);
plane.dist *= -1;
CL_DrawDebugPlane(plane.normal, plane.dist+0.01, 0.0, 0.0, 0.2, false);
CL_DrawDebugPlane(plane.normal, plane.dist-0.01, 0.0, 0.0, 0.2, false);
}
r_refdef = oldrefdef;
/*broken stuff*/
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
VectorCopy (r_refdef.vieworg, r_origin);
if (qglLoadMatrixf)
{
/*put GL back the way it was*/
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(r_refdef.m_projection);
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf(r_refdef.m_view);
}
GL_CullFace(0);//make sure flipcull reversion takes effect
TRACE(("GLR_DrawPortal: portal drawn\n"));
#ifdef warningmsg
#pragma warningmsg("warning: there's a bug with rtlights in portals, culling is broken or something. May also be loading the wrong matrix")
#endif
currententity = NULL;
}
/*
=============
R_Clear
=============
*/
qboolean R_GameRectIsFullscreen(void)
{
return r_refdef.grect.x == 0 && r_refdef.grect.y == 0 && (unsigned)r_refdef.grect.width == vid.fbvwidth && (unsigned)r_refdef.grect.height == vid.fbvheight;
}
int gldepthfunc = GL_LEQUAL;
void R_Clear (void)
{
/*tbh, this entire function should be in the backend*/
GL_ForceDepthWritable();
{
if (r_clear.ival && R_GameRectIsFullscreen() && !(r_refdef.flags & RDF_NOWORLDMODEL))
{
qglClearColor(1, 0, 0, 0);
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else
qglClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 1;
gldepthfunc=GL_LEQUAL;
}
}
#if 0
void GLR_SetupFog (void)
{
if (r_viewleaf)// && r_viewcontents != FTECONTENTS_EMPTY)
{
// static fogcolour;
float fogcol[4]={0};
float fogperc;
float fogdist;
fogperc=0;
fogdist=512;
switch(r_viewcontents)
{
case FTECONTENTS_WATER:
fogcol[0] = 64/255.0;
fogcol[1] = 128/255.0;
fogcol[2] = 192/255.0;
fogperc=0.2;
fogdist=512;
break;
case FTECONTENTS_SLIME:
fogcol[0] = 32/255.0;
fogcol[1] = 192/255.0;
fogcol[2] = 92/255.0;
fogperc=1;
fogdist=256;
break;
case FTECONTENTS_LAVA:
fogcol[0] = 192/255.0;
fogcol[1] = 32/255.0;
fogcol[2] = 64/255.0;
fogperc=1;
fogdist=128;
break;
default:
fogcol[0] = 192/255.0;
fogcol[1] = 192/255.0;
fogcol[2] = 192/255.0;
fogperc=1;
fogdist=1024;
break;
}
if (fogperc)
{
qglFogi(GL_FOG_MODE, GL_LINEAR);
qglFogfv(GL_FOG_COLOR, fogcol);
qglFogf(GL_FOG_DENSITY, fogperc);
qglFogf(GL_FOG_START, 1);
qglFogf(GL_FOG_END, fogdist);
qglEnable(GL_FOG);
}
}
}
#endif
static void R_RenderMotionBlur(void)
{
int vwidth = 1, vheight = 1;
float vs, vt, cs, ct;
shader_t *shader;
#if !defined(ANDROID) && !defined(NACL)
//figure out the size of our texture.
if (r_config.texture_non_power_of_two)
{ //we can use any size, supposedly
vwidth = vid.pixelwidth;
vheight = vid.pixelheight;
}
else
{ //limit the texture size to square and use padding.
while (vwidth < vid.pixelwidth)
vwidth *= 2;
while (vheight < vid.pixelheight)
vheight *= 2;
}
//blend the last frame onto the scene
//the maths is because our texture is over-sized (must be power of two)
cs = vs = (float)vid.pixelwidth / vwidth * 0.5;
ct = vt = (float)vid.pixelheight / vheight * 0.5;
vs *= gl_motionblurscale.value;
vt *= gl_motionblurscale.value;
//render using our texture
shader = R_RegisterShader("postproc_motionblur", SUF_NONE,
"{\n"
"program default2d\n"
"{\n"
"map $sourcecolour\n"
"blendfunc blend\n"
"}\n"
"}\n"
);
// GLBE_RenderToTexture(sceneblur_texture, r_nulltex, r_nulltex, r_nulltex, false);
Con_Printf("FIXME: tex_sourcecolour = sceneblur_texture\n");
R2D_ImageColours(1, 1, 1, gl_motionblur.value);
R2D_Image(0, 0, vid.width, vid.height, cs-vs, ct+vt, cs+vs, ct-vt, shader);
Con_Printf("FIXME: tex_sourcecolour = reset\n");
// GLBE_RenderToTexture(r_nulltex, r_nulltex, r_nulltex, r_nulltex, false);
//grab the current image so we can feed that back into the next frame.
