2001-02-19 21:15:25 +00:00
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/*
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gl_rmain.c
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2003-05-09 01:41:56 +00:00
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(no description)
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2001-02-19 21:15:25 +00:00
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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:
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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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#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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2001-05-09 05:41:34 +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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2001-02-19 21:15:25 +00:00
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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2001-05-31 03:41:35 +00:00
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#include "QF/cvar.h"
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2004-05-07 03:54:35 +00:00
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#include "QF/draw.h"
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2001-05-14 20:35:32 +00:00
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#include "QF/mathlib.h"
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2001-05-09 05:41:34 +00:00
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#include "QF/qargs.h"
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2001-05-21 00:22:35 +00:00
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#include "QF/render.h"
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2001-05-14 20:35:32 +00:00
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#include "QF/skin.h"
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#include "QF/sound.h"
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2001-03-27 20:33:07 +00:00
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#include "QF/sys.h"
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2001-05-14 20:35:32 +00:00
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#include "QF/vid.h"
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2021-07-24 05:19:52 +00:00
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#include "QF/scene/entity.h"
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2001-06-24 09:25:55 +00:00
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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2022-03-14 05:31:23 +00:00
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#include "QF/GL/qf_alias.h"
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2012-02-22 12:53:17 +00:00
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#include "QF/GL/qf_draw.h"
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2012-05-17 06:58:29 +00:00
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#include "QF/GL/qf_iqm.h"
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2022-03-14 05:31:23 +00:00
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#include "QF/GL/qf_particles.h"
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2001-08-26 17:13:33 +00:00
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#include "QF/GL/qf_rlight.h"
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2003-01-06 18:28:13 +00:00
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#include "QF/GL/qf_rmain.h"
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2001-08-26 17:13:33 +00:00
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#include "QF/GL/qf_rsurf.h"
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2022-03-14 05:31:23 +00:00
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#include "QF/GL/qf_sprite.h"
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2001-06-24 09:25:55 +00:00
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#include "QF/GL/qf_vid.h"
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2001-08-02 02:18:04 +00:00
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#include "compat.h"
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2012-02-14 08:28:09 +00:00
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#include "r_internal.h"
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2003-03-20 19:58:18 +00:00
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#include "varrays.h"
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2022-03-07 17:10:47 +00:00
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#include "vid_gl.h"
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2001-02-19 21:15:25 +00:00
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2012-02-22 07:32:34 +00:00
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float gl_r_world_matrix[16];
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2021-03-19 11:18:45 +00:00
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//FIXME static float r_base_world_matrix[16];
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2001-02-26 06:48:02 +00:00
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2012-02-17 09:33:07 +00:00
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//vec3_t gl_shadecolor; // Ender (Extend) Colormod
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float gl_modelalpha; // Ender (Extend) Alpha
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2001-02-26 06:48:02 +00:00
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void
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2001-05-14 06:47:38 +00:00
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glrmain_init (void)
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2001-02-19 21:15:25 +00:00
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{
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2001-10-02 00:01:05 +00:00
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gldepthmin = 0;
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gldepthmax = 1;
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qfglDepthFunc (GL_LEQUAL);
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qfglDepthRange (gldepthmin, gldepthmax);
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2004-03-07 23:51:29 +00:00
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if (gl_multitexture)
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gl_multitexture_f (gl_multitexture);
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if (gl_overbright)
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gl_overbright_f (gl_overbright);
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2001-05-14 06:47:38 +00:00
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}
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2001-02-19 21:15:25 +00:00
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2007-03-22 23:20:57 +00:00
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void
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2012-02-22 07:32:34 +00:00
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gl_R_RotateForEntity (entity_t *e)
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2001-02-19 21:15:25 +00:00
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{
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2021-03-09 14:52:40 +00:00
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mat4f_t mat;
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Transform_GetWorldMatrix (e->transform, mat);
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qfglMultMatrixf (&mat[0][0]);
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2001-02-19 21:15:25 +00:00
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}
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2003-05-08 22:16:30 +00:00
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2022-03-17 08:50:38 +00:00
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void
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gl_R_RenderEntities (entqueue_t *queue)
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2001-02-19 21:15:25 +00:00
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{
