mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
499 lines
11 KiB
C
499 lines
11 KiB
C
/*
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gl_rmain.c
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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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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static const char rcsid[] =
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"$Id$";
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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/console.h"
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#include "QF/cvar.h"
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#include "QF/locs.h"
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#include "QF/mathlib.h"
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#include "QF/qargs.h"
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#include "QF/render.h"
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#include "QF/skin.h"
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#include "QF/sound.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_rlight.h"
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#include "QF/GL/qf_rsurf.h"
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#include "QF/GL/qf_screen.h"
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#include "QF/GL/qf_vid.h"
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#include "compat.h"
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#include "r_cvar.h"
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#include "r_dynamic.h"
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#include "r_local.h"
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#include "view.h"
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entity_t r_worldentity;
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qboolean r_cache_thrash; // compatability
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vec3_t modelorg, r_entorigin;
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entity_t *currententity;
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int r_visframecount; // bumped when going to a new PVS
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int r_framecount; // used for dlight push checking
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int c_brush_polys, c_alias_polys;
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qboolean envmap; // true during envmap command capture
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int mirrortexturenum; // quake texturenum, not gltexturenum
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qboolean mirror;
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mplane_t *mirror_plane;
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// view origin
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vec3_t vup;
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vec3_t vpn;
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vec3_t vright;
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vec3_t r_origin;
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float r_world_matrix[16];
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float r_base_world_matrix[16];
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// screen size info
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refdef_t r_refdef;
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mleaf_t *r_viewleaf, *r_oldviewleaf;
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int d_lightstylevalue[256]; // 8.8 fraction of base light value
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vec3_t shadecolor; // Ender (Extend) Colormod
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float modelalpha; // Ender (Extend) Alpha
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void R_MarkLeaves (void);
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void R_DrawAliasModel (entity_t *e, qboolean cull);
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void R_DrawSpriteModel (entity_t *e);
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void
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glrmain_init (void)
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{
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gldepthmin = 0;
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gldepthmax = 1;
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qfglDepthFunc (GL_LEQUAL);
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qfglDepthRange (gldepthmin, gldepthmax);
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}
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inline void
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R_RotateForEntity (entity_t *e)
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{
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qfglTranslatef (e->origin[0], e->origin[1], e->origin[2]);
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qfglRotatef (e->angles[1], 0, 0, 1);
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qfglRotatef (-e->angles[0], 0, 1, 0);
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// ZOID: fixed z angle
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qfglRotatef (e->angles[2], 1, 0, 0);
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}
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/*
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R_ShowNearestLoc
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Display the nearest symbolic location (.loc files)
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*/
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static void
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R_ShowNearestLoc (void)
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{
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dlight_t *dl;
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location_t *nearloc;
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vec3_t trueloc;
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if (r_drawentities->int_val)
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return;
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nearloc = locs_find (r_origin);
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if (nearloc) {
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dl = R_AllocDlight (4096);
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VectorCopy (nearloc->loc, dl->origin);
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dl->radius = 200;
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dl->die = r_realtime + 0.1;
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dl->color[0] = 0;
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dl->color[1] = 1;
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dl->color[2] = 0;
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VectorCopy (nearloc->loc, trueloc);
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R_RunSpikeEffect (trueloc, 7);
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}
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}
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/*
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R_DrawEntitiesOnList
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Draw all the entities we have information on.
