mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-17 01:11:45 +00:00
[gl] Get fisheye working with frame buffers
Of course, it's not as correct as glsl or sw due to using polygons and uvs rather than a fragment shader (not that such is out of the question since GL 3.0 is requested, but I don't feel like getting shaders going just for a couple of post-processing effects in an obsolete renderer).
This commit is contained in:
parent
aa41259008
commit
a0adca011f
10 changed files with 361 additions and 339 deletions
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@ -830,4 +830,43 @@
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# define GL_OPERAND1_ALPHA 0x8599
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# define GL_OPERAND2_ALPHA 0x859A
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/* framebuffer */
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#define GL_MAX_COLOR_ATTACHMENTS 0x8CDF
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#define GL_COLOR_ATTACHMENT0 0x8CE0
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#define GL_COLOR_ATTACHMENT1 0x8CE1
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#define GL_COLOR_ATTACHMENT2 0x8CE2
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#define GL_COLOR_ATTACHMENT3 0x8CE3
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#define GL_COLOR_ATTACHMENT4 0x8CE4
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#define GL_COLOR_ATTACHMENT5 0x8CE5
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#define GL_COLOR_ATTACHMENT6 0x8CE6
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#define GL_COLOR_ATTACHMENT7 0x8CE7
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#define GL_COLOR_ATTACHMENT8 0x8CE8
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#define GL_COLOR_ATTACHMENT9 0x8CE9
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#define GL_COLOR_ATTACHMENT10 0x8CEA
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#define GL_COLOR_ATTACHMENT11 0x8CEB
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#define GL_COLOR_ATTACHMENT12 0x8CEC
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#define GL_COLOR_ATTACHMENT13 0x8CED
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#define GL_COLOR_ATTACHMENT14 0x8CEE
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#define GL_COLOR_ATTACHMENT15 0x8CEF
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#define GL_COLOR_ATTACHMENT16 0x8CF0
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#define GL_COLOR_ATTACHMENT17 0x8CF1
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#define GL_COLOR_ATTACHMENT18 0x8CF2
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#define GL_COLOR_ATTACHMENT19 0x8CF3
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#define GL_COLOR_ATTACHMENT20 0x8CF4
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#define GL_COLOR_ATTACHMENT21 0x8CF5
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#define GL_COLOR_ATTACHMENT22 0x8CF6
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#define GL_COLOR_ATTACHMENT23 0x8CF7
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#define GL_COLOR_ATTACHMENT24 0x8CF8
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#define GL_COLOR_ATTACHMENT25 0x8CF9
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#define GL_COLOR_ATTACHMENT26 0x8CFA
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#define GL_COLOR_ATTACHMENT27 0x8CFB
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#define GL_COLOR_ATTACHMENT28 0x8CFC
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#define GL_COLOR_ATTACHMENT29 0x8CFD
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#define GL_COLOR_ATTACHMENT30 0x8CFE
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#define GL_COLOR_ATTACHMENT31 0x8CFF
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#define GL_DEPTH_ATTACHMENT 0x8D00
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#define GL_STENCIL_ATTACHMENT 0x8D20
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#define GL_FRAMEBUFFER 0x8D40
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#endif // __gl_defines_h
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37
include/QF/GL/qf_fisheye.h
Normal file
37
include/QF/GL/qf_fisheye.h
Normal file
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@ -0,0 +1,37 @@
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/*
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qf_fisheye.h
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GL screen fisheye
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Copyright (C) 2022 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2022/3/25
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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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#ifndef __QF_GL_qf_fisheye_h
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#define __QF_GL_qf_fisheye_h
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void gl_InitFisheye (void);
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struct framebuffer_s;
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void gl_FisheyeScreen (struct framebuffer_s *fb);
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#endif//__QF_GL_qf_fisheye_h
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@ -418,6 +418,19 @@ QFGL_NEED (void, glViewport, (GLint x, GLint y, GLsizei width, GLsizei height))
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// ATI Extensions
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QFGL_WANT (void, glPNTrianglesiATI, (GLint x, GLint y))
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// frame buffers
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QFGL_DONT_NEED (GLboolean, glIsFramebuffer, (GLuint framebuffer))
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QFGL_NEED (void, glBindFramebuffer, (GLenum target, GLuint framebuffer))
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QFGL_DONT_NEED (void, glDeleteFramebuffers, (GLsizei n, const GLuint *framebuffers))
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QFGL_NEED (void, glGenFramebuffers, (GLsizei n, GLuint *framebuffers))
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QFGL_DONT_NEED (GLenum, glCheckFramebufferStatus, (GLenum target))
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QFGL_DONT_NEED (void, glFramebufferTexture1D, (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level))
