/* 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 #ifdef HAVE_STRING_H # include "string.h" #endif #ifdef HAVE_STRINGS_H # include "strings.h" #endif #include "QF/cmd.h" #include "QF/cvar.h" #include "QF/image.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/sys.h" #include "QF/scene/entity.h" #include "QF/GLSL/defines.h" #include "QF/GLSL/funcs.h" #include "QF/GLSL/qf_alias.h" #include "QF/GLSL/qf_bsp.h" #include "QF/GLSL/qf_draw.h" #include "QF/GLSL/qf_fisheye.h" #include "QF/GLSL/qf_iqm.h" #include "QF/GLSL/qf_lightmap.h" #include "QF/GLSL/qf_main.h" #include "QF/GLSL/qf_particles.h" #include "QF/GLSL/qf_sprite.h" #include "QF/GLSL/qf_textures.h" #include "QF/GLSL/qf_warp.h" #include "mod_internal.h" #include "r_internal.h" #include "vid_gl.h" mat4f_t glsl_projection; mat4f_t glsl_view; static void R_SetupView (void) { static mat4f_t z_up = { { 0, 0, 1, 0}, {-1, 0, 0, 0}, { 0, 1, 0, 0}, { 0, 0, 0, 1}, }; mmulf (glsl_view, z_up, r_refdef.camera_inverse); qfeglEnable (GL_CULL_FACE); qfeglEnable (GL_DEPTH_TEST); } void glsl_R_RenderEntities (entqueue_t *queue) { int begun; if (!r_drawentities) return; #define RE_LOOP(type_name, Type) \ do { \ begun = 0; \ for (size_t i = 0; i < queue->ent_queues[mod_##type_name].size; \ i++) { \ entity_t ent = queue->ent_queues[mod_##type_name].a[i]; \ if (!begun) { \ glsl_R_##Type##Begin (); \ begun = 1; \ } \ glsl_R_Draw##Type (ent); \ } \ if (begun) \ glsl_R_##Type##End (); \ } while (0) RE_LOOP (alias, Alias); RE_LOOP (iqm, IQM); RE_LOOP (sprite, Sprite); } static void R_DrawViewModel (void) { entity_t ent = vr_data.view_model; if (!Entity_Valid (ent)) { return; } renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg); if (vr_data.inhibit_viewmodel || !r_drawviewmodel || !r_drawentities || !renderer->model) return; // hack the depth range to prevent view model from poking into walls qfeglDepthRangef (0, 0.3); glsl_R_AliasBegin (); glsl_R_DrawAlias (ent); glsl_R_AliasEnd (); qfeglDepthRangef (0, 1); } void glsl_R_RenderView (void) { if (!r_refdef.worldmodel) { return; } memcpy (glsl_projection, glsl_ctx->projection, sizeof (mat4f_t)); R_SetupView (); glsl_R_DrawWorld (); glsl_R_DrawSky (); if (Entity_Valid (vr_data.view_model)) { R_DrawViewModel (); } } static void glsl_R_TimeRefresh_f (void) { /* FIXME update for simd double start, stop, time; int i; glsl_ctx->end_rendering (); start = Sys_DoubleTime (); for (i = 0; i < 128; i++) { r_refdef.viewangles[1] = i * (360.0 / 128.0); glsl_R_RenderView (); glsl_ctx->end_rendering (); } stop = Sys_DoubleTime (); time = stop - start; Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time); */ } void glsl_R_Init (void) { Cmd_AddCommand ("timerefresh", glsl_R_TimeRefresh_f, "Test the current refresh rate for the current location."); R_Init_Cvars (); glsl_Draw_Init (); SCR_Init (); glsl_R_InitBsp (); glsl_R_InitAlias (); glsl_R_InitIQM (); glsl_R_InitSprites (); glsl_R_InitParticles (); glsl_InitFisheye (); glsl_InitWarp (); Skin_Init (); } void glsl_R_NewScene (scene_t *scene) { int i; for (i = 0; i < 256; i++) d_lightstylevalue[i] = 264; // normal light value r_refdef.worldmodel = scene->worldmodel; // Force a vis update R_MarkLeaves (0, 0, 0, 0); R_ClearParticles (); glsl_R_RegisterTextures (scene->models, scene->num_models); glsl_R_BuildLightmaps (scene->models, scene->num_models); glsl_R_BuildDisplayLists (scene->models, scene->num_models); } void glsl_R_ClearState (void) { r_refdef.worldmodel = 0; R_ClearDlights (); R_ClearParticles (); }