mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 09:21:33 +00:00
56c39c34ba
Finally. I never liked it (felt bad adding it in the first place), and it has caused confusion with function and global variable names, but it did let me get the render plugins working.
871 lines
21 KiB
C
871 lines
21 KiB
C
/*
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gl_rmain.c
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(no 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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#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/cvar.h"
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#include "QF/draw.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/scene/entity.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_alias.h"
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#include "QF/GL/qf_draw.h"
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#include "QF/GL/qf_iqm.h"
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#include "QF/GL/qf_particles.h"
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#include "QF/GL/qf_rlight.h"
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#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_rsurf.h"
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#include "QF/GL/qf_sprite.h"
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#include "QF/GL/qf_vid.h"
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#include "compat.h"
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#include "r_internal.h"
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#include "varrays.h"
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#include "vid_gl.h"
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qboolean gl_envmap; // true during envmap command capture
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int gl_mirrortexturenum; // quake texturenum, not gltexturenum
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qboolean gl_mirror;
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plane_t *gl_mirror_plane;
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float gl_r_world_matrix[16];
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//FIXME static float r_base_world_matrix[16];
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//vec3_t gl_shadecolor; // Ender (Extend) Colormod
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float gl_modelalpha; // Ender (Extend) Alpha
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/* Unknown renamed to GLErr_Unknown to solve conflict with winioctl.h */
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static unsigned int GLErr_InvalidEnum;
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static unsigned int GLErr_InvalidValue;
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static unsigned int GLErr_InvalidOperation;
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static unsigned int GLErr_OutOfMemory;
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static unsigned int GLErr_StackOverflow;
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static unsigned int GLErr_StackUnderflow;
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static unsigned int GLErr_Unknown;
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static unsigned int
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R_TestErrors (unsigned int numerous)
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{
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switch (qfglGetError ()) {
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case GL_NO_ERROR:
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return numerous;
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break;
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case GL_INVALID_ENUM:
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GLErr_InvalidEnum++;
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R_TestErrors (numerous++);
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break;
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case GL_INVALID_VALUE:
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GLErr_InvalidValue++;
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R_TestErrors (numerous++);
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break;
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case GL_INVALID_OPERATION:
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GLErr_InvalidOperation++;
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R_TestErrors (numerous++);
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break;
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case GL_STACK_OVERFLOW:
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GLErr_StackOverflow++;
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R_TestErrors (numerous++);
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break;
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case GL_STACK_UNDERFLOW:
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GLErr_StackUnderflow++;
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R_TestErrors (numerous++);
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break;
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case GL_OUT_OF_MEMORY:
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GLErr_OutOfMemory++;
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R_TestErrors (numerous++);
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break;
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default:
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GLErr_Unknown++;
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R_TestErrors (numerous++);
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break;
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}
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return numerous;
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}
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static void
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R_DisplayErrors (void)
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{
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if (GLErr_InvalidEnum)
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printf ("%d OpenGL errors: Invalid Enum!\n", GLErr_InvalidEnum);
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if (GLErr_InvalidValue)
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printf ("%d OpenGL errors: Invalid Value!\n", GLErr_InvalidValue);
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if (GLErr_InvalidOperation)
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printf ("%d OpenGL errors: Invalid Operation!\n", GLErr_InvalidOperation);
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if (GLErr_StackOverflow)
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printf ("%d OpenGL errors: Stack Overflow!\n", GLErr_StackOverflow);
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if (GLErr_StackUnderflow)
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printf ("%d OpenGL errors: Stack Underflow\n!", GLErr_StackUnderflow);
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if (GLErr_OutOfMemory)
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printf ("%d OpenGL errors: Out Of Memory!\n", GLErr_OutOfMemory);
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if (GLErr_Unknown)
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printf ("%d Unknown OpenGL errors!\n", GLErr_Unknown);
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}
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static void
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R_ClearErrors (void)
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{
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GLErr_InvalidEnum = 0;
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GLErr_InvalidValue = 0;
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GLErr_InvalidOperation = 0;
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GLErr_OutOfMemory = 0;
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GLErr_StackOverflow = 0;