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*/
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static void
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R_DrawEntitiesOnList (void)
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{
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int i;
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if (!r_drawentities->int_val) {
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R_ShowNearestLoc();
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return;
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}
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// LordHavoc: split into 3 loops to simplify state changes
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for (i = 0; i < r_numvisedicts; i++) {
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if (r_visedicts[i]->model->type != mod_brush)
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continue;
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currententity = r_visedicts[i];
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R_DrawBrushModel (currententity);
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}
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for (i = 0; i < r_numvisedicts; i++) {
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if (r_visedicts[i]->model->type != mod_alias)
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continue;
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currententity = r_visedicts[i];
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if (currententity == r_player_entity)
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currententity->angles[PITCH] *= 0.3;
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R_DrawAliasModel (currententity, true);
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}
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qfglColor3ubv (color_white);
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qfglEnable (GL_ALPHA_TEST);
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for (i = 0; i < r_numvisedicts; i++) {
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if (r_visedicts[i]->model->type != mod_sprite)
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continue;
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currententity = r_visedicts[i];
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R_DrawSpriteModel (currententity);
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}
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qfglDisable (GL_ALPHA_TEST);
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}
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static void
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R_DrawViewModel (void)
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{
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currententity = r_view_model;
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if (r_inhibit_viewmodel
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|| !r_drawviewmodel->int_val
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|| envmap
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|| !r_drawentities->int_val
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|| !currententity->model)
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return;
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// hack the depth range to prevent view model from poking into walls
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qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
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R_DrawAliasModel (currententity, false);
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qfglDepthRange (gldepthmin, gldepthmax);
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qfglColor3ubv (color_white);
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}
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inline static int
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SignbitsForPlane (mplane_t *out)
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{
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int bits, j;
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// for fast box on planeside test
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bits = 0;
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for (j = 0; j < 3; j++) {
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if (out->normal[j] < 0)
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bits |= 1 << j;
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}
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return bits;
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}
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static void
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R_SetFrustum (void)
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{
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int i;
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if (r_refdef.fov_x == 90) {
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// front side is visible
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VectorAdd (vpn, vright, frustum[0].normal);
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VectorSubtract (vpn, vright, frustum[1].normal);
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VectorAdd (vpn, vup, frustum[2].normal);
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VectorSubtract (vpn, vup, frustum[3].normal);
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} else {
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// rotate VPN right by FOV_X/2 degrees
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RotatePointAroundVector (frustum[0].normal, vup, vpn,
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-(90 - r_refdef.fov_x / 2));
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// rotate VPN left by FOV_X/2 degrees
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RotatePointAroundVector (frustum[1].normal, vup, vpn,
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90 - r_refdef.fov_x / 2);
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// rotate VPN up by FOV_X/2 degrees
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RotatePointAroundVector (frustum[2].normal, vright, vpn,
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90 - r_refdef.fov_y / 2);
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// rotate VPN down by FOV_X/2 degrees
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RotatePointAroundVector (frustum[3].normal, vright, vpn,
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-(90 - r_refdef.fov_y / 2));
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}
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for (i = 0; i < 4; i++) {
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frustum[i].type = PLANE_ANYZ;
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frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
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frustum[i].signbits = SignbitsForPlane (&frustum[i]);
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}
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}
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void
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R_SetupFrame (void)
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{
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R_AnimateLight ();
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r_framecount++;
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// build the transformation matrix for the given view angles
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VectorCopy (r_refdef.vieworg, r_origin);
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AngleVectors (r_refdef.viewangles, vpn, vright, vup);
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// current viewleaf
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r_oldviewleaf = r_viewleaf;
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r_viewleaf = Mod_PointInLeaf (r_origin, r_worldentity.model);
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V_SetContentsColor (r_viewleaf->contents);
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r_cache_thrash = false;
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c_brush_polys = 0;
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c_alias_polys = 0;
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}
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static void
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MYgluPerspective (GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
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{
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GLdouble xmin, xmax, ymin, ymax;
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ymax = zNear * tan (fovy * M_PI / 360.0);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = ymax * aspect;
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qfglFrustum (xmin, xmax, ymin, ymax, zNear, zFar);
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}
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static void
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R_SetupGL (void)
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{
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float screenaspect;
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int x, x2, y2, y, w, h;
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// set up viewpoint
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qfglMatrixMode (GL_PROJECTION);
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qfglLoadIdentity ();
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x = r_refdef.vrect.x * glwidth / vid.width;
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x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth / vid.width;
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y = (vid.height - r_refdef.vrect.y) * glheight / vid.height;
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y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight
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/ vid.height;
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// fudge around because of frac screen scale
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if (x > 0)