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2003-04-21 18:26:21 +00:00
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if (!r_drawentities->int_val)
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2001-02-19 21:15:25 +00:00
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return;
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// LordHavoc: split into 3 loops to simplify state changes
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2004-03-15 21:32:19 +00:00
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if (gl_mtex_active_tmus >= 2) {
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qglActiveTexture (gl_mtex_enum + 1);
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qfglEnable (GL_TEXTURE_2D);
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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qfglDisable (GL_TEXTURE_2D);
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qglActiveTexture (gl_mtex_enum + 0);
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}
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2001-12-19 18:32:26 +00:00
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if (gl_affinemodels->int_val)
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qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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2012-02-22 02:09:09 +00:00
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if (gl_tess)
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2004-01-26 00:13:47 +00:00
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qfglEnable (GL_PN_TRIANGLES_ATI);
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2004-03-10 08:14:38 +00:00
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qfglEnable (GL_CULL_FACE);
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2012-05-21 23:23:22 +00:00
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2004-05-02 21:21:00 +00:00
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if (gl_vector_light->int_val) {
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qfglEnable (GL_LIGHTING);
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qfglEnable (GL_NORMALIZE);
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2012-02-22 02:09:09 +00:00
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} else if (gl_tess) {
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2004-05-02 21:21:00 +00:00
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qfglEnable (GL_NORMALIZE);
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}
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2012-05-17 06:58:29 +00:00
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2022-03-17 08:50:38 +00:00
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for (size_t i = 0; i < queue->ent_queues[mod_alias].size; i++) { \
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entity_t *ent = queue->ent_queues[mod_alias].a[i]; \
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2021-07-22 06:39:28 +00:00
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gl_R_DrawAliasModel (ent);
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2001-02-19 21:15:25 +00:00
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}
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2004-02-21 05:36:19 +00:00
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qfglColor3ubv (color_white);
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2012-05-21 23:23:22 +00:00
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2004-03-15 21:32:19 +00:00
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qfglDisable (GL_NORMALIZE);
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qfglDisable (GL_LIGHTING);
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2004-05-02 21:21:00 +00:00
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2012-02-22 02:09:09 +00:00
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if (gl_tess)
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2004-01-26 00:13:47 +00:00
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qfglDisable (GL_PN_TRIANGLES_ATI);
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2001-12-19 18:32:26 +00:00
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if (gl_affinemodels->int_val)
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qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
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2004-02-24 20:50:55 +00:00
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if (gl_mtex_active_tmus >= 2) { // FIXME: Ugly, but faster than cleaning
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// up in every R_DrawAliasModel()!
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2004-02-21 05:36:19 +00:00
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qglActiveTexture (gl_mtex_enum + 1);
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qfglEnable (GL_TEXTURE_2D);
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2004-03-07 23:51:29 +00:00
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if (gl_combine_capable && gl_overbright->int_val) {
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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qfglTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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2012-02-22 02:09:09 +00:00
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qfglTexEnvf (GL_TEXTURE_ENV, GL_RGB_SCALE, gl_rgb_scale);
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2004-02-21 05:36:19 +00:00
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} else {
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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qfglDisable (GL_TEXTURE_2D);
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qglActiveTexture (gl_mtex_enum + 0);
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}
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2001-02-19 21:15:25 +00:00
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2022-03-17 08:50:38 +00:00
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for (size_t i = 0; i < queue->ent_queues[mod_iqm].size; i++) { \
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entity_t *ent = queue->ent_queues[mod_iqm].a[i]; \
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2021-07-22 06:39:28 +00:00
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gl_R_DrawIQMModel (ent);
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2012-05-17 06:58:29 +00:00
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}
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qfglColor3ubv (color_white);
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qfglDisable (GL_CULL_FACE);
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2001-10-02 01:48:51 +00:00
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qfglEnable (GL_ALPHA_TEST);
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2003-03-20 19:58:18 +00:00
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if (gl_va_capable)
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2012-02-17 09:33:07 +00:00
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qfglInterleavedArrays (GL_T2F_C4UB_V3F, 0, gl_spriteVertexArray);
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2022-03-17 08:50:38 +00:00
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for (size_t i = 0; i < queue->ent_queues[mod_sprite].size; i++) { \
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entity_t *ent = queue->ent_queues[mod_sprite].a[i]; \
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2022-03-14 05:31:23 +00:00
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gl_R_DrawSpriteModel (ent);
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2001-02-19 21:15:25 +00:00
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}
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2001-10-02 01:48:51 +00:00
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qfglDisable (GL_ALPHA_TEST);
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2001-02-19 21:15:25 +00:00
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}
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2001-02-26 06:48:02 +00:00