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GLErr_StackUnderflow = 0;
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GLErr_Unknown = 0;
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}
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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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if (gl_multitexture)
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gl_multitexture_f (gl_multitexture);
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if (gl_overbright)
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gl_overbright_f (gl_overbright);
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}
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void
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gl_R_RotateForEntity (entity_t *e)
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{
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mat4f_t mat;
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Transform_GetWorldMatrix (e->transform, mat);
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qfglMultMatrixf (&mat[0][0]);
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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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if (!r_drawentities->int_val)
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return;
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// LordHavoc: split into 3 loops to simplify state changes
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if (gl_mtex_active_tmus >= 2) {
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qglActiveTexture (gl_mtex_enum + 1);
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qfglEnable (GL_TEXTURE_2D);
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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qfglDisable (GL_TEXTURE_2D);
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qglActiveTexture (gl_mtex_enum + 0);
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}
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if (gl_affinemodels->int_val)
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qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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if (gl_tess)
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qfglEnable (GL_PN_TRIANGLES_ATI);
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qfglEnable (GL_CULL_FACE);
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if (gl_vector_light->int_val) {
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qfglEnable (GL_LIGHTING);
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qfglEnable (GL_NORMALIZE);
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} else if (gl_tess) {
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qfglEnable (GL_NORMALIZE);
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}
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for (size_t i = 0; i < r_ent_queue->ent_queues[mod_alias].size; i++) { \
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entity_t *ent = r_ent_queue->ent_queues[mod_alias].a[i]; \
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gl_R_DrawAliasModel (ent);
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}
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qfglColor3ubv (color_white);
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qfglDisable (GL_NORMALIZE);
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qfglDisable (GL_LIGHTING);
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if (gl_tess)
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qfglDisable (GL_PN_TRIANGLES_ATI);
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if (gl_affinemodels->int_val)
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qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
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if (gl_mtex_active_tmus >= 2) { // FIXME: Ugly, but faster than cleaning
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// up in every R_DrawAliasModel()!
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qglActiveTexture (gl_mtex_enum + 1);
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qfglEnable (GL_TEXTURE_2D);
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if (gl_combine_capable && gl_overbright->int_val) {
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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qfglTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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qfglTexEnvf (GL_TEXTURE_ENV, GL_RGB_SCALE, gl_rgb_scale);
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} else {
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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qfglDisable (GL_TEXTURE_2D);
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qglActiveTexture (gl_mtex_enum + 0);
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}
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for (size_t i = 0; i < r_ent_queue->ent_queues[mod_iqm].size; i++) { \
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entity_t *ent = r_ent_queue->ent_queues[mod_iqm].a[i]; \
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gl_R_DrawIQMModel (ent);
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}
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qfglColor3ubv (color_white);
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qfglDisable (GL_CULL_FACE);
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qfglEnable (GL_ALPHA_TEST);
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if (gl_va_capable)
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qfglInterleavedArrays (GL_T2F_C4UB_V3F, 0, gl_spriteVertexArray);
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for (size_t i = 0; i < r_ent_queue->ent_queues[mod_sprite].size; i++) { \
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entity_t *ent = r_ent_queue->ent_queues[mod_sprite].a[i]; \
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gl_R_DrawSpriteModel (ent);
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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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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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|| gl_envmap
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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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qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
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qfglEnable (GL_CULL_FACE);
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if (gl_vector_light->int_val) {
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qfglEnable (GL_LIGHTING);
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qfglEnable (GL_NORMALIZE);
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} else if (gl_tess) {
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qfglEnable (GL_NORMALIZE);
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}
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if (gl_affinemodels->int_val)
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qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
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if (gl_mtex_active_tmus >= 2) {
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qglActiveTexture (gl_mtex_enum + 1);
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qfglEnable (GL_TEXTURE_2D);
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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qfglDisable (GL_TEXTURE_2D);
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qglActiveTexture (gl_mtex_enum + 0);
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}
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gl_R_DrawAliasModel (ent);
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qfglColor3ubv (color_white);
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if (gl_mtex_active_tmus >= 2) { // FIXME: Ugly, but faster than cleaning
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// up in every R_DrawAliasModel()!
