/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2007-2008 Kristian Duske Copyright (C) 2010-2014 QuakeSpasm developers 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_misc.c #include "quakedef.h" //johnfitz -- new cvars extern cvar_t r_stereo; extern cvar_t r_stereodepth; extern cvar_t r_clearcolor; extern cvar_t r_drawflat; extern cvar_t r_flatlightstyles; extern cvar_t gl_fullbrights; extern cvar_t gl_farclip; extern cvar_t gl_overbright; extern cvar_t gl_overbright_models; extern cvar_t r_waterquality; extern cvar_t r_oldwater; extern cvar_t r_waterwarp; extern cvar_t r_oldskyleaf; extern cvar_t r_drawworld; extern cvar_t r_showtris; extern cvar_t r_showbboxes; extern cvar_t r_lerpmodels; extern cvar_t r_lerpmove; extern cvar_t r_nolerp_list; extern cvar_t r_noshadow_list; //johnfitz extern cvar_t gl_zfix; // QuakeSpasm z-fighting fix extern gltexture_t *playertextures[MAX_SCOREBOARD]; //johnfitz gltexture_t *decal_blood1; gltexture_t * decal_blood2; gltexture_t *decal_blood3; gltexture_t *decal_q3blood; gltexture_t *decal_burn; gltexture_t *decal_mark; gltexture_t *decal_glow; const char* zombie_skinss[4]; /* ==================== GL_Overbright_f -- johnfitz ==================== */ static void GL_Overbright_f (cvar_t *var) { R_RebuildAllLightmaps (); } /* ==================== GL_Fullbrights_f -- johnfitz ==================== */ static void GL_Fullbrights_f (cvar_t *var) { TexMgr_ReloadNobrightImages (); } /* ==================== R_SetClearColor_f -- johnfitz ==================== */ static void R_SetClearColor_f (cvar_t *var) { byte *rgb; int s; s = (int)r_clearcolor.value & 0xFF; rgb = (byte*)(d_8to24table + s); glClearColor (rgb[0]/255.0,rgb[1]/255.0,rgb[2]/255.0,0); } /* ==================== R_Novis_f -- johnfitz ==================== */ static void R_VisChanged (cvar_t *var) { extern int vis_changed; vis_changed = 1; } /* =============== R_Model_ExtraFlags_List_f -- johnfitz -- called when r_nolerp_list or r_noshadow_list cvar changes =============== */ static void R_Model_ExtraFlags_List_f (cvar_t *var) { int i; for (i=0; i < MAX_MODELS; i++) Mod_SetExtraFlags (cl.model_precache[i]); } /* ==================== R_SetWateralpha_f -- ericw ==================== */ static void R_SetWateralpha_f (cvar_t *var) { map_wateralpha = var->value; } /* ==================== R_SetLavaalpha_f -- ericw ==================== */ static void R_SetLavaalpha_f (cvar_t *var) { map_lavaalpha = var->value; } /* ==================== R_SetTelealpha_f -- ericw ==================== */ static void R_SetTelealpha_f (cvar_t *var) { map_telealpha = var->value; } /* ==================== R_SetSlimealpha_f -- ericw ==================== */ static void R_SetSlimealpha_f (cvar_t *var) { map_slimealpha = var->value; } /* ==================== GL_WaterAlphaForSurfface -- ericw ==================== */ float GL_WaterAlphaForSurface (msurface_t *fa) { if (fa->flags & SURF_DRAWLAVA) return map_lavaalpha > 0 ? map_lavaalpha : map_wateralpha; else if (fa->flags & SURF_DRAWTELE) return map_telealpha > 0 ? map_telealpha : map_wateralpha; else if (fa->flags & SURF_DRAWSLIME) return map_slimealpha > 0 ? map_slimealpha : map_wateralpha; else return map_wateralpha; } /* =============== R_Init =============== */ void R_Init (void) { extern cvar_t gl_finish; Cmd_AddCommand ("timerefresh", R_TimeRefresh_f); Cmd_AddCommand ("pointfile", R_ReadPointFile_f); Cvar_RegisterVariable (&r_norefresh); Cvar_RegisterVariable (&r_lightmap); Cvar_RegisterVariable (&r_fullbright); Cvar_RegisterVariable (&r_drawentities); Cvar_RegisterVariable (&r_drawviewmodel); Cvar_RegisterVariable (&r_shadows); Cvar_RegisterVariable (&r_wateralpha); Cvar_SetCallback (&r_wateralpha, R_SetWateralpha_f); Cvar_RegisterVariable (&r_dynamic); Cvar_RegisterVariable (&r_novis); Cvar_SetCallback (&r_novis, R_VisChanged); Cvar_RegisterVariable (&r_speeds); Cvar_RegisterVariable (&r_pos); Cvar_RegisterVariable (&gl_finish); Cvar_RegisterVariable (&gl_clear); Cvar_RegisterVariable (&gl_cull); Cvar_RegisterVariable (&gl_smoothmodels); Cvar_RegisterVariable (&gl_affinemodels); Cvar_RegisterVariable (&gl_polyblend); Cvar_RegisterVariable (&gl_flashblend); Cvar_RegisterVariable (&gl_playermip); Cvar_RegisterVariable (&gl_nocolors); //johnfitz -- new cvars Cvar_RegisterVariable (&r_stereo); Cvar_RegisterVariable (&r_stereodepth); Cvar_RegisterVariable (&r_clearcolor); Cvar_SetCallback (&r_clearcolor, R_SetClearColor_f); Cvar_RegisterVariable (&r_waterquality); Cvar_RegisterVariable (&r_oldwater); Cvar_RegisterVariable (&r_waterwarp); Cvar_RegisterVariable (&r_drawflat); Cvar_RegisterVariable (&r_flatlightstyles); Cvar_RegisterVariable (&r_oldskyleaf); Cvar_SetCallback (&r_oldskyleaf, R_VisChanged); Cvar_RegisterVariable (&r_drawworld); Cvar_RegisterVariable (&r_showtris); Cvar_RegisterVariable (&r_showbboxes); Cvar_RegisterVariable (&gl_farclip); Cvar_RegisterVariable (&gl_fullbrights); Cvar_RegisterVariable (&gl_overbright); Cvar_SetCallback (&gl_fullbrights, GL_Fullbrights_f); Cvar_SetCallback (&gl_overbright, GL_Overbright_f); Cvar_RegisterVariable (&gl_overbright_models); Cvar_RegisterVariable (&r_lerpmodels); Cvar_RegisterVariable (&r_lerpmove); Cvar_RegisterVariable (&r_nolerp_list); Cvar_SetCallback (&r_nolerp_list, R_Model_ExtraFlags_List_f); Cvar_RegisterVariable (&r_noshadow_list); Cvar_SetCallback (&r_noshadow_list, R_Model_ExtraFlags_List_f); //johnfitz Cvar_RegisterVariable (&gl_zfix); // QuakeSpasm z-fighting fix Cvar_RegisterVariable (&r_lavaalpha); Cvar_RegisterVariable (&r_telealpha); Cvar_RegisterVariable (&r_slimealpha); Cvar_RegisterVariable (&r_scale); Cvar_SetCallback (&r_lavaalpha, R_SetLavaalpha_f); Cvar_SetCallback (&r_telealpha, R_SetTelealpha_f); Cvar_SetCallback (&r_slimealpha, R_SetSlimealpha_f); R_InitParticles (); R_InitOtherTextures (); R_SetClearColor_f (&r_clearcolor); //johnfitz Sky_Init (); //johnfitz Fog_Init (); //johnfitz } /* =============== R_TranslatePlayerSkin -- johnfitz -- rewritten. also, only handles new colors, not new skins =============== */ void R_TranslatePlayerSkin (int playernum) { int top, bottom; top = /*(cl.scores[playernum].colors & 0xf0)>>4*/ 0; bottom = /*cl.scores[playernum].colors &15*/ 0; //FIXME: if gl_nocolors is on, then turned off, the textures may be out of sync with the scoreboard colors. if (!gl_nocolors.value) if (playertextures[playernum]) TexMgr_ReloadImage (playertextures[playernum], top, bottom); } /* =============== R_TranslateNewPlayerSkin -- johnfitz -- split off of TranslatePlayerSkin -- this is called when the skin or model actually changes, instead of just new colors added bug fix from bengt jardup =============== */ void R_TranslateNewPlayerSkin (int playernum) { char name[64]; byte *pixels; aliashdr_t *paliashdr; int skinnum; //get correct texture pixels currententity = &cl_entities[1+playernum]; if (!currententity->model || currententity->model->type != mod_alias) return; paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model); skinnum = currententity->skinnum; //TODO: move these tests to the place where skinnum gets received from the server if (skinnum < 0 || skinnum >= paliashdr->numskins) { Con_DPrintf("(%d): Invalid player skin #%d\n", playernum, skinnum); skinnum = 0; } pixels = (byte *)paliashdr + paliashdr->texels[skinnum]; // This is not a persistent