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static void
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R_DrawViewModel (void)
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2001-02-19 21:15:25 +00:00
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{
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2021-07-22 06:39:28 +00:00
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entity_t *ent = vr_data.view_model;
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2012-02-14 08:28:09 +00:00
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if (vr_data.inhibit_viewmodel
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2001-05-21 00:22:35 +00:00
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|| !r_drawviewmodel->int_val
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2001-05-15 03:27:55 +00:00
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|| !r_drawentities->int_val
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2021-07-22 06:39:28 +00:00
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|| !ent->renderer.model)
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2001-02-19 21:15:25 +00:00
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return;
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2004-04-28 04:07:50 +00:00
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// hack the depth range to prevent view model from poking into walls
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qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
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qfglEnable (GL_CULL_FACE);
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2004-05-02 21:21:00 +00:00
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if (gl_vector_light->int_val) {
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qfglEnable (GL_LIGHTING);
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qfglEnable (GL_NORMALIZE);
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2012-02-22 02:09:09 +00:00
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} else if (gl_tess) {
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2004-05-02 21:21:00 +00:00
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qfglEnable (GL_NORMALIZE);
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}
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2001-12-19 20:15:38 +00:00
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if (gl_affinemodels->int_val)
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qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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2004-03-15 21:32:19 +00:00
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if (gl_mtex_active_tmus >= 2) {
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qglActiveTexture (gl_mtex_enum + 1);
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qfglEnable (GL_TEXTURE_2D);
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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qfglDisable (GL_TEXTURE_2D);
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qglActiveTexture (gl_mtex_enum + 0);
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}
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2004-02-21 05:36:19 +00:00
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2021-07-22 06:39:28 +00:00
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gl_R_DrawAliasModel (ent);
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2004-03-15 21:32:19 +00:00
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2004-02-21 05:36:19 +00:00
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qfglColor3ubv (color_white);
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2004-02-27 21:42:52 +00:00
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if (gl_mtex_active_tmus >= 2) { // FIXME: Ugly, but faster than cleaning
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// up in every R_DrawAliasModel()!
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2004-02-21 05:36:19 +00:00
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qglActiveTexture (gl_mtex_enum + 1);
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qfglEnable (GL_TEXTURE_2D);
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2004-03-07 23:51:29 +00:00
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if (gl_combine_capable && gl_overbright->int_val) {
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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qfglTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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2012-02-22 02:09:09 +00:00
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qfglTexEnvf (GL_TEXTURE_ENV, GL_RGB_SCALE, gl_rgb_scale);
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2004-02-21 05:36:19 +00:00
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} else {
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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qfglDisable (GL_TEXTURE_2D);
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qglActiveTexture (gl_mtex_enum + 0);
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}
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2001-12-19 20:15:38 +00:00
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if (gl_affinemodels->int_val)
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qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
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2012-05-21 23:23:22 +00:00
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2004-03-15 21:32:19 +00:00
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qfglDisable (GL_NORMALIZE);
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qfglDisable (GL_LIGHTING);
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2004-05-02 21:21:00 +00:00
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2012-05-21 23:23:22 +00:00
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2004-03-10 08:14:38 +00:00
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qfglDisable (GL_CULL_FACE);
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2001-06-26 02:26:46 +00:00
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qfglDepthRange (gldepthmin, gldepthmax);
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2001-02-19 21:15:25 +00:00
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}
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2003-01-15 16:53:34 +00:00
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static void
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R_SetupGL (void)
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{
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2022-03-30 05:55:32 +00:00
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qfglMatrixMode (GL_PROJECTION);
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qfglLoadMatrixf (&gl_ctx->projection[0][0]);
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2001-02-26 06:48:02 +00:00
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2022-03-14 15:09:37 +00:00
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qfglFrontFace (GL_CW);
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2001-02-19 21:15:25 +00:00
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2001-06-26 02:26:46 +00:00
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qfglMatrixMode (GL_MODELVIEW);
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qfglLoadIdentity ();
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2001-02-19 21:15:25 +00:00
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2021-03-19 11:18:45 +00:00
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static mat4f_t z_up = {
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[gl] Make perspective matrix setup consistent
Now GL perspective matrix setup matches that of GLSL and Vulkan, and
GL's z_up matrix matches GLSL's (as it should, since they're really
going through the same API). GL also needs the depth adjustmet matrix
now. Other than having to google the docs for glFrustum, there's nothing
wrong with the function itself, but it's nice to have direct control
over the matrices.
