mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-14 08:50:58 +00:00
958b6ff1d8
Finally :/
219 lines
4.4 KiB
C
219 lines
4.4 KiB
C
/*
|
|
glsl_main.c
|
|
|
|
GLSL rendering
|
|
|
|
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
|
|
|
|
Author: Bill Currie <bill@taniwha.org>
|
|
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
|
|
|
|
#ifdef HAVE_STRING_H
|
|
# include "string.h"
|
|
#endif
|
|
#ifdef HAVE_STRINGS_H
|
|
# include "strings.h"
|
|
#endif
|
|
|
|
#include "QF/cmd.h"
|
|
#include "QF/cvar.h"
|
|
#include "QF/image.h"
|
|
#include "QF/render.h"
|
|
#include "QF/screen.h"
|
|
#include "QF/sys.h"
|
|
|
|
#include "QF/scene/entity.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_draw.h"
|
|
#include "QF/GLSL/qf_fisheye.h"
|
|
#include "QF/GLSL/qf_iqm.h"
|
|
#include "QF/GLSL/qf_lightmap.h"
|
|
#include "QF/GLSL/qf_main.h"
|
|
#include "QF/GLSL/qf_particles.h"
|
|
#include "QF/GLSL/qf_sprite.h"
|
|
#include "QF/GLSL/qf_textures.h"
|
|
#include "QF/GLSL/qf_warp.h"
|
|
|
|
#include "mod_internal.h"
|
|
#include "r_internal.h"
|
|
#include "vid_gl.h"
|
|
|
|
mat4f_t glsl_projection;
|
|
mat4f_t glsl_view;
|
|
|
|
static void
|
|
R_SetupView (void)
|
|
{
|
|
static mat4f_t z_up = {
|
|
{ 0, 0, 1, 0},
|
|
{-1, 0, 0, 0},
|
|
{ 0, 1, 0, 0},
|
|
{ 0, 0, 0, 1},
|
|
};
|
|
|
|
mmulf (glsl_view, z_up, r_refdef.camera_inverse);
|
|
|
|
qfeglEnable (GL_CULL_FACE);
|
|
qfeglEnable (GL_DEPTH_TEST);
|
|
}
|
|
|
|
void
|
|
glsl_R_RenderEntities (entqueue_t *queue)
|
|
{
|
|
int begun;
|
|
|
|
if (!r_drawentities)
|
|
return;
|
|
#define RE_LOOP(type_name, Type) \
|
|
do { \
|
|
begun = 0; \
|
|
for (size_t i = 0; i < queue->ent_queues[mod_##type_name].size; \
|
|
i++) { \
|
|
entity_t ent = queue->ent_queues[mod_##type_name].a[i]; \
|
|
if (!begun) { \
|
|
glsl_R_##Type##Begin (); \
|
|
begun = 1; \
|
|
} \
|
|
glsl_R_Draw##Type (ent); \
|
|
} \
|
|
if (begun) \
|
|
glsl_R_##Type##End (); \
|
|
} while (0)
|
|
|
|
RE_LOOP (alias, Alias);
|
|
RE_LOOP (iqm, IQM);
|
|
RE_LOOP (sprite, Sprite);
|
|
}
|
|
|
|
static void
|
|
R_DrawViewModel (void)
|
|
{
|
|
entity_t ent = vr_data.view_model;
|
|
if (!Entity_Valid (ent)) {
|
|
return;
|
|
}
|
|
renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
|
|
if (vr_data.inhibit_viewmodel
|
|
|| !r_drawviewmodel
|
|
|| !r_drawentities
|
|
|| !renderer->model)
|
|
return;
|
|
|
|
// hack the depth range to prevent view model from poking into walls
|
|
qfeglDepthRangef (0, 0.3);
|
|
glsl_R_AliasBegin ();
|
|
glsl_R_DrawAlias (ent);
|
|
glsl_R_AliasEnd ();
|
|
qfeglDepthRangef (0, 1);
|
|
}
|
|
|
|
void
|
|
glsl_R_RenderView (void)
|
|
{
|
|
if (!r_refdef.worldmodel) {
|
|
return;
|
|
}
|
|
|
|
memcpy (glsl_projection, glsl_ctx->projection, sizeof (mat4f_t));
|
|
|
|
R_SetupView ();
|
|
glsl_R_DrawWorld ();
|
|
glsl_R_DrawSky ();
|
|
if (Entity_Valid (vr_data.view_model)) {
|
|
R_DrawViewModel ();
|
|
}
|
|
}
|
|
|
|
static void
|
|
glsl_R_TimeRefresh_f (void)
|
|
{
|
|
/* FIXME update for simd
|
|
double start, stop, time;
|
|
int i;
|
|
|
|
glsl_ctx->end_rendering ();
|
|
|
|
start = Sys_DoubleTime ();
|
|
for (i = 0; i < 128; i++) {
|
|
r_refdef.viewangles[1] = i * (360.0 / 128.0);
|
|
glsl_R_RenderView ();
|
|
glsl_ctx->end_rendering ();
|
|
}
|
|
|
|
stop = Sys_DoubleTime ();
|
|
time = stop - start;
|
|
Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
|
|
*/
|
|
}
|
|
|
|
void
|
|
glsl_R_Init (void)
|
|
{
|
|
Cmd_AddCommand ("timerefresh", glsl_R_TimeRefresh_f,
|
|
"Test the current refresh rate for the current location.");
|
|
R_Init_Cvars ();
|
|
glsl_Draw_Init ();
|
|
SCR_Init ();
|
|
glsl_R_InitBsp ();
|
|
glsl_R_InitAlias ();
|
|
glsl_R_InitIQM ();
|
|
glsl_R_InitSprites ();
|
|
glsl_R_InitParticles ();
|
|
glsl_InitFisheye ();
|
|
glsl_InitWarp ();
|
|
Skin_Init ();
|
|
}
|
|
|
|
void
|
|
glsl_R_NewScene (scene_t *scene)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < 256; i++)
|
|
d_lightstylevalue[i] = 264; // normal light value
|
|
|
|
r_refdef.worldmodel = scene->worldmodel;
|
|
|
|
// Force a vis update
|
|
R_MarkLeaves (0, 0, 0, 0);
|
|
|
|
R_ClearParticles ();
|
|
glsl_R_RegisterTextures (scene->models, scene->num_models);
|
|
glsl_R_BuildLightmaps (scene->models, scene->num_models);
|
|
glsl_R_BuildDisplayLists (scene->models, scene->num_models);
|
|
}
|
|
|
|
void
|
|
glsl_R_ClearState (void)
|
|
{
|
|
r_refdef.worldmodel = 0;
|
|
R_ClearDlights ();
|
|
R_ClearParticles ();
|
|
}
|