GL_MTBind(0, GL_TEXTURE_2D, sceneblur_texture);
//copy the image into the texture so that we can play with it next frame too!
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, 0, 0, vwidth, vheight, 0);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#endif
}
/*FIXME: we could use geometry shaders to draw to all 6 faces at once*/
qboolean R_RenderScene_Cubemap(void)
{
int cmapsize = 512;
int i;
static vec3_t ang[6] =
{ {0, -90, 0}, {0, 90, 0},
{90, 0, 0}, {-90, 0, 0},
{0, 0, 0}, {0, -180, 0} };
vec3_t saveang;
vrect_t vrect;
pxrect_t prect;
shader_t *shader;
int facemask;
/*needs glsl*/
if (!gl_config.arb_shader_objects)
return false;
if (!ffov.value)
return false;
if (!cls.allow_postproc)
return false;
facemask = 0;
if (ffov.value < 0)
{
shader = R_RegisterShader("postproc_panorama", SUF_NONE,
"{\n"
"program postproc_panorama\n"
"{\n"
"map $sourcecube\n"
"}\n"
"}\n"
);
//panoramic view needs at most the four sides
facemask |= 1<<4; /*front view*/
if (ffov.value < -90)
{
facemask |= (1<<0) | (1<<1); /*side views*/
if (ffov.value < -270)
facemask |= 1<<5; /*back view*/
}
}
else
{
shader = R_RegisterShader("postproc_fisheye", SUF_NONE,
"{\n"
"program postproc_fisheye\n"
"{\n"
"map $sourcecube\n"
"}\n"
"}\n"
);
//fisheye view sees up to a full sphere
facemask |= 1<<4; /*front view*/
if (ffov.value > 77)
facemask |= (1<<0) | (1<<1) | (1<<2) | (1<<3); /*side/top/bottom views*/
if (ffov.value > 270)
facemask |= 1<<5; /*back view*/
}
vrect = r_refdef.vrect;
prect = r_refdef.pxrect;
// prect.x = (vrect.x * vid.pixelwidth)/vid.width;
// prect.width = (vrect.width * vid.pixelwidth)/vid.width;
// prect.y = (vrect.y * vid.pixelheight)/vid.height;
// prect.height = (vrect.height * vid.pixelheight)/vid.height;
if (r_config.texture_non_power_of_two)
{
if (prect.width < prect.height)
cmapsize = prect.width;
else
cmapsize = prect.height;
}
else
{
while (cmapsize > prect.width || cmapsize > prect.height)
{
cmapsize /= 2;
}
}
VectorCopy(r_refdef.viewangles, saveang);
saveang[2] = 0;
if (!TEXVALID(scenepp_postproc_cube) || cmapsize != scenepp_postproc_cube_size)
{
if (TEXVALID(scenepp_postproc_cube))
GL_DestroyTexture(scenepp_postproc_cube);
scenepp_postproc_cube = GL_AllocNewTexture("***fish***", cmapsize, cmapsize, 0);
GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, scenepp_postproc_cube);
for (i = 0; i < 6; i++)
qglCopyTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, 0, GL_RGB, 0, 0, cmapsize, cmapsize, 0);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
scenepp_postproc_cube_size = cmapsize;
}
vrect = r_refdef.vrect; //save off the old vrect
r_refdef.vrect.width = (cmapsize * vid.width) / vid.pixelwidth;
r_refdef.vrect.height = (cmapsize * vid.height) / vid.pixelheight;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = prect.y;
ang[0][0] = -saveang[0];
ang[0][1] = -90;
ang[0][2] = -saveang[0];
ang[1][0] = -saveang[0];
ang[1][1] = 90;
ang[1][2] = saveang[0];
ang[5][0] = -saveang[0]*2;
for (i = 0; i < 6; i++)
{
if (!(facemask & (1<<i)))
continue;
r_refdef.fov_x = 90;
r_refdef.fov_y = 90;
r_refdef.viewangles[0] = saveang[0]+ang[i][0];
r_refdef.viewangles[1] = saveang[1]+ang[i][1];
r_refdef.viewangles[2] = saveang[2]+ang[i][2];
R_Clear ();
GL_SetShaderState2D(false);
// render normal view
R_RenderScene ();
GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, scenepp_postproc_cube);
//FIXME: use a render target instead.
qglCopyTexSubImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, 0, 0, 0, 0, vid.pixelheight - (prect.y + cmapsize), cmapsize, cmapsize);
}
r_refdef.vrect = vrect;
r_refdef.pxrect = prect;
//GL_ViewportUpdate();
GL_Set2D(false);
// go 2d
/* qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity ();
qglOrtho (0, vid.width, vid.height, 0, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
*/
// draw it through the shader
R2D_Image(0, 0, vid.width, vid.height, -0.5, 0.5, 0.5, -0.5, shader);
//revert the matricies
/* qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
*/
return true;
}
/*
================
R_RenderView
r_refdef must be set before the first call
================
*/
void GLR_RenderView (void)
{
int dofbo = r_refdef.rt_destcolour || r_refdef.rt_depth;
double time1 = 0, time2;
checkglerror();
if (r_norefresh.value || !vid.pixelwidth || !vid.pixelheight)
return;
if (!(r_refdef.flags & RDF_NOWORLDMODEL))
{
//FIXME: fbo stuff
if (!r_worldentity.model || r_worldentity.model->needload || !cl.worldmodel)
{
GL_Set2D (false);
R2D_ImageColours(0, 0, 0, 1);
R2D_FillBlock(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height);
R2D_ImageColours(1, 1, 1, 1);
return;
}
// Sys_Error ("R_RenderView: NULL worldmodel");
}
BE_Scissor(NULL);
if (dofbo)
{
unsigned int flags = 0;
texid_t col = r_nulltex, depth = r_nulltex;
unsigned int cw=0, ch=0, dw=0, dh=0;
//3d views generally ignore source colour+depth.
//FIXME: support depth with no colour
if (r_refdef.rt_destcolour)
col = R2D_RT_GetTexture(r_refdef.rt_destcolour, &cw, &ch);
if (r_refdef.rt_depth)
depth = R2D_RT_GetTexture(r_refdef.rt_depth, &dw, &dh);
if (r_refdef.rt_destcolour)
{ //colour (with or without depth)
if (r_refdef.rt_depth && (dw != cw || dh != dh))
{
Con_Printf("RT: destcolour and depth render targets are of different sizes\n"); //should check rgb/depth modes too I guess.
depth = r_nulltex;
}
vid.fbvwidth = vid.fbpwidth = cw;
vid.fbvheight = vid.fbpheight = ch;
}
else
{ //depth, with no colour
vid.fbvwidth = vid.fbpwidth = dw;
vid.fbvheight = vid.fbpheight = dh;
}
if (TEXVALID(col))
flags |= FBO_TEX_COLOUR;
if (TEXVALID(depth))
flags |= FBO_TEX_DEPTH;
else
flags |= FBO_RB_DEPTH;
GLBE_FBO_Update(&fbo_gameview, true, flags, col, depth, vid.fbpwidth, vid.fbpheight);
}
else
{
vid.fbvwidth = vid.width;
vid.fbvheight = vid.height;
vid.fbpwidth = vid.pixelwidth;
vid.fbpheight = vid.pixelheight;
}
if (qglPNTrianglesiATI)
{
if (gl_ati_truform_type.ival)
{ //linear
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
}
else
{ //quadric
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
}
qglPNTrianglesfATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, gl_ati_truform_tesselation.value);
}
if (gl_finish.ival)
{
RSpeedMark();
qglFinish ();
RSpeedEnd(RSPEED_FINISH);
}
if (r_speeds.ival)
{
time1 = Sys_DoubleTime ();
}
if (!dofbo && !(r_refdef.flags & RDF_NOWORLDMODEL) && R_RenderScene_Cubemap())
{
}
else
{
GL_SetShaderState2D(false);
R_Clear ();
// GLR_SetupFog ();
// render normal view
R_RenderScene ();
}
// qglDisable(GL_FOG);
if (r_speeds.ival)
{
// glFinish ();
time2 = Sys_DoubleTime ();
RQuantAdd(RQUANT_MSECS, (int)((time2-time1)*1000000));
// Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
}
checkglerror();
//update stuff now that we're not rendering the 3d scene
if (dofbo)
GLBE_RenderToTextureUpdate2d(true);
else
{
GLBE_RenderToTextureUpdate2d(false);
GL_Set2D (false);
}
//FIXME: support bloom+waterwarp even when drawing to an fbo?
//FIXME: force waterwarp to a temp fbo always
if ((r_refdef.flags & RDF_NOWORLDMODEL) || dofbo)
return;
if (!R_GameRectIsFullscreen())
return;
if (r_bloom.value)
R_BloomBlend();
// SCENE POST PROCESSING
// we check if we need to use any shaders - currently it's just waterwarp
if ((r_waterwarp.value>0 && (r_viewcontents & FTECONTENTS_WATER)))
{
if (scenepp_waterwarp)
{
R2D_ScalePic(0, 0, vid.width, vid.height, scenepp_waterwarp);
}
}
if (gl_motionblur.value>0 && gl_motionblur.value < 1 && qglCopyTexImage2D)
R_RenderMotionBlur();
if (*r_postprocshader.string)
{
shader_t *postproc = R_RegisterCustom(r_postprocshader.string, SUF_NONE, NULL, NULL);
if (postproc)
{
R2D_ScalePic(0, 0, vid.width, vid.height, postproc);
}
}
checkglerror();
}
#endif