place! //upload new image q_snprintf(name, sizeof(name), "player_%i", playernum); playertextures[playernum] = TexMgr_LoadImage (currententity->model, name, paliashdr->skinwidth, paliashdr->skinheight, SRC_INDEXED, pixels, paliashdr->gltextures[skinnum][0]->source_file, paliashdr->gltextures[skinnum][0]->source_offset, TEXPREF_PAD | TEXPREF_OVERWRITE); //now recolor it R_TranslatePlayerSkin (playernum); } /* =============== R_NewGame -- johnfitz -- handle a game switch =============== */ void R_NewGame (void) { int i; //clear playertexture pointers (the textures themselves were freed by texmgr_newgame) for (i=0; ientities); if (!data) return; // error if (com_token[0] != '{') return; // error while (1) { data = COM_Parse(data); if (!data) return; // error if (com_token[0] == '}') break; // end of worldspawn if (com_token[0] == '_') strcpy(key, com_token + 1); else strcpy(key, com_token); while (key[strlen(key)-1] == ' ') // remove trailing spaces key[strlen(key)-1] = 0; data = COM_Parse(data); if (!data) return; // error strcpy(value, com_token); if (!strcmp("wateralpha", key)) map_wateralpha = atof(value); if (!strcmp("lavaalpha", key)) map_lavaalpha = atof(value); if (!strcmp("telealpha", key)) map_telealpha = atof(value); if (!strcmp("slimealpha", key)) map_slimealpha = atof(value); } } /* =============== R_NewMap =============== */ void R_NewMap (void) { int i; for (i=0 ; i<256 ; i++) d_lightstylevalue[i] = 264; // normal light value // clear out efrags in case the level hasn't been reloaded // FIXME: is this one short? for (i=0 ; inumleafs ; i++) cl.worldmodel->leafs[i].efrags = NULL; r_viewleaf = NULL; R_ClearParticles (); GL_BuildLightmaps (); GL_BuildBModelVertexBuffer (); //ericw -- no longer load alias models into a VBO here, it's done in Mod_LoadAliasModel r_framecount = 0; //johnfitz -- paranoid? r_visframecount = 0; //johnfitz -- paranoid? Sky_NewMap (); //johnfitz -- skybox in worldspawn Fog_NewMap (); //johnfitz -- global fog in worldspawn R_ParseWorldspawn (); //ericw -- wateralpha, lavaalpha, telealpha, slimealpha in worldspawn load_subdivide_size = gl_subdivide_size.value; //johnfitz -- is this the right place to set this? } /* ==================== R_TimeRefresh_f For program optimization ==================== */ void R_TimeRefresh_f (void) { int i; float start, stop, time; if (cls.state != ca_connected) { Con_Printf("Not connected to a server\n"); return; } start = Sys_DoubleTime (); for (i = 0; i < 128; i++) { GL_BeginRendering(&glx, &gly, &glwidth, &glheight); r_refdef.viewangles[1] = i/128.0*360.0; R_RenderView (); GL_EndRendering (); } glFinish (); stop = Sys_DoubleTime (); time = stop-start; Con_Printf ("%f seconds (%f fps)\n", time, 128/time); } void D_FlushCaches (void) { } static GLuint gl_programs[16]; static int gl_num_programs; static qboolean GL_CheckShader (GLuint shader) { GLint status; GL_GetShaderivFunc (shader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { char infolog[1024]; memset(infolog, 0, sizeof(infolog)); GL_GetShaderInfoLogFunc (shader, sizeof(infolog), NULL, infolog); Con_Warning ("GLSL program failed to compile: %s", infolog); return false; } return true; } static qboolean GL_CheckProgram (GLuint program) { GLint status; GL_GetProgramivFunc (program, GL_LINK_STATUS, &status); if (status != GL_TRUE) { char infolog[1024]; memset(infolog, 0, sizeof(infolog)); GL_GetProgramInfoLogFunc (program, sizeof(infolog), NULL, infolog); Con_Warning ("GLSL program failed to link: %s", infolog); return false; } return true; } /* ============= GL_GetUniformLocation ============= */ GLint GL_GetUniformLocation (GLuint *programPtr, const char *name) { GLint