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x--;
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if (x2 < glwidth)
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x2++;
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if (y2 < 0)
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y2--;
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if (y < glheight)
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y++;
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w = x2 - x;
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h = y - y2;
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if (envmap) {
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x = y2 = 0;
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w = h = 256;
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}
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qfglViewport (glx + x, gly + y2, w, h);
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screenaspect = (float) r_refdef.vrect.width / r_refdef.vrect.height;
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MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
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if (mirror) {
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if (mirror_plane->normal[2])
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qfglScalef (1, -1, 1);
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else
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qfglScalef (-1, 1, 1);
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qfglCullFace (GL_BACK);
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} else
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qfglCullFace (GL_FRONT);
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qfglMatrixMode (GL_MODELVIEW);
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qfglLoadIdentity ();
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qfglRotatef (-90, 1, 0, 0); // put Z going up
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qfglRotatef (90, 0, 0, 1); // put Z going up
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qfglRotatef (-r_refdef.viewangles[2], 1, 0, 0);
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qfglRotatef (-r_refdef.viewangles[0], 0, 1, 0);
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qfglRotatef (-r_refdef.viewangles[1], 0, 0, 1);
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qfglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1],
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-r_refdef.vieworg[2]);
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qfglGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
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// set drawing parms
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qfglEnable (GL_CULL_FACE);
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qfglDisable (GL_ALPHA_TEST);
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qfglAlphaFunc (GL_GREATER, 0.5);
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qfglEnable (GL_DEPTH_TEST);
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if (gl_dlight_smooth->int_val)
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qfglShadeModel (GL_SMOOTH);
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else
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qfglShadeModel (GL_FLAT);
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}
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static void
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R_Clear (void)
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{
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if (gl_clear->int_val)
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qfglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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else
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qfglClear (GL_DEPTH_BUFFER_BIT);
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}
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void
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R_RenderScene (void)
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{
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if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val)
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r_time1 = Sys_DoubleTime ();
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R_SetupFrame ();
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R_SetFrustum ();
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R_SetupGL ();
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R_MarkLeaves (); // done here so we know if we're in water
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R_PushDlights (vec3_origin);
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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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R_DrawEntitiesOnList ();
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R_RenderDlights ();
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}
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void
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R_Mirror (void)
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{
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float d;
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entity_t **ent;
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msurface_t *s;
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if (!mirror)
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return;
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memcpy (r_base_world_matrix, r_world_matrix, sizeof (r_base_world_matrix));
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d = DotProduct (r_refdef.vieworg, mirror_plane->normal) -
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mirror_plane->dist;
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VectorMA (r_refdef.vieworg, -2 * d, mirror_plane->normal,
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r_refdef.vieworg);
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d = DotProduct (vpn, mirror_plane->normal);
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VectorMA (vpn, -2 * d, mirror_plane->normal, vpn);
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r_refdef.viewangles[0] = -asin (vpn[2]) / M_PI * 180;
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r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0]) / M_PI * 180;
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r_refdef.viewangles[2] = -r_refdef.viewangles[2];
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ent = R_NewEntity();
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if (ent)
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*ent = r_player_entity;
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gldepthmin = 0.5;
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gldepthmax = 1;
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qfglDepthRange (gldepthmin, gldepthmax);
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R_RenderScene ();
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R_DrawWaterSurfaces ();
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gldepthmin = 0;
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gldepthmax = 1;
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qfglDepthRange (gldepthmin, gldepthmax);
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// blend on top
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qfglMatrixMode (GL_PROJECTION);
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if (mirror_plane->normal[2])
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qfglScalef (1, -1, 1);
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else
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qfglScalef (-1, 1, 1);
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qfglCullFace (GL_FRONT);
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qfglMatrixMode (GL_MODELVIEW);
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qfglLoadMatrixf (r_base_world_matrix);
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color_white[2] = r_mirroralpha->value * 255;
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qfglColor4ubv (color_white);
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s = r_worldentity.model->textures[mirrortexturenum]->texturechain;
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for (; s; s = s->texturechain)
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R_RenderBrushPoly (s);
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r_worldentity.model->textures[mirrortexturenum]->texturechain = NULL;
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qfglColor3ubv (color_white);
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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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void
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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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if (!r_worldentity.model)
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Sys_Error ("R_RenderView: NULL worldmodel");
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mirror = false;
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R_Clear ();
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// render normal view
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R_RenderScene ();
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R_DrawViewModel ();
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R_DrawWaterSurfaces ();
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R_UpdateFires ();
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R_DrawParticles ();
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// render mirror view
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R_Mirror ();
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if (r_timegraph->int_val)
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R_TimeGraph ();
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if (r_zgraph->int_val)
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R_ZGraph ();
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}
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