In the process, I discovered how horribly confused I've been at times
with respect to the handedness of GL and Quake: GL is right-handed
(y-up, z-out, x-right), as is Quake itself (but z-up, y-left, x-in), but
as the perspective matrix used in the three renderers expects z-in,
having x-right and y-up makes the matrix effectively left-handed (not
for Vulkan though, because there it's y-down, x-right, z-up, so
right-handed again).
2022-03-27 04:15:15 +00:00
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{ 0, 0, 1, 0},
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2021-03-19 11:18:45 +00:00
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{-1, 0, 0, 0},
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{ 0, 1, 0, 0},
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{ 0, 0, 0, 1},
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};
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mat4f_t view;
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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
|
|
|
mmulf (view, z_up, r_refdef.camera_inverse);
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2021-03-19 11:18:45 +00:00
|
|
|
qfglLoadMatrixf (&view[0][0]);
|
2001-02-19 21:15:25 +00:00
|
|
|
|
2012-02-22 07:32:34 +00:00
|
|
|
qfglGetFloatv (GL_MODELVIEW_MATRIX, gl_r_world_matrix);
|
2001-02-19 21:15:25 +00:00
|
|
|
|
|
|
|
// set drawing parms
|
2004-04-28 04:07:50 +00:00
|
|
|
// qfglEnable (GL_CULL_FACE);
|
2001-06-26 02:26:46 +00:00
|
|
|
qfglDisable (GL_ALPHA_TEST);
|
|
|
|
qfglAlphaFunc (GL_GREATER, 0.5);
|
|
|
|
qfglEnable (GL_DEPTH_TEST);
|
2001-05-14 06:47:38 +00:00
|
|
|
if (gl_dlight_smooth->int_val)
|
2001-06-26 02:26:46 +00:00
|
|
|
qfglShadeModel (GL_SMOOTH);
|
2001-05-14 06:47:38 +00:00
|
|
|
else
|
2001-06-26 02:26:46 +00:00
|
|
|
qfglShadeModel (GL_FLAT);
|
2001-02-19 21:15:25 +00:00
|
|
|
}
|
|
|
|
|
2022-03-26 03:08:06 +00:00
|
|
|
void
|
|
|
|
gl_R_RenderView (void)
|
2001-02-19 21:15:25 +00:00
|
|
|
{
|
2021-03-09 14:52:40 +00:00
|
|
|
if (r_norefresh->int_val) {
|
2001-02-19 21:15:25 +00:00
|
|
|
return;
|
2021-03-09 14:52:40 +00:00
|
|
|
}
|
2022-03-14 06:27:43 +00:00
|
|
|
if (!r_refdef.worldmodel) {
|
2021-12-02 09:30:57 +00:00
|
|
|
return;
|
2021-03-09 14:52:40 +00:00
|
|
|
}
|
2001-02-19 21:15:25 +00:00
|
|
|
|
2022-03-26 03:08:06 +00:00
|
|
|
R_SetupGL ();
|
|
|
|
gl_Fog_EnableGFog ();
|
2003-01-15 16:53:34 +00:00
|
|
|
|
2022-03-26 03:08:06 +00:00
|
|
|
gl_R_DrawWorld ();
|
|
|
|
S_ExtraUpdate (); // don't let sound get messed up if going slow
|
|
|
|
gl_R_RenderDlights ();
|
|
|
|
R_DrawViewModel ();
|
2003-01-15 16:53:34 +00:00
|
|
|
|
2022-03-26 03:08:06 +00:00
|
|
|
gl_Fog_DisableGFog ();
|
2022-03-14 14:51:30 +00:00
|
|
|
}
|
2011-12-23 03:51:47 +00:00
|
|
|
|
2012-02-18 13:28:42 +00:00
|
|
|
void
|
2012-02-22 07:32:34 +00:00
|
|
|
gl_R_ClearState (void)
|
2011-12-23 03:51:47 +00:00
|
|
|
{
|
2022-03-14 06:27:43 +00:00
|
|
|
r_refdef.worldmodel = 0;
|
2011-12-23 03:51:47 +00:00
|
|
|
R_ClearEfrags ();
|
|
|
|
R_ClearDlights ();
|
2021-12-19 04:08:39 +00:00
|
|
|
R_ClearParticles ();
|
2011-12-23 03:51:47 +00:00
|
|
|
}
|