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QFGL_NEED (void, glFramebufferTexture2D, (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level))
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QFGL_DONT_NEED (void, glFramebufferTexture3D, (GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level, GLint zoffset))
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QFGL_DONT_NEED (void, glFramebufferRenderbuffer, (GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer))
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QFGL_DONT_NEED (void, glGetFramebufferAttachmentParameteriv, (GLenum target, GLenum attachment, GLenum pname, GLint *params))
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#ifdef UNDEF_QFGL_DONT_NEED
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#undef QFGL_DONT_NEED
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#endif
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@ -82,6 +82,7 @@ include_qf_gl = \
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include/QF/GL/funcs.h \
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include/QF/GL/qf_alias.h \
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include/QF/GL/qf_draw.h \
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include/QF/GL/qf_fisheye.h \
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include/QF/GL/qf_funcs_list.h \
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include/QF/GL/qf_iqm.h \
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include/QF/GL/qf_lightmap.h \
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@ -70,6 +70,7 @@ libs_video_renderer_librender_gl_la_SOURCES = \
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libs/video/renderer/gl/gl_dyn_lights.c \
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libs/video/renderer/gl/gl_dyn_part.c \
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libs/video/renderer/gl/gl_dyn_textures.c \
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libs/video/renderer/gl/gl_fisheye.c \
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libs/video/renderer/gl/gl_fog.c \
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libs/video/renderer/gl/gl_graph.c \
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libs/video/renderer/gl/gl_lightmap.c \
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183
libs/video/renderer/gl/gl_fisheye.c
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183
libs/video/renderer/gl/gl_fisheye.c
Normal file
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@ -0,0 +1,183 @@
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/*
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gl_fisheye.c
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GL fisheye rendering
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Copyright (C) 2003 Arkadi Shishlov <arkadi@it.lv>
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Copyright (C) 2022 Bill Currie <bill@taniwha.org>
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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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#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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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "QF/cvar.h"
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#include "QF/mathlib.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "QF/vid.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_draw.h"
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#include "QF/GL/qf_fisheye.h"
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#include "QF/GL/qf_vid.h"
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#include "compat.h"
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#include "r_internal.h"
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#include "varrays.h"
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#include "vid_gl.h"
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// Algorithm:
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// Draw up to six views, one in each direction.
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// Save the picture to cube map texture, use GL_ARB_texture_cube_map.
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// Create FPOLYCNTxFPOLYCNT polygons sized flat grid.
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// Baseing on field of view, tie cube map texture to grid using
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// translation function to map texture coordinates to fixed/regular
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// grid vertices coordinates.
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// Render view. Fisheye is done.
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#define FPOLYCNT 128
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struct xyz {
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float x, y, z;
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};
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static struct xyz FisheyeLookupTbl[FPOLYCNT + 1][FPOLYCNT + 1];
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//static GLint gl_cube_map_size;
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static GLint gl_cube_map_step;
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static void
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R_BuildFisheyeLookup (int width, int height, float fov)
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{
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int x, y;
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struct xyz *v;
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for (y = 0; y <= height; y += gl_cube_map_step) {
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for (x = 0; x <= width; x += gl_cube_map_step) {
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float dx = x - width / 2;
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float dy = y - height / 2;
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float yaw = sqrt (dx * dx + dy * dy) * fov / width;
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float roll = atan2 (dy, dx);
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// X is a first index and Y is a second, because later
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// when we draw QUAD_STRIPs we need next Y vertex coordinate.
