2001-09-28 06:26:31 +00:00
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/*
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#FILENAME#
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#DESCRIPTION#
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Copyright (C) 2001 #AUTHOR#
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Author: #AUTHOR#
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Date: #DATE#
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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2001-06-19 22:05:13 +00:00
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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2003-01-15 15:31:36 +00:00
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2001-06-19 22:05:13 +00:00
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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2001-06-29 02:43:04 +00:00
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#include "QF/cvar.h"
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2001-05-20 20:38:51 +00:00
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#include "QF/qtypes.h"
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2001-05-20 05:42:52 +00:00
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#include "QF/render.h"
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2012-02-14 08:28:09 +00:00
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#include "QF/sys.h"
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2001-05-20 05:42:52 +00:00
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2012-02-14 08:28:09 +00:00
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#include "r_internal.h"
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2001-05-20 05:42:52 +00:00
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2001-05-20 20:38:51 +00:00
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qboolean r_inhibit_viewmodel;
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qboolean r_force_fullscreen;
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2001-05-21 00:22:35 +00:00
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qboolean r_paused;
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2001-05-20 20:38:51 +00:00
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double r_realtime;
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2001-05-24 19:22:35 +00:00
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double r_frametime;
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2001-05-20 20:38:51 +00:00
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entity_t *r_view_model;
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2001-05-21 00:22:35 +00:00
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entity_t *r_player_entity;
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2022-03-15 06:42:43 +00:00
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double r_time1;
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2001-05-22 06:00:38 +00:00
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int r_lineadj;
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2001-05-23 04:05:10 +00:00
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qboolean r_active;
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2012-02-17 09:33:07 +00:00
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int r_init;
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int r_visframecount; // bumped when going to a new PVS
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2012-02-18 13:28:42 +00:00
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int r_framecount = 1; // so frame counts initialized to 0 don't match
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2012-02-17 09:33:07 +00:00
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vec3_t modelorg; // modelorg is the viewpoint relative to
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// the currently rendering entity
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vec3_t base_modelorg;
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vec3_t r_entorigin; // the currently rendering entity in world
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// coordinates
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// screen size info
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2012-02-18 13:28:42 +00:00
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refdef_t r_refdef;
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2012-02-17 09:33:07 +00:00
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int d_lightstylevalue[256]; // 8.8 fraction of base light value
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2001-05-21 03:08:07 +00:00
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2001-08-30 18:24:19 +00:00
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byte color_white[4] = { 255, 255, 255, 0 }; // alpha will be explicitly set
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byte color_black[4] = { 0, 0, 0, 0 }; // alpha will be explicitly set
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2012-07-03 06:57:33 +00:00
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static inline int
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SignbitsForPlane (plane_t *out)
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{
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int bits, j;
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// for fast box on planeside test
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bits = 0;
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for (j = 0; j < 3; j++) {
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if (out->normal[j] < 0)
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bits |= 1 << j;
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}
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return bits;
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}
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void
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R_SetFrustum (void)
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{
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int i;
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[renderer] Clean up use of vup/vright/vpn
This moves the common camera setup code out of the individual drivers,
and completely removes vup/vright/vpn from the non-software renderers.
This has highlighted the craziness around AngleVectors with it putting
+X forward, -Y right and +Z up. The main issue with this is it requires
a 90 degree pre-rotation about the Z axis to get the camera pointing in
the right direction, and that's for the native sw renderer (vulkan needs
a 90 degree pre-rotation about X, and gl and glsl need to invert an
axis, too), though at least it's just a matrix swizzle and vector
negation. However, it does mean the camera matrices can't be used
directly.
Also rename vpn to vfwd (still abbreviated, but fwd is much clearer in
meaning (to me, at least) than pn (plane normal, I guess, but which
way?)).
2022-03-14 00:34:24 +00:00
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vec4f_t vright = r_refdef.frame.right;
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vec4f_t vfwd = r_refdef.frame.forward;
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vec4f_t vup = r_refdef.frame.up;
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2012-07-03 06:57:33 +00:00
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// rotate VPN right by FOV_X/2 degrees
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[renderer] Clean up use of vup/vright/vpn
This moves the common camera setup code out of the individual drivers,
and completely removes vup/vright/vpn from the non-software renderers.
This has highlighted the craziness around AngleVectors with it putting
+X forward, -Y right and +Z up. The main issue with this is it requires
a 90 degree pre-rotation about the Z axis to get the camera pointing in
the right direction, and that's for the native sw renderer (vulkan needs
a 90 degree pre-rotation about X, and gl and glsl need to invert an
axis, too), though at least it's just a matrix swizzle and vector
negation. However, it does mean the camera matrices can't be used
directly.