location; if (!programPtr) return -1; location = GL_GetUniformLocationFunc(*programPtr, name); if (location == -1) { Con_Warning("GL_GetUniformLocationFunc %s failed\n", name); *programPtr = 0; } return location; } /* ==================== GL_CreateProgram Compiles and returns GLSL program. ==================== */ GLuint GL_CreateProgram (const GLchar *vertSource, const GLchar *fragSource, int numbindings, const glsl_attrib_binding_t *bindings) { int i; GLuint program, vertShader, fragShader; if (!gl_glsl_able) return 0; vertShader = GL_CreateShaderFunc (GL_VERTEX_SHADER); GL_ShaderSourceFunc (vertShader, 1, &vertSource, NULL); GL_CompileShaderFunc (vertShader); if (!GL_CheckShader (vertShader)) { GL_DeleteShaderFunc (vertShader); return 0; } fragShader = GL_CreateShaderFunc (GL_FRAGMENT_SHADER); GL_ShaderSourceFunc (fragShader, 1, &fragSource, NULL); GL_CompileShaderFunc (fragShader); if (!GL_CheckShader (fragShader)) { GL_DeleteShaderFunc (vertShader); GL_DeleteShaderFunc (fragShader); return 0; } program = GL_CreateProgramFunc (); GL_AttachShaderFunc (program, vertShader); GL_AttachShaderFunc (program, fragShader); #ifndef VITA GL_DeleteShaderFunc (vertShader); GL_DeleteShaderFunc (fragShader); #endif for (i = 0; i < numbindings; i++) { GL_BindAttribLocationFunc (program, bindings[i].attrib, bindings[i].name); } GL_LinkProgramFunc (program); if (!GL_CheckProgram (program)) { GL_DeleteProgramFunc (program); return 0; } else { if (gl_num_programs == (sizeof(gl_programs)/sizeof(GLuint))) Host_Error ("gl_programs overflow"); gl_programs[gl_num_programs] = program; gl_num_programs++; return program; } } /* ==================== R_DeleteShaders Deletes any GLSL programs that have been created. ==================== */ void R_DeleteShaders (void) { int i; if (!gl_glsl_able) return; for (i = 0; i < gl_num_programs; i++) { GL_DeleteProgramFunc (gl_programs[i]); gl_programs[i] = 0; } gl_num_programs = 0; } GLuint current_array_buffer, current_element_array_buffer; /* ==================== GL_BindBuffer glBindBuffer wrapper ==================== */ void GL_BindBuffer (GLenum target, GLuint buffer) { GLuint *cache; if (!gl_vbo_able) return; switch (target) { case GL_ARRAY_BUFFER: cache = ¤t_array_buffer; break; case GL_ELEMENT_ARRAY_BUFFER: cache = ¤t_element_array_buffer; break; default: Host_Error("GL_BindBuffer: unsupported target %d", (int)target); return; } if (*cache != buffer) { *cache = buffer; GL_BindBufferFunc (target, *cache); } } /* ==================== GL_ClearBufferBindings This must be called if you do anything that could make the cached bindings invalid (e.g. manually binding, destroying the context). ==================== */ void GL_ClearBufferBindings () { if (!gl_vbo_able) return; current_array_buffer = 0; current_element_array_buffer = 0; GL_BindBufferFunc (GL_ARRAY_BUFFER, 0); GL_BindBufferFunc (GL_ELEMENT_ARRAY_BUFFER, 0); } /* ================== R_InitOtherTextures ================== */ void R_InitOtherTextures (void) { //static decals decal_blood1 = loadtextureimage ("textures/decals/blood_splat01"); decal_blood2 = loadtextureimage ("textures/decals/blood_splat02"); decal_blood3 = loadtextureimage ("textures/decals/blood_splat03"); decal_q3blood = loadtextureimage ("textures/decals/blood_stain"); decal_burn = loadtextureimage ("textures/decals/explo_burn01"); decal_mark = loadtextureimage ("textures/decals/particle_burn01"); decal_glow = loadtextureimage ("textures/decals/glow2"); // external zombie skins zombie_skinss[0] = "models/ai/zfull.mdl_0"; zombie_skinss[1] = "models/ai/zfull.mdl_1"; zombie_skinss[2] = "models/ai/zfull.mdl_2"; zombie_skinss[3] = "models/ai/zfull.mdl_3"; }