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v = &FisheyeLookupTbl[x / gl_cube_map_step][y / gl_cube_map_step];
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v->x = sin (yaw) * cos (roll);
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v->y = sin (yaw) * sin (roll);
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v->z = cos (yaw);
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}
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}
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}
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#define CHKGLERR(s) \
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do { \
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GLint err = qfglGetError(); \
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if (err != GL_NO_ERROR) \
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printf ("%s: gl error %d\n", s, (int) err); \
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} while (0);
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static GLuint fisheye_grid;
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void
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gl_InitFisheye (void)
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{
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fisheye_grid = qfglGenLists (1);
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}
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static void
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build_display_list (int width, int height, float fov)
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{
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int maxd = max (width, height);
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gl_cube_map_step = maxd / FPOLYCNT;
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R_BuildFisheyeLookup (width, height, fov * M_PI / 180.0);
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qfglNewList (fisheye_grid, GL_COMPILE);
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qfglDisable (GL_DEPTH_TEST);
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qfglFrontFace (GL_CCW);
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qfglClear (GL_COLOR_BUFFER_BIT);
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for (int y = 0; y < height; y += gl_cube_map_step) {
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qfglBegin (GL_QUAD_STRIP);
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// quad_strip, so X is inclusive
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for (int x = 0; x <= width; x += gl_cube_map_step) {
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int xind = x / gl_cube_map_step;
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int yind = y / gl_cube_map_step;
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struct xyz *v = &FisheyeLookupTbl[xind][yind + 1];
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qfglTexCoord3f (v->x, v->y, v->z);
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qfglVertex2i (x, y + gl_cube_map_step);
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--v;
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qfglTexCoord3f (v->x, v->y, v->z);
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qfglVertex2i (x, y);
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}
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qfglEnd ();
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}
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qfglEnable (GL_DEPTH_TEST);
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qfglEndList ();
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CHKGLERR("build list");
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}
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void
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gl_FisheyeScreen (framebuffer_t *fb)
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{
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static int pwidth = -1;
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static int pheight = -1;
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static float pfov = -1;
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if (pwidth != r_refdef.vrect.width || pheight != r_refdef.vrect.height
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|| pfov != scr_ffov->value) {
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pwidth = r_refdef.vrect.width;
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pheight = r_refdef.vrect.height;
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pfov = scr_ffov->value;
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build_display_list (pwidth, pheight, pfov);
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}
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gl_framebuffer_t *buffer = fb->buffer;
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qfglViewport (r_refdef.vrect.x, r_refdef.vrect.x,
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r_refdef.vrect.width, r_refdef.vrect.height);
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qfglMatrixMode (GL_PROJECTION);
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qfglLoadIdentity ();
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qfglOrtho (0, r_refdef.vrect.width, r_refdef.vrect.height, 0, -9999, 9999);
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qfglMatrixMode (GL_MODELVIEW);
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qfglLoadIdentity ();
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qfglColor3ubv (color_white);
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qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
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qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, buffer->color);
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qfglCallList (fisheye_grid);
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qfglDisable (GL_TEXTURE_CUBE_MAP_ARB);
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CHKGLERR("fisheye");
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}
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@ -291,27 +291,8 @@ R_SetupGL (void)
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qfglShadeModel (GL_FLAT);
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}
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static void
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R_RenderScene (void)
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{
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R_SetupGL ();
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gl_Fog_EnableGFog ();
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gl_R_DrawWorld (); // adds static entities to the list
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S_ExtraUpdate (); // don't let sound get messed up if going slow
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gl_R_RenderDlights ();
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R_DrawViewModel ();
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gl_Fog_DisableGFog ();
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}
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/*
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R_RenderView_
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r_refdef must be set before the first call
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*/
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static void
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R_RenderView_ (void)
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void
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gl_R_RenderView (void)
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{
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if (r_norefresh->int_val) {
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return;
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@ -320,317 +301,15 @@ R_RenderView_ (void)
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return;
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}
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// render normal view
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R_RenderScene ();
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}
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R_SetupGL ();
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gl_Fog_EnableGFog ();
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static void R_RenderViewFishEye (void);
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gl_R_DrawWorld ();
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S_ExtraUpdate (); // don't let sound get messed up if going slow
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gl_R_RenderDlights ();
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R_DrawViewModel ();
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void
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gl_R_RenderView (void)
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{
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if(!scr_fisheye->int_val)
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R_RenderView_ ();
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else
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R_RenderViewFishEye ();
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}
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//FIXME
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// Algorithm:
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// Draw up to six views, one in each direction.