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qglActiveTexture (gl_mtex_enum + 1);
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qfglEnable (GL_TEXTURE_2D);
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if (gl_combine_capable && gl_overbright->int_val) {
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
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qfglTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
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qfglTexEnvf (GL_TEXTURE_ENV, GL_RGB_SCALE, gl_rgb_scale);
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} else {
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qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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qfglDisable (GL_TEXTURE_2D);
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qglActiveTexture (gl_mtex_enum + 0);
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}
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if (gl_affinemodels->int_val)
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qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
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qfglDisable (GL_NORMALIZE);
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qfglDisable (GL_LIGHTING);
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qfglDisable (GL_CULL_FACE);
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qfglDepthRange (gldepthmin, gldepthmax);
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}
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static void
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gl_R_SetupFrame (void)
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{
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R_AnimateLight ();
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EntQueue_Clear (r_ent_queue);
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r_framecount++;
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vec4f_t position = r_refdef.frame.position;
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R_SetFrustum ();
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r_viewleaf = Mod_PointInLeaf (&position[0], r_worldentity.renderer.model);
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}
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static void
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MYgluPerspective (GLdouble fovy, GLdouble aspect, GLdouble zNear,
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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 = -xmin;
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// printf ("glFrustum (%f, %f, %f, %f)\n", xmin, xmax, ymin, ymax);
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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_Viewport_and_Perspective (void)
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{
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float screenaspect;
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int x, y2, 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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if (gl_envmap) {
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x = y2 = 0;
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w = h = 256;
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} else {
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x = r_refdef.vrect.x;
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y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height));
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w = r_refdef.vrect.width;
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h = r_refdef.vrect.height;
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}
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// printf ("glViewport(%d, %d, %d, %d)\n", glx + x, gly + y2, w, h);
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qfglViewport (x, y2, w, h);
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screenaspect = r_refdef.vrect.width / (float) r_refdef.vrect.height;
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MYgluPerspective (r_refdef.fov_y, screenaspect, r_nearclip->value,
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r_farclip->value);
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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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R_SetupGL_Viewport_and_Perspective ();
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if (gl_mirror) {
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if (gl_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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qfglFrontFace (GL_CCW);
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} else
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qfglFrontFace (GL_CW);
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qfglMatrixMode (GL_MODELVIEW);
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qfglLoadIdentity ();
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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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mat4f_t view;
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mmulf (view, z_up, r_refdef.camera_inverse);
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qfglLoadMatrixf (&view[0][0]);
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qfglGetFloatv (GL_MODELVIEW_MATRIX, gl_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_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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gl_R_SetupFrame ();
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R_SetupGL ();
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gl_Fog_EnableGFog ();
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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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gl_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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gl_R_RenderDlights ();
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gl_R_DrawWaterSurfaces ();
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R_DrawViewModel ();
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gl_R_DrawParticles ();
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gl_Fog_DisableGFog ();
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if (R_TestErrors (0))
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R_DisplayErrors ();
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R_ClearErrors ();
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}
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static void
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R_Mirror (void)
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{
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//float d;
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// msurface_t *surf;
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// if (!gl_mirror) // FIXME: Broken
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return;
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/*
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memcpy (r_base_world_matrix, gl_r_world_matrix,
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sizeof (r_base_world_matrix));
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d = 2 * DotProduct (r_refdef.vieworg, gl_mirror_plane->normal) -
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gl_mirror_plane->dist;
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VectorMultSub (r_refdef.vieworg, d, gl_mirror_plane->normal,
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r_refdef.vieworg);
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d = 2 * DotProduct (vpn, gl_mirror_plane->normal);
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VectorMultSub (vpn, d, gl_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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R_EnqueueEntity (vr_data.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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gl_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 (gl_mirror_plane->normal[2])
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qfglScalef (1, -1, 1);
|
|
else
|
|
qfglScalef (-1, 1, 1);
|
|
qfglFrontFace (GL_CW);
|
|
qfglMatrixMode (GL_MODELVIEW);
|
|
|
|
qfglLoadMatrixf (r_base_world_matrix);
|
|
|
|
color_white[3] = r_mirroralpha->value * 255;
|
|
qfglColor4ubv (color_white);
|
|
#if 0//FIXME
|
|
surf = r_worldentity.model->textures[gl_mirrortexturenum]->texturechain;
|
|
for (; surf; surf = surf->texturechain) {
|
|
texture_t *tex;
|
|
|
|
if (!surf->texinfo->texture->anim_total)
|
|
tex = surf->texinfo->texture;
|
|
else
|
|
tex = R_TextureAnimation (surf);
|
|
|
|
// FIXME: Needs to set the texture, the tmu, and include the header, and then
|
|
// clean up afterwards.
