quakeforge/libs/video/renderer/gl/gl_rmain.c

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/*
gl_rmain.c
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(no description)
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
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#include "QF/cvar.h"
#include "QF/draw.h"
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#include "QF/mathlib.h"
#include "QF/qargs.h"
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#include "QF/render.h"
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#include "QF/skin.h"
#include "QF/sound.h"
#include "QF/sys.h"
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#include "QF/vid.h"
#include "QF/scene/entity.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_alias.h"
#include "QF/GL/qf_draw.h"
#include "QF/GL/qf_iqm.h"
#include "QF/GL/qf_particles.h"
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#include "QF/GL/qf_rlight.h"
#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_sprite.h"
#include "QF/GL/qf_vid.h"
#include "compat.h"
#include "r_internal.h"
#include "varrays.h"
#include "vid_gl.h"
float gl_r_world_matrix[16];
//FIXME static float r_base_world_matrix[16];
//vec3_t gl_shadecolor; // Ender (Extend) Colormod
float gl_modelalpha; // Ender (Extend) Alpha
void
glrmain_init (void)
{
gldepthmin = 0;
gldepthmax = 1;
qfglDepthFunc (GL_LEQUAL);
qfglDepthRange (gldepthmin, gldepthmax);
gl_overbright_f (0, 0);
gl_multitexture_f (0, 0);
}
void
gl_R_RotateForEntity (entity_t *e)
{
mat4f_t mat;
Transform_GetWorldMatrix (e->transform, mat);
qfglMultMatrixf ((vec_t*)&mat[0]);//FIXME
}
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void
gl_R_RenderEntities (entqueue_t *queue)
{
if (!r_drawentities)
return;
// LordHavoc: split into 3 loops to simplify state changes
if (gl_mtex_active_tmus >= 2) {
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
qfglDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
}
if (gl_affinemodels)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
if (gl_tess)
qfglEnable (GL_PN_TRIANGLES_ATI);
qfglEnable (GL_CULL_FACE);
if (gl_vector_light) {
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qfglEnable (GL_LIGHTING);
qfglEnable (GL_NORMALIZE);
} else if (gl_tess) {
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qfglEnable (GL_NORMALIZE);
}
for (size_t i = 0; i < queue->ent_queues[mod_alias].size; i++) { \
entity_t *ent = queue->ent_queues[mod_alias].a[i]; \
gl_R_DrawAliasModel (ent);
}
qfglColor3ubv (color_white);
qfglDisable (GL_NORMALIZE);
qfglDisable (GL_LIGHTING);
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if (gl_tess)
qfglDisable (GL_PN_TRIANGLES_ATI);
if (gl_affinemodels)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
if (gl_mtex_active_tmus >= 2) { // FIXME: Ugly, but faster than cleaning
// up in every R_DrawAliasModel()!
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
if (gl_combine_capable && gl_overbright) {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
qfglTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
qfglTexEnvf (GL_TEXTURE_ENV, GL_RGB_SCALE, gl_rgb_scale);
} else {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
qfglDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
}
for (size_t i = 0; i < queue->ent_queues[mod_iqm].size; i++) { \
entity_t *ent = queue->ent_queues[mod_iqm].a[i]; \
gl_R_DrawIQMModel (ent);
}
qfglColor3ubv (color_white);
qfglDisable (GL_CULL_FACE);
qfglEnable (GL_ALPHA_TEST);
if (gl_va_capable)
qfglInterleavedArrays (GL_T2F_C4UB_V3F, 0, gl_spriteVertexArray);
for (size_t i = 0; i < queue->ent_queues[mod_sprite].size; i++) { \
entity_t *ent = queue->ent_queues[mod_sprite].a[i]; \
gl_R_DrawSpriteModel (ent);
}
qfglDisable (GL_ALPHA_TEST);
}
static void
R_DrawViewModel (void)
{
entity_t *ent = vr_data.view_model;
if (vr_data.inhibit_viewmodel
|| !r_drawviewmodel
|| !r_drawentities
|| !ent->renderer.model)
return;
// hack the depth range to prevent view model from poking into walls
qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
qfglEnable (GL_CULL_FACE);
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if (gl_vector_light) {
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qfglEnable (GL_LIGHTING);
qfglEnable (GL_NORMALIZE);
} else if (gl_tess) {
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qfglEnable (GL_NORMALIZE);
}
if (gl_affinemodels)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
if (gl_mtex_active_tmus >= 2) {
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
qfglDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
}
gl_R_DrawAliasModel (ent);
qfglColor3ubv (color_white);
if (gl_mtex_active_tmus >= 2) { // FIXME: Ugly, but faster than cleaning
// up in every R_DrawAliasModel()!
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
if (gl_combine_capable && gl_overbright) {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
qfglTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
qfglTexEnvf (GL_TEXTURE_ENV, GL_RGB_SCALE, gl_rgb_scale);
} else {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
qfglDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
}
if (gl_affinemodels)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
qfglDisable (GL_NORMALIZE);
qfglDisable (GL_LIGHTING);
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qfglDisable (GL_CULL_FACE);
qfglDepthRange (gldepthmin, gldepthmax);
}
static void
R_SetupGL (void)
{
qfglMatrixMode (GL_PROJECTION);
qfglLoadMatrixf ((vec_t*)&gl_ctx->projection[0]);//FIXME
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qfglFrontFace (GL_CW);
qfglMatrixMode (GL_MODELVIEW);
qfglLoadIdentity ();
static mat4f_t z_up = {
{ 0, 0, 1, 0},
{-1, 0, 0, 0},
{ 0, 1, 0, 0},
{ 0, 0, 0, 1},
};
mat4f_t view;
mmulf (view, z_up, r_refdef.camera_inverse);
qfglLoadMatrixf ((vec_t*)&view[0]);//FIXME
qfglGetFloatv (GL_MODELVIEW_MATRIX, gl_r_world_matrix);
// set drawing parms
// qfglEnable (GL_CULL_FACE);
qfglDisable (GL_ALPHA_TEST);
qfglAlphaFunc (GL_GREATER, 0.5);
qfglEnable (GL_DEPTH_TEST);
if (gl_dlight_smooth)
qfglShadeModel (GL_SMOOTH);
else
qfglShadeModel (GL_FLAT);
}
void
gl_R_RenderView (void)
{
if (r_norefresh) {
return;
}
if (!r_refdef.worldmodel) {
return;
}
R_SetupGL ();
gl_Fog_EnableGFog ();
gl_R_DrawWorld ();
S_ExtraUpdate (); // don't let sound get messed up if going slow
gl_R_RenderDlights ();
if (vr_data.view_model) {
R_DrawViewModel ();
}
gl_Fog_DisableGFog ();
}
void
gl_R_ClearState (void)
{
r_refdef.worldmodel = 0;
R_ClearEfrags ();
R_ClearDlights ();
R_ClearParticles ();
}