quakeforge/libs/video/renderer/gl/gl_rmain.c
Bill Currie 56c39c34ba [renderer] Remove namehack.h
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.
2022-03-14 14:31:23 +09:00

871 lines
21 KiB
C

/*
gl_rmain.c
(no description)
Copyright (C) 1996-1997 Id Software, Inc.
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 <math.h>
#include <stdio.h>
#include <stdlib.h>
#include "QF/cvar.h"
#include "QF/draw.h"
#include "QF/mathlib.h"
#include "QF/qargs.h"
#include "QF/render.h"
#include "QF/skin.h"
#include "QF/sound.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/scene/entity.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_alias.h"
#include "QF/GL/qf_draw.h"
#include "QF/GL/qf_iqm.h"
#include "QF/GL/qf_particles.h"
#include "QF/GL/qf_rlight.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_sprite.h"
#include "QF/GL/qf_vid.h"
#include "compat.h"
#include "r_internal.h"
#include "varrays.h"
#include "vid_gl.h"
qboolean gl_envmap; // true during envmap command capture
int gl_mirrortexturenum; // quake texturenum, not gltexturenum
qboolean gl_mirror;
plane_t *gl_mirror_plane;
float gl_r_world_matrix[16];
//FIXME static float r_base_world_matrix[16];
//vec3_t gl_shadecolor; // Ender (Extend) Colormod
float gl_modelalpha; // Ender (Extend) Alpha
/* Unknown renamed to GLErr_Unknown to solve conflict with winioctl.h */
static unsigned int GLErr_InvalidEnum;
static unsigned int GLErr_InvalidValue;
static unsigned int GLErr_InvalidOperation;
static unsigned int GLErr_OutOfMemory;
static unsigned int GLErr_StackOverflow;
static unsigned int GLErr_StackUnderflow;
static unsigned int GLErr_Unknown;
static unsigned int
R_TestErrors (unsigned int numerous)
{
switch (qfglGetError ()) {
case GL_NO_ERROR:
return numerous;
break;
case GL_INVALID_ENUM:
GLErr_InvalidEnum++;
R_TestErrors (numerous++);
break;
case GL_INVALID_VALUE:
GLErr_InvalidValue++;
R_TestErrors (numerous++);
break;
case GL_INVALID_OPERATION:
GLErr_InvalidOperation++;
R_TestErrors (numerous++);
break;
case GL_STACK_OVERFLOW:
GLErr_StackOverflow++;
R_TestErrors (numerous++);
break;
case GL_STACK_UNDERFLOW:
GLErr_StackUnderflow++;
R_TestErrors (numerous++);
break;
case GL_OUT_OF_MEMORY:
GLErr_OutOfMemory++;
R_TestErrors (numerous++);
break;
default:
GLErr_Unknown++;
R_TestErrors (numerous++);
break;
}
return numerous;
}
static void
R_DisplayErrors (void)
{
if (GLErr_InvalidEnum)
printf ("%d OpenGL errors: Invalid Enum!\n", GLErr_InvalidEnum);
if (GLErr_InvalidValue)
printf ("%d OpenGL errors: Invalid Value!\n", GLErr_InvalidValue);
if (GLErr_InvalidOperation)
printf ("%d OpenGL errors: Invalid Operation!\n", GLErr_InvalidOperation);
if (GLErr_StackOverflow)
printf ("%d OpenGL errors: Stack Overflow!\n", GLErr_StackOverflow);
if (GLErr_StackUnderflow)
printf ("%d OpenGL errors: Stack Underflow\n!", GLErr_StackUnderflow);
if (GLErr_OutOfMemory)
printf ("%d OpenGL errors: Out Of Memory!\n", GLErr_OutOfMemory);
if (GLErr_Unknown)
printf ("%d Unknown OpenGL errors!\n", GLErr_Unknown);
}
static void
R_ClearErrors (void)
{
GLErr_InvalidEnum = 0;
GLErr_InvalidValue = 0;
GLErr_InvalidOperation = 0;
GLErr_OutOfMemory = 0;
GLErr_StackOverflow = 0;
GLErr_StackUnderflow = 0;
GLErr_Unknown = 0;
}
void
glrmain_init (void)
{
gldepthmin = 0;
gldepthmax = 1;
qfglDepthFunc (GL_LEQUAL);
qfglDepthRange (gldepthmin, gldepthmax);
if (gl_multitexture)
gl_multitexture_f (gl_multitexture);
if (gl_overbright)
gl_overbright_f (gl_overbright);
}
void
gl_R_RotateForEntity (entity_t *e)
{
mat4f_t mat;
Transform_GetWorldMatrix (e->transform, mat);
qfglMultMatrixf (&mat[0][0]);
}
/*
R_DrawEntitiesOnList
Draw all the entities we have information on.
*/
static void
R_DrawEntitiesOnList (void)
{
if (!r_drawentities->int_val)
return;
// LordHavoc: split into 3 loops to simplify state changes
if (gl_mtex_active_tmus >= 2) {
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
qfglDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
}
if (gl_affinemodels->int_val)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
if (gl_tess)
qfglEnable (GL_PN_TRIANGLES_ATI);
qfglEnable (GL_CULL_FACE);
if (gl_vector_light->int_val) {
qfglEnable (GL_LIGHTING);
qfglEnable (GL_NORMALIZE);
} else if (gl_tess) {
qfglEnable (GL_NORMALIZE);
}
for (size_t i = 0; i < r_ent_queue->ent_queues[mod_alias].size; i++) { \
entity_t *ent = r_ent_queue->ent_queues[mod_alias].a[i]; \
gl_R_DrawAliasModel (ent);
}
qfglColor3ubv (color_white);
qfglDisable (GL_NORMALIZE);
qfglDisable (GL_LIGHTING);
if (gl_tess)
qfglDisable (GL_PN_TRIANGLES_ATI);
if (gl_affinemodels->int_val)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
if (gl_mtex_active_tmus >= 2) { // FIXME: Ugly, but faster than cleaning
// up in every R_DrawAliasModel()!