|
|
// if (tex->gl_fb_texturenum && gl_mtex_fullbright
|
|
// && gl_fb_models->int_val) {
|
|
// surf->polys->fb_chain = fullbright_polys[tex->gl_fb_texturenum];
|
|
// fullbright_polys[tex->gl_fb_texturenum] = surf->polys;
|
|
// }
|
|
|
|
qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
|
|
// R_RenderBrushPoly (surf, tex); // FIXME: Need to move R_Mirror to gl_rsurf.c, and uncommment this line!
|
|
}
|
|
r_worldentity.model->textures[gl_mirrortexturenum]->texturechain = NULL;
|
|
#endif
|
|
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.renderer.model) {
|
|
return;
|
|
}
|
|
|
|
gl_mirror = false;
|
|
|
|
// render normal view
|
|
R_RenderScene ();
|
|
|
|
// render mirror view
|
|
R_Mirror ();
|
|
|
|
if (r_timegraph->int_val)
|
|
R_TimeGraph ();
|
|
if (r_zgraph->int_val)
|
|
R_ZGraph ();
|
|
}
|
|
|
|
//FIXME static void R_RenderViewFishEye (void);
|
|
|
|
void
|
|
gl_R_RenderView (void)
|
|
{
|
|
R_RenderView_ ();
|
|
/*if(!scr_fisheye->int_val)
|
|
R_RenderView_ ();
|
|
else
|
|
R_RenderViewFishEye ();*/
|
|
}
|
|
/*FIXME
|
|
// 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.
|
|
|
|
#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_STRIPs we need next Y vertex 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;
|
|
Sys_MaskPrintf (SYS_dev, "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);
|
|
Sys_MaskPrintf (SYS_dev, "present, max texture size %d.\n",
|
|
(int) gl_cube_map_maxtex);
|
|
gl_cube_map_capable = true;
|
|
} else {
|
|
Sys_MaskPrintf (SYS_dev, "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);
|
|
qfglFrontFace (GL_CCW);
|
|
qfglClear (GL_COLOR_BUFFER_BIT);
|
|
|
|
qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
|
|
qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, cube_map_tex);
|
|
for (y = 0; y < gl_cube_map_size; y += gl_cube_map_step) {
|
|
qfglBegin (GL_QUAD_STRIP);
|
|
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;
|
|
|
|
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;
|
|
// 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 =
|
|
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;
|
|
R_SetupGL_Viewport_and_Perspective ();
|
|
qfglMatrixMode (GL_MODELVIEW);
|
|
qfglCallList (fisheye_grid);
|
|
}*/
|
|
|
|
void
|
|
gl_R_ClearState (void)
|
|
{
|
|
r_worldentity.renderer.model = 0;
|
|
R_ClearEfrags ();
|
|
R_ClearDlights ();
|
|
R_ClearParticles ();
|
|
}
|