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// Save the picture to cube map texture, use GL_ARB_texture_cube_map.
|
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// Create FPOLYCNTxFPOLYCNT polygons sized flat grid.
|
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// Baseing on field of view, tie cube map texture to grid using
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// translation function to map texture coordinates to fixed/regular
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// grid vertices coordinates.
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// Render view. Fisheye is done.
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#if 0
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#define BOX_FRONT 0
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#define BOX_RIGHT 1
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#define BOX_BEHIND 2
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#define BOX_LEFT 3
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#define BOX_TOP 4
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#define BOX_BOTTOM 5
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#endif
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static mat4f_t box_rotations[] = {
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{ { 1, 0, 0, 0}, // front
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{ 0, 1, 0, 0},
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{ 0, 0, 1, 0},
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{ 0, 0, 0, 1} },
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{ { 0,-1, 0, 0}, // right
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{ 1, 0, 0, 0},
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{ 0, 0, 1, 0},
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{ 0, 0, 0, 1} },
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{ {-1, 0, 0, 0}, // back
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{ 0,-1, 0, 0},
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{ 0, 0, 1, 0},
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{ 0, 0, 0, 1} },
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{ { 0, 1, 0, 0}, // left
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{-1, 0, 0, 0},
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{ 0, 0, 1, 0},
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{ 0, 0, 0, 1} },
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{ { 0, 0, 1, 0}, // top
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{ 0, 1, 0, 0},
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{-1, 0, 0, 0},
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{ 0, 0, 0, 1} },
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{ { 0, 0,-1, 0}, // bottom
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{ 0, 1, 0, 0},
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{ 1, 0, 0, 0},
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{ 0, 0, 0, 1} },
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};
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#define FPOLYCNT 128
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struct xyz {
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float x, y, z;
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};
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static struct xyz FisheyeLookupTbl[FPOLYCNT + 1][FPOLYCNT + 1];
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static GLuint cube_map_tex;
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static GLint gl_cube_map_size;
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static GLint gl_cube_map_step;
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static const GLenum box2cube_map[] = {
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
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GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
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};
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static void
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R_BuildFisheyeLookup (int width, int height, float fov)
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{
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int x, y;
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struct xyz *v;
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|
||||
for (y = 0; y <= height; y += gl_cube_map_step) {
|
||||
for (x = 0; x <= width; x += gl_cube_map_step) {
|
||||
float dx = x - width / 2;
|
||||
float dy = y - height / 2;
|
||||
float yaw = sqrt (dx * dx + dy * dy) * fov / width;
|
||||
float roll = atan2 (dy, dx);
|
||||
// X is a first index and Y is a second, because later
|
||||
// when we draw QUAD_STRIPs we need next Y vertex coordinate.
