/* glsl_main.c GLSL rendering Copyright (C) 2011 Bill Currie Author: Bill Currie Date: 2011/12/23 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 static __attribute__ ((used)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include "string.h" #endif #ifdef HAVE_STRINGS_H # include "strings.h" #endif #include "QF/cvar.h" #include "QF/image.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/skin.h" #include "QF/sys.h" #include "QF/GLSL/defines.h" #include "QF/GLSL/funcs.h" #include "QF/GLSL/qf_alias.h" #include "QF/GLSL/qf_textures.h" #include "gl_draw.h" #include "r_cvar.h" #include "r_dynamic.h" #include "r_local.h" #include "r_screen.h" mat4_t glsl_projection; mat4_t glsl_view; VISIBLE vec3_t r_origin, vpn, vright, vup; VISIBLE refdef_t r_refdef; qboolean r_cache_thrash; int r_init; int r_framecount; int d_lightstylevalue[256]; int r_visframecount; entity_t r_worldentity; entity_t *currententity; void gl_overbright_f (cvar_t *var) { } VISIBLE void R_ViewChanged (float aspect) { double xmin, xmax, ymin, ymax; float fovx, fovy, neard, fard; vec_t *proj = glsl_projection; fovx = r_refdef.fov_x; fovy = r_refdef.fov_y; neard = r_nearclip->value; fard = r_farclip->value; ymax = neard * tan (fovy * M_PI / 360); // fov_2 / 2 ymin = -ymax; xmax = neard * tan (fovx * M_PI / 360); // fov_2 / 2 xmin = -xmax; proj[0] = (2 * neard) / (xmax - xmin); proj[4] = 0; proj[8] = (xmax + xmin) / (xmax - xmin); proj[12] = 0; proj[1] = 0; proj[5] = (2 * neard) / (ymax - ymin); proj[9] = (ymax + ymin) / (ymax - ymin); proj[13] = 0; proj[2] = 0; proj[6] = 0; proj[10] = (fard + neard) / (neard - fard); proj[14] = (2 * fard + neard) / (neard - fard); proj[3] = 0; proj[7] = 0; proj[11] = -1; proj[15] = 0; } void R_SetupFrame (void) { R_AnimateLight (); R_ClearEnts (); r_framecount++; VectorCopy (r_refdef.vieworg, r_origin); AngleVectors (r_refdef.viewangles, vpn, vright, vup); r_viewleaf = Mod_PointInLeaf (r_origin, r_worldentity.model); } static void R_SetupView (void) { float x, y, w, h; mat4_t mat; static mat4_t z_up = { 0, 0, -1, 0, -1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1, }; x = r_refdef.vrect.x; y = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)); w = r_refdef.vrect.width; h = r_refdef.vrect.height; qfglViewport (x, y, w, h); Mat4Zero (mat); VectorCopy (vpn, mat + 0); VectorNegate (vright, mat + 4); // we want vleft VectorCopy (vup, mat + 8); mat[15] = 1; Mat4Transpose (mat, mat);//AngleVectors gives the transpose of what we want Mat4Mult (z_up, mat, glsl_view); Mat4Identity (mat); VectorNegate (r_refdef.vieworg, mat + 12); Mat4Mult (glsl_view, mat, glsl_view); qfglEnable (GL_CULL_FACE); qfglEnable (GL_DEPTH_TEST); } static void R_RenderEntities (void) { entity_t *ent; if (!r_drawentities->int_val) return; R_AliasBegin (); for (ent = r_ent_queue; ent; ent = ent->next) { if (ent->model->type != mod_alias) continue; currententity = ent; R_DrawAlias (); } R_AliasEnd (); R_SpriteBegin (); for (ent = r_ent_queue; ent; ent = ent->next) { if (ent->model->type != mod_sprite) continue; currententity = ent; R_DrawSprite (); } R_SpriteEnd (); } static inline void visit_leaf (mleaf_t *leaf) { // deal with model fragments in this leaf if (leaf->efrags) R_StoreEfrags (leaf->efrags); } static inline int get_side (mnode_t *node) { // find which side of the node we are on plane_t *plane = node->plane; if (plane->type < 3) return (r_origin[plane->type] - plane->dist) < 0; return (DotProduct (r_origin, plane->normal) - plane->dist) < 0; } static inline void visit_node (mnode_t *node, int side) { int c; msurface_t *surf; // sneaky hack for side = side ? SURF_PLANEBACK : 0; side = (~side + 1) & SURF_PLANEBACK; // draw stuff if ((c = node->numsurfaces)) { surf = r_worldentity.model->surfaces + node->firstsurface; for (; c; c--, surf++) { if (surf->visframe != r_visframecount) continue; // side is either 0 or SURF_PLANEBACK if (side ^ (surf->flags & SURF_PLANEBACK)) continue; // wrong side //chain_surface (surf, 0, 0); } } } static inline int test_node (mnode_t *node) { if (node->contents < 0) return 0; if (node->visframe != r_visframecount) return 0; if (R_CullBox (node->minmaxs, node->minmaxs + 3)) return 0; return 1; } static void R_VisitWorldNodes (mnode_t *node) { #define NODE_STACK 1024 struct { mnode_t *node; int side; } *node_ptr, node_stack[NODE_STACK]; mnode_t *front; int side; node_ptr = node_stack; while (1) { while (test_node (node)) { side = get_side (node); front = node->children[side]; if (test_node (front)) { if (node_ptr - node_stack == NODE_STACK) Sys_Error ("node_stack overflow"); node_ptr->node = node; node_ptr->side = side; node_ptr++; node = front; continue; } if (front->contents < 0 && front->contents != CONTENTS_SOLID) visit_leaf ((mleaf_t *) front); visit_node (node, side); node = node->children[!side]; } if (node->contents < 0 && node->contents != CONTENTS_SOLID) visit_leaf ((mleaf_t *) node); if (node_ptr != node_stack) { node_ptr--; node = node_ptr->node; side = node_ptr->side; visit_node (node, side); node = node->children[!side]; continue; } break; } if (node->contents < 0 && node->contents != CONTENTS_SOLID) visit_leaf ((mleaf_t *) node); } static void R_DrawWorld (void) { entity_t worldent; memset (&worldent, 0, sizeof (worldent)); worldent.model = r_worldentity.model; currententity = &worldent; R_VisitWorldNodes (worldent.model->nodes); } VISIBLE void R_RenderView (void) { R_SetupFrame (); R_SetupView (); R_MarkLeaves (); R_PushDlights (vec3_origin); R_DrawWorld (); R_RenderEntities (); } VISIBLE void R_Init (void) { R_InitParticles (); R_InitAlias (); R_InitSprites (); } VISIBLE void R_NewMap (model_t *worldmodel, struct model_s **models, int num_models) { memset (&r_worldentity, 0, sizeof (r_worldentity)); r_worldentity.model = worldmodel; R_FreeAllEntities (); R_ClearParticles (); } VISIBLE void R_LoadSkys (const char *sky) { } VISIBLE void Fog_Update (float density, float red, float green, float blue, float time) { } VISIBLE void Fog_ParseWorldspawn (struct plitem_s *worldspawn) { } VISIBLE void Skin_Player_Model (model_t *model) { } VISIBLE void Skin_Set_Translate (int top, int bottom, void *_dest) { } VISIBLE void Skin_Do_Translation (skin_t *player_skin, int slot, skin_t *skin) { } VISIBLE void Skin_Do_Translation_Model (struct model_s *model, int skinnum, int slot, skin_t *skin) { } VISIBLE void Skin_Process (skin_t *skin, struct tex_s * tex) { } VISIBLE void Skin_Init_Translation (void) { } VISIBLE void R_LineGraph (int x, int y, int *h_vals, int count) { } VISIBLE int GL_LoadTexture (const char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha, int bytesperpixel) { return 0; } VISIBLE void R_ClearState (void) { R_ClearEfrags (); R_ClearDlights (); R_ClearParticles (); } VISIBLE void D_FlushCaches (void) { }