/* 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/sys.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_lightmap.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 void R_DrawViewModel (void) { currententity = r_view_model; if (r_inhibit_viewmodel || !r_drawviewmodel->int_val || !r_drawentities->int_val || !currententity->model) return; // hack the depth range to prevent view model from poking into walls qfglDepthRangef (0, 0.3); R_AliasBegin (); R_DrawAlias (); R_AliasEnd (); qfglDepthRangef (0, 1); } VISIBLE void R_RenderView (void) { double t[10]; int speeds = r_speeds->int_val; if (speeds) t[0] = Sys_DoubleTime (); R_SetupFrame (); R_SetupView (); if (speeds) t[1] = Sys_DoubleTime (); R_MarkLeaves (); if (speeds) t[2] = Sys_DoubleTime (); R_PushDlights (vec3_origin); if (speeds) t[3] = Sys_DoubleTime (); R_DrawWorld (); if (speeds) t[4] = Sys_DoubleTime (); R_DrawSky (); if (speeds) t[5] = Sys_DoubleTime (); R_RenderEntities (); if (speeds) t[6] = Sys_DoubleTime (); R_DrawWaterSurfaces (); if (speeds) t[7] = Sys_DoubleTime (); R_DrawParticles (); if (speeds) t[8] = Sys_DoubleTime (); R_DrawViewModel (); if (speeds) t[9] = Sys_DoubleTime (); if (speeds) { Sys_Printf ("frame: %g, setup: %g, mark: %g, pushdl: %g, world: %g," " sky: %g, ents: %g, water: %g, part: %g, view: %g\n", (t[9] - t[0]) * 1000, (t[1] - t[0]) * 1000, (t[2] - t[1]) * 1000, (t[3] - t[2]) * 1000, (t[4] - t[3]) * 1000, (t[5] - t[4]) * 1000, (t[6] - t[5]) * 1000, (t[7] - t[6]) * 1000, (t[8] - t[7]) * 1000, (t[9] - t[8]) * 1000); } } VISIBLE void R_Init (void) { R_InitBsp (); R_InitAlias (); R_InitSprites (); R_InitParticles (); } VISIBLE void R_NewMap (model_t *worldmodel, struct model_s **models, int num_models) { int i; for (i = 0; i < 256; i++) d_lightstylevalue[i] = 264; // normal light value memset (&r_worldentity, 0, sizeof (r_worldentity)); r_worldentity.model = worldmodel; R_FreeAllEntities (); R_ClearParticles (); R_RegisterTextures (models, num_models); R_BuildLightmaps (models, num_models); R_BuildDisplayLists (models, num_models); } VISIBLE void Fog_Update (float density, float red, float green, float blue, float time) { } VISIBLE void Fog_ParseWorldspawn (struct plitem_s *worldspawn) { } 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) { }