|
||||
v = &FisheyeLookupTbl[x / gl_cube_map_step][y / gl_cube_map_step];
|
||||
v->x = sin (yaw) * cos (roll);
|
||||
v->y = -sin (yaw) * sin (roll);
|
||||
v->z = cos (yaw);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#define CHKGLERR(s) \
|
||||
do { \
|
||||
GLint err = qfglGetError(); \
|
||||
if (err != GL_NO_ERROR) \
|
||||
printf ("%s: gl error %d\n", s, (int) err); \
|
||||
} while (0);
|
||||
|
||||
|
||||
static void
|
||||
R_RenderCubeSide (int side)
|
||||
{
|
||||
mat4f_t camera;
|
||||
mat4f_t camera_inverse;
|
||||
mat4f_t rotinv;
|
||||
|
||||
memcpy (camera, r_refdef.camera, sizeof (camera));
|
||||
memcpy (camera_inverse, r_refdef.camera_inverse, sizeof (camera_inverse));
|
||||
mmulf (r_refdef.camera, camera, box_rotations[side]);
|
||||
mat4ftranspose (rotinv, box_rotations[side]);
|
||||
mmulf (r_refdef.camera_inverse, rotinv, camera_inverse);
|
||||
|
||||
//FIXME see fixme in r_screen.c
|
||||
r_refdef.frame.mat[0] = -r_refdef.camera[1];
|
||||
r_refdef.frame.mat[1] = r_refdef.camera[0];
|
||||
r_refdef.frame.mat[2] = r_refdef.camera[2];
|
||||
r_refdef.frame.mat[3] = r_refdef.camera[3];
|
||||
#if 0
|
||||
printf ("side: %d\n", side);
|
||||
printf ("c: " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera, 0));
|
||||
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera, 1));
|
||||
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera, 2));
|
||||
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera, 3));
|
||||
printf ("i: " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera_inverse, 0));
|
||||
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera_inverse, 1));
|
||||
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera_inverse, 2));
|
||||
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera_inverse, 3));
|
||||
printf ("f: " VEC4F_FMT "\n", MAT4_ROW(r_refdef.frame.mat, 0));
|
||||
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.frame.mat, 1));
|
||||
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.frame.mat, 2));
|
||||
printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.frame.mat, 3));
|
||||
#endif
|
||||
qfglClear (GL_DEPTH_BUFFER_BIT);
|
||||
R_RenderView_ ();
|
||||
qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
|
||||
qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, cube_map_tex);
|
||||
qfglCopyTexSubImage2D (box2cube_map[side], 0, 0, 0, 0, 0,
|
||||
gl_cube_map_size, gl_cube_map_size);
|
||||
CHKGLERR ("qfglCopyTexSubImage2D");
|
||||
qfglDisable (GL_TEXTURE_CUBE_MAP_ARB);
|
||||
|
||||
memcpy (r_refdef.camera, camera, sizeof (camera));
|
||||
memcpy (r_refdef.camera_inverse, camera_inverse, sizeof (camera_inverse));
|
||||
}
|
||||
|
||||
static qboolean gl_cube_map_capable = false;
|
||||
static GLint gl_cube_map_maxtex;
|
||||
static GLuint fisheye_grid;
|
||||
|
||||
static int
|
||||
R_InitFishEyeOnce (void)
|
||||
{
|
||||
static qboolean fisheye_init_once_completed = false;
|
||||
|
||||
if (fisheye_init_once_completed)
|
||||
return 1;
|
||||
Sys_MaskPrintf (SYS_dev, "GL_ARB_texture_cube_map ");
|
||||
if (QFGL_ExtensionPresent ("GL_ARB_texture_cube_map")) {
|
||||
qfglGetIntegerv (GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB,
|
||||
&gl_cube_map_maxtex);
|
||||
Sys_MaskPrintf (SYS_dev, "present, max texture size %d.\n",
|
||||
(int) gl_cube_map_maxtex);
|
||||
gl_cube_map_capable = true;
|
||||
} else {
|
||||
Sys_MaskPrintf (SYS_dev, "not found.\n");
|
||||
gl_cube_map_capable = false;
|
||||
}
|
||||
fisheye_init_once_completed = true;
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int
|
||||
R_InitFishEye (void)
|
||||
{
|
||||
int width = vid.width;
|
||||
int height = vid.height;
|
||||
int fov = scr_ffov->int_val;
|
||||
int views = scr_fviews->int_val;
|
||||
|
||||
static int pwidth = -1;
|
||||
static int pheight = -1;
|
||||
static int pfov = -1;
|
||||
static int pviews = -1;
|
||||
|
||||
int i, x, y, min_wh, wh_changed = 0;
|
||||
|
||||
if (!R_InitFishEyeOnce())
|
||||
return 0;
|
||||
if (!gl_cube_map_capable)
|
||||
return 0;
|
||||
|
||||
// There is a problem when max texture size is bigger than
|
||||
// min(width, height), it shows up as black fat stripes at the edges
|
||||
// of box polygons, probably due to missing texture fragment. Try
|
||||
// to play in 640x480 with gl_cube_map_size == 512.
