/* gl_rmain.c (no description) Copyright (C) 1996-1997 Id Software, Inc. 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__ ((unused)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include #include #include "QF/console.h" #include "QF/cvar.h" #include "QF/locs.h" #include "QF/mathlib.h" #include "QF/qargs.h" #include "QF/render.h" #include "QF/skin.h" #include "QF/sound.h" #include "QF/sys.h" #include "QF/vid.h" #include "QF/GL/defines.h" #include "QF/GL/funcs.h" #include "QF/GL/qf_rlight.h" #include "QF/GL/qf_rmain.h" #include "QF/GL/qf_rsurf.h" #include "QF/GL/qf_screen.h" #include "QF/GL/qf_vid.h" #include "compat.h" #include "r_cvar.h" #include "r_dynamic.h" #include "r_local.h" #include "varrays.h" #include "view.h" entity_t r_worldentity; qboolean r_cache_thrash; // compatability vec3_t modelorg, r_entorigin; entity_t *currententity; int r_visframecount; // bumped when going to a new PVS int r_framecount; // used for dlight push checking int c_brush_polys, c_alias_polys; qboolean envmap; // true during envmap command capture int mirrortexturenum; // quake texturenum, not gltexturenum qboolean mirror; mplane_t *mirror_plane; // view origin vec3_t vup; vec3_t vpn; vec3_t vright; vec3_t r_origin; float r_world_matrix[16]; float r_base_world_matrix[16]; // screen size info refdef_t r_refdef; mleaf_t *r_viewleaf, *r_oldviewleaf; int d_lightstylevalue[256]; // 8.8 fraction of base light value vec3_t shadecolor; // Ender (Extend) Colormod float modelalpha; // Ender (Extend) Alpha unsigned int InvalidEnum, InvalidValue, InvalidOperation, OutOfMemory, StackOverflow, StackUnderflow, Unknown; extern void (*R_DrawSpriteModel) (struct entity_s *ent); static unsigned int R_TestErrors (unsigned int numerous) { switch (qfglGetError ()) { case GL_INVALID_ENUM: InvalidEnum++; R_TestErrors (numerous++); break; case GL_INVALID_VALUE: InvalidValue++; R_TestErrors (numerous++); break; case GL_INVALID_OPERATION: InvalidOperation++; R_TestErrors (numerous++); break; case GL_STACK_OVERFLOW: StackOverflow++; R_TestErrors (numerous++); break; case GL_STACK_UNDERFLOW: StackUnderflow++; R_TestErrors (numerous++); break; case GL_OUT_OF_MEMORY: OutOfMemory++; R_TestErrors (numerous++); break; case GL_NO_ERROR: return numerous; break; default: Unknown++; R_TestErrors (numerous++); break; } return numerous; } static void R_DisplayErrors (void) { if (InvalidEnum) printf ("%d OpenGL errors: Invalid Enum!\n", InvalidEnum); if (InvalidValue) printf ("%d OpenGL errors: Invalid Value!\n", InvalidValue); if (InvalidOperation) printf ("%d OpenGL errors: Invalid Operation!\n", InvalidOperation); if (StackOverflow) printf ("%d OpenGL errors: Stack Overflow!\n", StackOverflow); if (StackUnderflow) printf ("%d OpenGL errors: Stack Underflow\n!", StackUnderflow); if (OutOfMemory) printf ("%d OpenGL errors: Out Of Memory!\n", OutOfMemory); if (Unknown) printf ("%d Unknown OpenGL errors!\n", Unknown); } static void R_ClearErrors (void) { InvalidEnum = 0; InvalidValue = 0; InvalidOperation = 0; OutOfMemory = 0; StackOverflow = 0; StackUnderflow = 0; Unknown = 0; } void glrmain_init (void) { gldepthmin = 0; gldepthmax = 1; qfglDepthFunc (GL_LEQUAL); qfglDepthRange (gldepthmin, gldepthmax); } inline void R_RotateForEntity (entity_t *e) { qfglTranslatef (e->origin[0], e->origin[1], e->origin[2]); qfglRotatef (e->angles[1], 0, 0, 1); qfglRotatef (-e->angles[0], 0, 1, 0); // ZOID: fixed z angle qfglRotatef (e->angles[2], 1, 0, 0); } #if 0 /* R_ShowNearestLoc Display the nearest symbolic location (.loc files) */ static void R_ShowNearestLoc (void) { dlight_t *dl; location_t *nearloc; vec3_t trueloc; if (r_drawentities->int_val) return; nearloc = locs_find (r_origin); if (nearloc) { dl = R_AllocDlight (4096); if (dl) { VectorCopy (nearloc->loc, dl->origin); dl->radius = 200; dl->die = r_realtime + 0.1; dl->color[0] = 0; dl->color[1] = 1; dl->color[2] = 0; } VectorCopy (nearloc->loc, trueloc); (*R_WizSpikeEffect) (trueloc); } } #endif /* R_DrawEntitiesOnList Draw all the entities we have information on. */ static void R_DrawEntitiesOnList (void) { int i; if (!r_drawentities->int_val) return; // LordHavoc: split into 3 loops to simplify state changes for (i = 0; i < r_numvisedicts; i++) { if (r_visedicts[i]->model->type != mod_brush) continue; currententity = r_visedicts[i]; R_DrawBrushModel (currententity); } if (gl_affinemodels->int_val) qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); if (tess) qfglEnable (GL_PN_TRIANGLES_ATI); for (i = 0; i < r_numvisedicts; i++) { if (r_visedicts[i]->model->type != mod_alias) continue; currententity = r_visedicts[i]; if (currententity == r_player_entity) currententity->angles[PITCH] *= 0.3; R_DrawAliasModel (currententity); } if (tess) qfglDisable (GL_PN_TRIANGLES_ATI); if (gl_affinemodels->int_val) qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE); qfglColor3ubv (color_white); qfglEnable (GL_ALPHA_TEST); if (gl_va_capable) qfglInterleavedArrays (GL_T2F_C4UB_V3F, 0, spriteVertexArray); for (i = 0; i < r_numvisedicts; i++) { if (r_visedicts[i]->model->type != mod_sprite) continue; currententity = r_visedicts[i]; R_DrawSpriteModel (currententity); } qfglDisable (GL_ALPHA_TEST); } static void R_DrawViewModel (void) { currententity = r_view_model; if (r_inhibit_viewmodel || !r_drawviewmodel->int_val || envmap || !r_drawentities->int_val || !currententity->model) return; // hack the depth range to prevent view model from poking into walls qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin)); if (gl_affinemodels->int_val) qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); R_DrawAliasModel (currententity); if (gl_affinemodels->int_val) qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE); qfglDepthRange (gldepthmin, gldepthmax); qfglColor3ubv (color_white); } static inline int SignbitsForPlane (mplane_t *out) { int bits, j; // for fast box on planeside test bits = 0; for (j = 0; j < 3; j++) { if (out->normal[j] < 0) bits |= 1 << j; } return bits; } static void R_SetFrustum (void) { int i; // rotate VPN right by FOV_X/2 degrees RotatePointAroundVector (frustum[0].normal, vup, vpn, -(90 - r_refdef.fov_x / 2)); // rotate VPN left by FOV_X/2 degrees RotatePointAroundVector (frustum[1].normal, vup, vpn, 90 - r_refdef.fov_x / 2); // rotate VPN up by FOV_Y/2 degrees RotatePointAroundVector (frustum[2].normal, vright, vpn, 90 - r_refdef.fov_y / 2); // rotate VPN down by FOV_Y/2 degrees RotatePointAroundVector (frustum[3].normal, vright, vpn, -(90 - r_refdef.fov_y / 2)); for (i = 0; i < 4; i++) { frustum[i].type = PLANE_ANYZ; frustum[i].dist = DotProduct (r_origin, frustum[i].normal); frustum[i].signbits = SignbitsForPlane (&frustum[i]); } } void R_SetupFrame (void) { R_AnimateLight (); r_framecount++; // build the transformation matrix for the given view angles VectorCopy (r_refdef.vieworg, r_origin); AngleVectors (r_refdef.viewangles, vpn, vright, vup); // current viewleaf r_oldviewleaf = r_viewleaf; r_viewleaf = Mod_PointInLeaf (r_origin, r_worldentity.model); V_SetContentsColor (r_viewleaf->contents); r_cache_thrash = false; c_brush_polys = 0; c_alias_polys = 0; } static void MYgluPerspective (GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar) { GLdouble xmin, xmax, ymin, ymax; ymax = zNear * tan (fovy * M_PI / 360.0); ymin = -ymax; xmin = ymin * aspect; xmax = -xmin; // printf ("glFrustum (%f, %f, %f, %f)\n", xmin, xmax, ymin, ymax); qfglFrustum (xmin, xmax, ymin, ymax, zNear, zFar); } static void R_SetupGL_Viewport_and_Perspective (void) { float screenaspect; int x, x2, y2, y, w, h; // set up viewpoint qfglMatrixMode (GL_PROJECTION); qfglLoadIdentity (); if (envmap) { x = y2 = 0; w = h = 256; } else { x = r_refdef.vrect.x * glwidth / vid.width; x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth / vid.width; y = (vid.height - r_refdef.vrect.y) * glheight / vid.height; y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight / vid.height; // fudge around because of frac screen scale if (x > 0) x--; if (x2 < glwidth) x2++; if (y2 < 0) y2--; if (y < glheight) y++; w = x2 - x; h = y - y2; } // printf ("glViewport(%d, %d, %d, %d)\n", glx + x, gly + y2, w, h); qfglViewport (glx + x, gly + y2, w, h); screenaspect = (float) r_refdef.vrect.width / r_refdef.vrect.height; MYgluPerspective (r_refdef.fov_y, screenaspect, r_nearclip->value, r_farclip->value); } static void R_SetupGL (void) { R_SetFrustum (); R_SetupGL_Viewport_and_Perspective (); if (mirror) { if (mirror_plane->normal[2]) qfglScalef (1, -1, 1); else qfglScalef (-1, 1, 1); qfglCullFace (GL_BACK); } else qfglCullFace (GL_FRONT); qfglMatrixMode (GL_MODELVIEW); qfglLoadIdentity (); qfglRotatef (-90, 1, 0, 0); // put Z going up qfglRotatef (90, 0, 0, 1); // put Z going up qfglRotatef (-r_refdef.viewangles[2], 1, 0, 0); qfglRotatef (-r_refdef.viewangles[0], 0, 1, 0); qfglRotatef (-r_refdef.viewangles[1], 0, 0, 1); qfglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); qfglGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); // set drawing parms qfglEnable (GL_CULL_FACE); qfglDisable (GL_ALPHA_TEST); qfglAlphaFunc (GL_GREATER, 0.5); qfglEnable (GL_DEPTH_TEST); if (gl_dlight_smooth->int_val) qfglShadeModel (GL_SMOOTH); else qfglShadeModel (GL_FLAT); } static void R_Clear (void) { if (gl_clear->int_val) qfglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); else qfglClear (GL_DEPTH_BUFFER_BIT); } static void R_RenderScene (void) { if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val) r_time1 = Sys_DoubleTime (); R_SetupFrame (); R_SetupGL (); R_MarkLeaves (); // done here so we know if we're in water R_PushDlights (vec3_origin); R_DrawWorld (); // adds static entities to the list S_ExtraUpdate (); // don't let sound get messed up if going slow R_DrawEntitiesOnList (); R_RenderDlights (); R_ClearErrors (); if (R_TestErrors (0)) R_DisplayErrors (); } static void R_Mirror (void) { float d; entity_t **ent; msurface_t *s; if (!mirror) return; memcpy (r_base_world_matrix, r_world_matrix, sizeof (r_base_world_matrix)); d = 2 * DotProduct (r_refdef.vieworg, mirror_plane->normal) - mirror_plane->dist; VectorMultSub (r_refdef.vieworg, d, mirror_plane->normal, r_refdef.vieworg); d = 2 * DotProduct (vpn, mirror_plane->normal); VectorMultSub (vpn, d, mirror_plane->normal, vpn); r_refdef.viewangles[0] = -asin (vpn[2]) / M_PI * 180; r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0]) / M_PI * 180; r_refdef.viewangles[2] = -r_refdef.viewangles[2]; ent = R_NewEntity(); if (ent) *ent = r_player_entity; gldepthmin = 0.5; gldepthmax = 1; qfglDepthRange (gldepthmin, gldepthmax); R_RenderScene (); R_DrawWaterSurfaces (); gldepthmin = 0; gldepthmax = 1; qfglDepthRange (gldepthmin, gldepthmax); // blend on top qfglMatrixMode (GL_PROJECTION); if (mirror_plane->normal[2]) qfglScalef (1, -1, 1); else qfglScalef (-1, 1, 1); qfglCullFace (GL_FRONT); qfglMatrixMode (GL_MODELVIEW); qfglLoadMatrixf (r_base_world_matrix); color_white[2] = r_mirroralpha->value * 255; qfglColor4ubv (color_white); s = r_worldentity.model->textures[mirrortexturenum]->texturechain; for (; s; s = s->texturechain) { texture_t *tex; if (!s->texinfo->texture->anim_total) tex = s->texinfo->texture; else tex = R_TextureAnimation (s); // FIXME: if this is needed, then include header for fullbright_polys // if ( tex->gl_fb_texturenum > 0) { // s->polys->fb_chain = fullbright_polys[tex->gl_fb_texturenum]; // fullbright_polys[tex->gl_fb_texturenum] = s->polys; // } qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum); R_RenderBrushPoly (s); } r_worldentity.model->textures[mirrortexturenum]->texturechain = NULL; qfglColor3ubv (color_white); } /* R_RenderView_ r_refdef must be set before the first call */ static void R_RenderView_ (void) { if (r_norefresh->int_val) return; if (!r_worldentity.model) Sys_Error ("R_RenderView: NULL worldmodel"); mirror = false; R_Clear (); // render normal view R_RenderScene (); R_DrawViewModel (); R_DrawWaterSurfaces (); R_DrawParticles (); // render mirror view R_Mirror (); if (r_timegraph->int_val) R_TimeGraph (); if (r_zgraph->int_val) R_ZGraph (); } // Algorithm: // Draw up to six views, one in each direction. // Save the picture to cube map texture, use GL_ARB_texture_cube_map. // Create FPOLYCNTxFPOLYCNT polygons sized flat grid. // Baseing on field of view, tie cube map texture to grid using // translation function to map texture coordinates to fixed/regular // grid vertices coordinates. // Render view. Fisheye is done. static void R_RenderViewFishEye (void); void R_RenderView (void) { if(!scr_fisheye->int_val) R_RenderView_ (); else R_RenderViewFishEye (); } #define BOX_FRONT 0 #define BOX_RIGHT 1 #define BOX_BEHIND 2 #define BOX_LEFT 3 #define BOX_TOP 4 #define BOX_BOTTOM 5 #define FPOLYCNT 16 struct xyz { float x, y, z; }; static struct xyz FisheyeLookupTbl[FPOLYCNT + 1][FPOLYCNT + 1]; static GLuint cube_map_tex; static GLint gl_cube_map_size; static GLint gl_cube_map_step; static const GLenum box2cube_map[] = { GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB, GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB, GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB }; static void R_BuildFisheyeLookup (int width, int height, float fov) { int x, y; struct xyz *v; 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_STRIPes we need next Y vertix 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); #define NO(x) \ do { \ if (x < 0) \ x += 360; \ else if (x >= 360) \ x -= 360; \ } while (0) static void R_RenderCubeSide (int side) { float pitch, n_pitch; float yaw, n_yaw; float roll, n_roll; float s_roll; pitch = n_pitch = r_refdef.viewangles[PITCH]; yaw = n_yaw = r_refdef.viewangles[YAW]; // setting ROLL for now to 0, correct roll handling // requre more exhaustive changes in rotation // TODO: implement via matrix // roll = n_roll = r_refdef.viewangles[ROLL]; s_roll = r_refdef.viewangles[ROLL]; roll = n_roll = 0; // roll -= scr_fviews->int_val * 10; // n_roll = roll; switch (side) { case BOX_FRONT: break; case BOX_RIGHT: n_pitch = roll; n_yaw -= 90; n_roll = -pitch; break; case BOX_LEFT: n_pitch = -roll; n_yaw += 90; n_roll = pitch; // static int f = 0; // if (!(f++ % 100)) // printf ("%4d %4d %4d | %4d %4d %4d\n", (int) pitch, (int) yaw, // (int) roll, (int) n_pitch, (int) n_yaw, (int) n_roll); break; case BOX_TOP: n_pitch -= 90; break; case BOX_BOTTOM: n_pitch += 90; break; case BOX_BEHIND: n_pitch = -pitch; n_yaw += 180; break; } NO (n_pitch); NO (n_yaw); NO (n_roll); r_refdef.viewangles[PITCH] = n_pitch; r_refdef.viewangles[YAW] = n_yaw; r_refdef.viewangles[ROLL] = n_roll; 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); r_refdef.viewangles[PITCH] = pitch; r_refdef.viewangles[YAW] = yaw; r_refdef.viewangles[ROLL] = s_roll; } 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; Con_Printf ("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); Con_Printf ("present, max texture size %d.\n", (int) gl_cube_map_maxtex); gl_cube_map_capable = true; } else { Con_Printf ("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); qfglCullFace (GL_BACK); qfglClear (GL_COLOR_BUFFER_BIT); qfglEnable (GL_TEXTURE_CUBE_MAP_ARB); qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, cube_map_tex); qfglBegin (GL_QUAD_STRIP); for (y = 0; y < gl_cube_map_size; y += gl_cube_map_step) { 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, s_gl_w, s_gl_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; s_gl_w = glwidth; s_gl_h = glheight; // 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 = glwidth = glheight = 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; glwidth = s_gl_w; glheight = s_gl_h; R_SetupGL_Viewport_and_Perspective (); qfglMatrixMode (GL_MODELVIEW); qfglCallList (fisheye_grid); }