mirror of
https://git.code.sf.net/p/quake/quakeforge
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495dd759f0
Viewport and FOV updates are now separate so updating one doesn't cause recalculations of the other. Also, perspective setup is now done directly from the tangents of the half angles for fov_x and fov_y making the renderers independent of fov/aspect mode. I imagine things are a bit of a mess with view size changes, and especially screen size changes (not supported yet anyway), and vulkan winds up updating its projection matrices every frame, but everything that's expected to work does (vulkan errors out for fisheye or warp due to frame buffer creation not being supported yet).
221 lines
4.5 KiB
C
221 lines
4.5 KiB
C
/*
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glsl_main.c
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GLSL rendering
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Copyright (C) 2011 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2011/12/23
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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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#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 "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/image.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/sys.h"
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#include "QF/scene/entity.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_alias.h"
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#include "QF/GLSL/qf_bsp.h"
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#include "QF/GLSL/qf_draw.h"
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#include "QF/GLSL/qf_fisheye.h"
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#include "QF/GLSL/qf_iqm.h"
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#include "QF/GLSL/qf_lightmap.h"
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#include "QF/GLSL/qf_main.h"
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#include "QF/GLSL/qf_particles.h"
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#include "QF/GLSL/qf_sprite.h"
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#include "QF/GLSL/qf_textures.h"
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#include "QF/GLSL/qf_warp.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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#include "vid_gl.h"
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mat4f_t glsl_projection;
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mat4f_t glsl_view;
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static void
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R_SetupView (void)
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{
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static mat4f_t z_up = {
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{ 0, 0, 1, 0},
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{-1, 0, 0, 0},
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{ 0, 1, 0, 0},
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{ 0, 0, 0, 1},
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};
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mmulf (glsl_view, z_up, r_refdef.camera_inverse);
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qfeglEnable (GL_CULL_FACE);
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qfeglEnable (GL_DEPTH_TEST);
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}
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void
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glsl_R_RenderEntities (entqueue_t *queue)
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{
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int begun;
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if (!r_drawentities->int_val)
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return;
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#define RE_LOOP(type_name, Type) \
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do { \
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begun = 0; \
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for (size_t i = 0; i < queue->ent_queues[mod_##type_name].size; \
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i++) { \
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entity_t *ent = queue->ent_queues[mod_##type_name].a[i]; \
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if (!begun) { \
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glsl_R_##Type##Begin (); \
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begun = 1; \
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} \
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glsl_R_Draw##Type (ent); \
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} \
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if (begun) \
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glsl_R_##Type##End (); \
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} while (0)
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RE_LOOP (alias, Alias);
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RE_LOOP (iqm, IQM);
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RE_LOOP (sprite, Sprite);
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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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entity_t *ent = vr_data.view_model;
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if (vr_data.inhibit_viewmodel
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|| !r_drawviewmodel->int_val
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|| !r_drawentities->int_val
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|| !ent->renderer.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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qfeglDepthRangef (0, 0.3);
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glsl_R_AliasBegin ();
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glsl_R_DrawAlias (ent);
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glsl_R_AliasEnd ();
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qfeglDepthRangef (0, 1);
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}
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void
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glsl_R_RenderView (void)
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{
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if (!r_refdef.worldmodel) {
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return;
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}
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memcpy (glsl_projection, glsl_ctx->projection, sizeof (mat4f_t));
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R_SetupView ();
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glsl_R_DrawWorld ();
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glsl_R_DrawSky ();
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R_DrawViewModel ();
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}
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static void
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glsl_R_TimeRefresh_f (void)
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{
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/* FIXME update for simd
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double start, stop, time;
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int i;
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glsl_ctx->end_rendering ();
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start = Sys_DoubleTime ();
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for (i = 0; i < 128; i++) {
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r_refdef.viewangles[1] = i * (360.0 / 128.0);
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glsl_R_RenderView ();
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glsl_ctx->end_rendering ();
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}
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stop = Sys_DoubleTime ();
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time = stop - start;
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Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
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*/
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}
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void
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glsl_R_Init (void)
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{
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Cmd_AddCommand ("timerefresh", glsl_R_TimeRefresh_f,
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"Test the current refresh rate for the current location.");
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R_Init_Cvars ();
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glsl_R_Particles_Init_Cvars ();
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glsl_Draw_Init ();
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SCR_Init ();
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glsl_R_InitBsp ();
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glsl_R_InitAlias ();
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glsl_R_InitIQM ();
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glsl_R_InitSprites ();
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glsl_R_InitParticles ();
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glsl_InitFisheye ();
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glsl_InitWarp ();
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Skin_Init ();
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}
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void
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glsl_R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
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{
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int i;
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for (i = 0; i < 256; i++)
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d_lightstylevalue[i] = 264; // normal light value
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r_refdef.worldmodel = worldmodel;
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// Force a vis update
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r_refdef.viewleaf = NULL;
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R_MarkLeaves ();
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R_ClearParticles ();
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glsl_R_RegisterTextures (models, num_models);
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glsl_R_BuildLightmaps (models, num_models);
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glsl_R_BuildDisplayLists (models, num_models);
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}
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void
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glsl_R_LineGraph (int x, int y, int *h_vals, int count, int height)
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{
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}
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void
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glsl_R_ClearState (void)
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{
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r_refdef.worldmodel = 0;
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R_ClearEfrags ();
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R_ClearDlights ();
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R_ClearParticles ();
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}
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