|
||||
if (pwidth != width || pheight != height) {
|
||||
wh_changed = 1;
|
||||
min_wh = (height < width) ? height : width;
|
||||
gl_cube_map_size = gl_cube_map_maxtex;
|
||||
while (gl_cube_map_size > min_wh)
|
||||
gl_cube_map_size /= 2;
|
||||
gl_cube_map_step = gl_cube_map_size / FPOLYCNT;
|
||||
}
|
||||
if (pviews != views) {
|
||||
qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
|
||||
if (pviews != -1)
|
||||
qfglDeleteTextures (1, &cube_map_tex);
|
||||
pviews = views;
|
||||
qfglGenTextures (1, &cube_map_tex);
|
||||
qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, cube_map_tex);
|
||||
for (i = 0; i < 6; ++i) {
|
||||
qfglTexImage2D (box2cube_map[i], 0, 3, gl_cube_map_size,
|
||||
gl_cube_map_size, 0, GL_RGB, GL_UNSIGNED_SHORT,
|
||||
NULL);
|
||||
}
|
||||
qfglTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER,
|
||||
GL_LINEAR);
|
||||
qfglTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER,
|
||||
GL_LINEAR);
|
||||
qfglDisable (GL_TEXTURE_CUBE_MAP_ARB);
|
||||
}
|
||||
if (wh_changed || pfov != fov) {
|
||||
if (pfov != -1)
|
||||
qfglDeleteLists (fisheye_grid, 1);
|
||||
pwidth = width;
|
||||
pheight = height;
|
||||
pfov = fov;
|
||||
|
||||
R_BuildFisheyeLookup (gl_cube_map_size, gl_cube_map_size,
|
||||
((float) fov) * M_PI / 180.0);
|
||||
|
||||
fisheye_grid = qfglGenLists (1);
|
||||
qfglNewList (fisheye_grid, GL_COMPILE);
|
||||
qfglLoadIdentity ();
|
||||
qfglTranslatef (-gl_cube_map_size / 2, -gl_cube_map_size / 2,
|
||||
-gl_cube_map_size / 2);
|
||||
|
||||
qfglDisable (GL_DEPTH_TEST);
|
||||
qfglFrontFace (GL_CCW);
|
||||
qfglClear (GL_COLOR_BUFFER_BIT);
|
||||
|
||||
qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
|
||||
qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, cube_map_tex);
|
||||
for (y = 0; y < gl_cube_map_size; y += gl_cube_map_step) {
|
||||
qfglBegin (GL_QUAD_STRIP);
|
||||
for (x = 0; x <= gl_cube_map_size; x += gl_cube_map_step) { // quad_strip, X should be inclusive
|
||||
struct xyz *v = &FisheyeLookupTbl[x / gl_cube_map_step]
|
||||
[y / gl_cube_map_step + 1];
|
||||
qfglTexCoord3f (v->x, v->y, v->z);
|
||||
qfglVertex2i (x, y + gl_cube_map_step);
|
||||
--v;
|
||||
qfglTexCoord3f (v->x, v->y, v->z);
|
||||
qfglVertex2i (x, y);
|
||||
}
|
||||
qfglEnd ();
|
||||
}
|
||||
qfglDisable (GL_TEXTURE_CUBE_MAP_ARB);
|
||||
qfglEnable (GL_DEPTH_TEST);
|
||||
qfglEndList ();
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
static void
|
||||
R_RenderViewFishEye (void)
|
||||
{
|
||||
float s_fov_x, s_fov_y;
|
||||
int s_vid_w, s_vid_h, s_rect_w, s_rect_h;
|
||||
|
||||
if (!R_InitFishEye()) return;
|
||||
|
||||
// save values
|
||||
s_fov_x = r_refdef.fov_x;
|
||||
s_fov_y = r_refdef.fov_y;
|
||||
s_vid_w = vid.width;
|
||||
s_vid_h = vid.height;
|
||||
s_rect_w = r_refdef.vrect.width;
|
||||
s_rect_h = r_refdef.vrect.height;
|
||||
// the view should be square
|
||||
r_refdef.fov_x = r_refdef.fov_y = 90;
|
||||
vid.width = vid.height =
|
||||
r_refdef.vrect.height = r_refdef.vrect.width =
|