Also rename vpn to vfwd (still abbreviated, but fwd is much clearer in
meaning (to me, at least) than pn (plane normal, I guess, but which
way?)).
2022-03-14 00:34:24 +00:00
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RotatePointAroundVector (frustum[0].normal, &vup[0], &vfwd[0],
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2012-07-03 06:57:33 +00:00
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-(90 - r_refdef.fov_x / 2));
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// rotate VPN left by FOV_X/2 degrees
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[renderer] Clean up use of vup/vright/vpn
This moves the common camera setup code out of the individual drivers,
and completely removes vup/vright/vpn from the non-software renderers.
This has highlighted the craziness around AngleVectors with it putting
+X forward, -Y right and +Z up. The main issue with this is it requires
a 90 degree pre-rotation about the Z axis to get the camera pointing in
the right direction, and that's for the native sw renderer (vulkan needs
a 90 degree pre-rotation about X, and gl and glsl need to invert an
axis, too), though at least it's just a matrix swizzle and vector
negation. However, it does mean the camera matrices can't be used
directly.
Also rename vpn to vfwd (still abbreviated, but fwd is much clearer in
meaning (to me, at least) than pn (plane normal, I guess, but which
way?)).
2022-03-14 00:34:24 +00:00
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RotatePointAroundVector (frustum[1].normal, &vup[0], &vfwd[0],
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2012-07-03 06:57:33 +00:00
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90 - r_refdef.fov_x / 2);
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// rotate VPN up by FOV_Y/2 degrees
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[renderer] Clean up use of vup/vright/vpn
This moves the common camera setup code out of the individual drivers,
and completely removes vup/vright/vpn from the non-software renderers.
This has highlighted the craziness around AngleVectors with it putting
+X forward, -Y right and +Z up. The main issue with this is it requires
a 90 degree pre-rotation about the Z axis to get the camera pointing in
the right direction, and that's for the native sw renderer (vulkan needs
a 90 degree pre-rotation about X, and gl and glsl need to invert an
axis, too), though at least it's just a matrix swizzle and vector
negation. However, it does mean the camera matrices can't be used
directly.
Also rename vpn to vfwd (still abbreviated, but fwd is much clearer in
meaning (to me, at least) than pn (plane normal, I guess, but which
way?)).
2022-03-14 00:34:24 +00:00
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RotatePointAroundVector (frustum[2].normal, &vright[0], &vfwd[0],
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2012-07-03 06:57:33 +00:00
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90 - r_refdef.fov_y / 2);
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// rotate VPN down by FOV_Y/2 degrees
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[renderer] Clean up use of vup/vright/vpn
This moves the common camera setup code out of the individual drivers,
and completely removes vup/vright/vpn from the non-software renderers.
This has highlighted the craziness around AngleVectors with it putting
+X forward, -Y right and +Z up. The main issue with this is it requires
a 90 degree pre-rotation about the Z axis to get the camera pointing in
the right direction, and that's for the native sw renderer (vulkan needs
a 90 degree pre-rotation about X, and gl and glsl need to invert an
axis, too), though at least it's just a matrix swizzle and vector
negation. However, it does mean the camera matrices can't be used
directly.
Also rename vpn to vfwd (still abbreviated, but fwd is much clearer in
meaning (to me, at least) than pn (plane normal, I guess, but which
way?)).
2022-03-14 00:34:24 +00:00
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RotatePointAroundVector (frustum[3].normal, &vright[0], &vfwd[0],
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2012-07-03 06:57:33 +00:00
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-(90 - r_refdef.fov_y / 2));
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[renderer] Clean up use of vup/vright/vpn
This moves the common camera setup code out of the individual drivers,
and completely removes vup/vright/vpn from the non-software renderers.
This has highlighted the craziness around AngleVectors with it putting
+X forward, -Y right and +Z up. The main issue with this is it requires
a 90 degree pre-rotation about the Z axis to get the camera pointing in
the right direction, and that's for the native sw renderer (vulkan needs
a 90 degree pre-rotation about X, and gl and glsl need to invert an
axis, too), though at least it's just a matrix swizzle and vector
negation. However, it does mean the camera matrices can't be used
directly.
Also rename vpn to vfwd (still abbreviated, but fwd is much clearer in
meaning (to me, at least) than pn (plane normal, I guess, but which
way?)).
2022-03-14 00:34:24 +00:00
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vec4f_t origin = r_refdef.frame.position;
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2012-07-03 06:57:33 +00:00
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for (i = 0; i < 4; i++) {
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frustum[i].type = PLANE_ANYZ;
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2022-03-07 18:47:36 +00:00
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frustum[i].dist = DotProduct (origin, frustum[i].normal);
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2012-07-03 06:57:33 +00:00
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frustum[i].signbits = SignbitsForPlane (&frustum[i]);
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}
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}
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