mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-01 13:30:42 +00:00
0c437492b4
For now, OpenGL and Vulkan renderers are broken as I focused on getting the software renderer working (which was quite tricky to get right). This fixes a couple of issues: the segfault when warping the screen (due to the scene rendering move invalidating the warp buffer), and warp always having 320x200 resolution. There's still the problem of the effect being too subtle at high resolution, but that's just a matter of updating the tables and tweaking the code in D_WarpScreen. Another issue is the Draw functions should probably write directly to the main frame buffer or even one passed in as a parameter. This would remove the need for binding the main buffer at the beginning and end of the frame.
119 lines
3.1 KiB
C
119 lines
3.1 KiB
C
/*
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#FILENAME#
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#DESCRIPTION#
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Copyright (C) 2001 #AUTHOR#
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Author: #AUTHOR#
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Date: #DATE#
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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/cvar.h"
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#include "QF/qtypes.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "r_internal.h"
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qboolean r_dowarp, r_dowarpold;
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qboolean r_inhibit_viewmodel;
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qboolean r_force_fullscreen;
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qboolean r_paused;
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double r_realtime;
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double r_frametime;
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entity_t *r_view_model;
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entity_t *r_player_entity;
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double r_time1;
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int r_lineadj;
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qboolean r_active;
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int r_init;
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int r_visframecount; // bumped when going to a new PVS
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int r_framecount = 1; // so frame counts initialized to 0 don't match
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vec3_t modelorg; // modelorg is the viewpoint relative to
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// the currently rendering entity
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vec3_t base_modelorg;
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vec3_t r_entorigin; // the currently rendering entity in world
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// coordinates
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// screen size info
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refdef_t r_refdef;
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int d_lightstylevalue[256]; // 8.8 fraction of base light value
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byte color_white[4] = { 255, 255, 255, 0 }; // alpha will be explicitly set
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byte color_black[4] = { 0, 0, 0, 0 }; // alpha will be explicitly set
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static inline int
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SignbitsForPlane (plane_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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void
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R_SetFrustum (plane_t *frustum, const refframe_t *frame,
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float fov_x, float fov_y)
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{
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int i;
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vec4f_t right = frame->right;
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vec4f_t fwd = frame->forward;
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vec4f_t up = frame->up;
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fov_x = 90 - fov_x / 2;
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fov_y = 90 - fov_y / 2;
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// rotate FWD right by FOV_X/2 degrees
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RotatePointAroundVector (frustum[0].normal, &up[0], &fwd[0], -fov_x);
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// rotate FWD left by FOV_X/2 degrees
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RotatePointAroundVector (frustum[1].normal, &up[0], &fwd[0], fov_x);
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// rotate FWD up by FOV_Y/2 degrees
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RotatePointAroundVector (frustum[2].normal, &right[0], &fwd[0], fov_y);
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// rotate FWD down by FOV_Y/2 degrees
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RotatePointAroundVector (frustum[3].normal, &right[0], &fwd[0], -fov_y);
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vec4f_t origin = frame->position;
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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 (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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