||||
gl_cube_map_size;
|
||||
switch (scr_fviews->int_val) {
|
||||
case 6: R_RenderCubeSide (BOX_BEHIND);
|
||||
case 5: R_RenderCubeSide (BOX_BOTTOM);
|
||||
case 4: R_RenderCubeSide (BOX_TOP);
|
||||
case 3: R_RenderCubeSide (BOX_LEFT);
|
||||
case 2: R_RenderCubeSide (BOX_RIGHT);
|
||||
default: R_RenderCubeSide (BOX_FRONT);
|
||||
}
|
||||
// restore
|
||||
r_refdef.fov_x = s_fov_x;
|
||||
r_refdef.fov_y = s_fov_y;
|
||||
vid.width = s_vid_w;
|
||||
vid.height = s_vid_h;
|
||||
r_refdef.vrect.width = s_rect_w;
|
||||
r_refdef.vrect.height = s_rect_h;
|
||||
R_SetupGL_Viewport_and_Perspective ();
|
||||
qfglMatrixMode (GL_MODELVIEW);
|
||||
qfglCallList (fisheye_grid);
|
||||
gl_Fog_DisableGFog ();
|
||||
}
|
||||
|
||||
void
|
||||
|
|
|
@ -54,6 +54,7 @@
|
|||
#include "QF/GL/defines.h"
|
||||
#include "QF/GL/funcs.h"
|
||||
#include "QF/GL/qf_draw.h"
|
||||
#include "QF/GL/qf_fisheye.h"
|
||||
#include "QF/GL/qf_lightmap.h"
|
||||
#include "QF/GL/qf_particles.h"
|
||||
#include "QF/GL/qf_rlight.h"
|
||||
|
@ -135,6 +136,7 @@ gl_R_Init (void)
|
|||
gl_R_InitParticles ();
|
||||
gl_R_InitSprites ();
|
||||
Skin_Init ();
|
||||
gl_InitFisheye ();
|
||||
}
|
||||
|
||||
static void
|
||||
|
|
|
@ -35,6 +35,7 @@
|
|||
|
||||
#include "QF/GL/funcs.h"
|
||||
#include "QF/GL/qf_draw.h"
|
||||
#include "QF/GL/qf_fisheye.h"
|
||||
#include "QF/GL/qf_rmain.h"
|
||||
#include "QF/GL/qf_rsurf.h"
|
||||
#include "QF/GL/qf_particles.h"
|
||||
|
@ -259,6 +260,7 @@ static void
|
|||
gl_render_view (void)
|
||||
{
|
||||
// do 3D refresh drawing, and then update the screen
|
||||
qfglClear (GL_DEPTH_BUFFER_BIT);
|
||||
gl_R_RenderView ();
|
||||
}
|
||||
|
||||
|
@ -271,6 +273,11 @@ gl_draw_transparent (void)
|
|||
static void
|
||||
gl_post_process (framebuffer_t *src)
|
||||
{
|
||||
if (scr_fisheye->int_val) {
|
||||
gl_FisheyeScreen (src);
|
||||
} else if (r_dowarp) {
|
||||
//gl_WarpScreen (src);
|
||||
}
|
||||
}
|
||||
|
||||
static void
|
||||
|
@ -306,9 +313,55 @@ gl_end_frame (void)
|
|||
}
|
||||
|
||||
static framebuffer_t *
|
||||
gl_create_cube_map (int size)
|
||||
gl_create_cube_map (int side)
|
||||
{
|
||||
Sys_Error ("not implemented");
|
||||
GLuint tex[2];
|
||||
qfglGenTextures (2, tex);
|
||||
|
||||
qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, tex[0]);
|
||||
for (int i = 0; i < 6; i++) {
|
||||
qfglTexImage2D (GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i, 0, GL_RGBA,
|
||||
side, side, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
|
||||
}
|
||||
qfglTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S,
|
||||
GL_CLAMP_TO_EDGE);
|
||||
qfglTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T,
|
||||
GL_CLAMP_TO_EDGE);
|
||||
qfglTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER,
|
||||
GL_LINEAR);
|
||||
qfglTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER,
|
||||
GL_LINEAR);
|
||||
|
||||
qfglBindTexture (GL_TEXTURE_2D, tex[1]);
|
||||
qfglTexImage2D (GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, side, side, 0,
|
||||
GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, 0);
|
||||
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
size_t size = sizeof (framebuffer_t) * 6;
|
||||
size += sizeof (gl_framebuffer_t) * 6;
|
||||
|
||||
framebuffer_t *cube = malloc (size);
|
||||
__auto_type buffer_base = (gl_framebuffer_t *) &cube[6];
|
||||
for (int i = 0; i < 6; i++) {
|
||||
cube[i].width = side;
|
||||
cube[i].height = side;
|
||||
__auto_type buffer = buffer_base + i;
|
||||
cube[i].buffer = buffer;
|
||||
|
||||
buffer->color = tex[0];
|
||||
buffer->depth = tex[1];
|
||||
qfglGenFramebuffers (1, &buffer->handle);
|
||||
|
||||
qfglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
|
||||
qfglFramebufferTexture2D (GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
|
||||
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + i,
|
||||
buffer->color, 0);
|
||||
qfglFramebufferTexture2D (GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
|
||||
GL_TEXTURE_2D, buffer->depth, 0);
|
||||
}
|
||||
qfglBindFramebuffer (GL_FRAMEBUFFER, 0);
|
||||
return cube;
|
||||
}
|
||||
|
||||
static framebuffer_t *
|
||||
|
@ -320,16 +373,31 @@ gl_create_frame_buffer (int width, int height)
|
|||
static void
|
||||
gl_bind_framebuffer (framebuffer_t *framebuffer)
|
||||
{
|
||||
unsigned width = vr_data.vid->width;
|
||||
unsigned height = vr_data.vid->height;
|
||||
if (!framebuffer) {
|
||||
qfglBindFramebuffer (GL_FRAMEBUFFER, 0);
|
||||
} else {
|
||||
gl_framebuffer_t *buffer = framebuffer->buffer;
|
||||
qfglBindFramebuffer (GL_FRAMEBUFFER, buffer->handle);
|
||||
|
||||
width = framebuffer->width;
|
||||
height = framebuffer->height;
|
||||
}
|
||||
|
||||
vrect_t r = { 0, 0, width, height };
|
||||
R_SetVrect (&r, &r_refdef.vrect, 0);
|
||||
gl_R_ViewChanged ();
|
||||
}
|
||||
|
||||
static void
|
||||
gl_set_viewport (const vrect_t *view)
|
||||
{
|
||||
int x = r_refdef.vrect.x;
|
||||
int y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height));
|
||||
int w = r_refdef.vrect.width;
|
||||
int h = r_refdef.vrect.height;
|
||||
qfglViewport (x, y2, w, h);
|
||||
int x = view->x;
|
||||
int y = vid.height - (view->y + view->height);//FIXME vid.height
|
||||
int w = view->width;
|
||||
int h = view->height;
|
||||
qfglViewport (x, y, w, h);
|
||||
}
|
||||
|
||||
vid_render_funcs_t gl_vid_render_funcs = {
|
||||
|
|
|
@ -236,7 +236,6 @@ static void glsl_bind_framebuffer (framebuffer_t *fb);
|
|||
static void
|
||||
glsl_post_process (framebuffer_t *src)
|
||||
{
|
||||
glsl_bind_framebuffer (0);
|
||||
if (scr_fisheye->int_val) {
|
||||
glsl_FisheyeScreen (src);
|
||||
} else if (r_dowarp) {
|
||||
|
@ -376,7 +375,7 @@ static void
|
|||
glsl_set_viewport (const vrect_t *view)
|
||||
{
|
||||
int x = view->x;
|
||||
int y = vid.height - (view->y + view->height);
|
||||
int y = vid.height - (view->y + view->height);//FIXME vid.height
|
||||
int w = view->width;
|
||||
int h = view->height;
|
||||
qfeglViewport (x, y, w, h);
|
||||
|
|
Loading…
Reference in a new issue