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
if (gl_combine_capable && gl_overbright->int_val) {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
qfglTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
qfglTexEnvf (GL_TEXTURE_ENV, GL_RGB_SCALE, gl_rgb_scale);
} else {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
qfglDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
}
for (size_t i = 0; i < r_ent_queue->ent_queues[mod_iqm].size; i++) { \
entity_t *ent = r_ent_queue->ent_queues[mod_iqm].a[i]; \
gl_R_DrawIQMModel (ent);
}
qfglColor3ubv (color_white);
qfglDisable (GL_CULL_FACE);
qfglEnable (GL_ALPHA_TEST);
if (gl_va_capable)
qfglInterleavedArrays (GL_T2F_C4UB_V3F, 0, gl_spriteVertexArray);
for (size_t i = 0; i < r_ent_queue->ent_queues[mod_sprite].size; i++) { \
entity_t *ent = r_ent_queue->ent_queues[mod_sprite].a[i]; \
gl_R_DrawSpriteModel (ent);
}
qfglDisable (GL_ALPHA_TEST);
}
static void
R_DrawViewModel (void)
{
entity_t *ent = vr_data.view_model;
if (vr_data.inhibit_viewmodel
|| !r_drawviewmodel->int_val
|| gl_envmap
|| !r_drawentities->int_val
|| !ent->renderer.model)
return;
// hack the depth range to prevent view model from poking into walls
qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
qfglEnable (GL_CULL_FACE);
if (gl_vector_light->int_val) {
qfglEnable (GL_LIGHTING);
qfglEnable (GL_NORMALIZE);
} else if (gl_tess) {
qfglEnable (GL_NORMALIZE);
}
if (gl_affinemodels->int_val)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
if (gl_mtex_active_tmus >= 2) {
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
qfglDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
}
gl_R_DrawAliasModel (ent);
qfglColor3ubv (color_white);
if (gl_mtex_active_tmus >= 2) { // FIXME: Ugly, but faster than cleaning
// up in every R_DrawAliasModel()!
qglActiveTexture (gl_mtex_enum + 1);
qfglEnable (GL_TEXTURE_2D);
if (gl_combine_capable && gl_overbright->int_val) {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
qfglTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE);
qfglTexEnvf (GL_TEXTURE_ENV, GL_RGB_SCALE, gl_rgb_scale);
} else {
qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
qfglDisable (GL_TEXTURE_2D);
qglActiveTexture (gl_mtex_enum + 0);
}
if (gl_affinemodels->int_val)
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
qfglDisable (GL_NORMALIZE);
qfglDisable (GL_LIGHTING);
qfglDisable (GL_CULL_FACE);
qfglDepthRange (gldepthmin, gldepthmax);
}
static void
gl_R_SetupFrame (void)
{
R_AnimateLight ();
EntQueue_Clear (r_ent_queue);
r_framecount++;
vec4f_t position = r_refdef.frame.position;
R_SetFrustum ();
r_viewleaf = Mod_PointInLeaf (&position[0], r_worldentity.renderer.model);
}
static void
MYgluPerspective (GLdouble fovy, GLdouble aspect, GLdouble zNear,
GLdouble zFar)
{
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan (fovy * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = -xmin;
// printf ("glFrustum (%f, %f, %f, %f)\n", xmin, xmax, ymin, ymax);
qfglFrustum (xmin, xmax, ymin, ymax, zNear, zFar);
}
static void
R_SetupGL_Viewport_and_Perspective (void)
{
float screenaspect;
int x, y2, w, h;
// set up viewpoint
qfglMatrixMode (GL_PROJECTION);
qfglLoadIdentity ();
if (gl_envmap) {
x = y2 = 0;
w = h = 256;
} else {
x = r_refdef.vrect.x;
y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height));
w = r_refdef.vrect.width;
h = r_refdef.vrect.height;
}
// printf ("glViewport(%d, %d, %d, %d)\n", glx + x, gly + y2, w, h);
qfglViewport (x, y2, w, h);
screenaspect = r_refdef.vrect.width / (float) r_refdef.vrect.height;
MYgluPerspective (r_refdef.fov_y, screenaspect, r_nearclip->value,
r_farclip->value);
}
static void
R_SetupGL (void)
{
R_SetupGL_Viewport_and_Perspective ();
if (gl_mirror) {
if (gl_mirror_plane->normal[2])
qfglScalef (1, -1, 1);
else
qfglScalef (-1, 1, 1);
qfglFrontFace (GL_CCW);
} else
qfglFrontFace (GL_CW);
qfglMatrixMode (GL_MODELVIEW);
qfglLoadIdentity ();
static mat4f_t z_up = {
{ 0, 0, -1, 0},
{-1, 0, 0, 0},
{ 0, 1, 0, 0},
{ 0, 0, 0, 1},
};
mat4f_t view;
mmulf (view, z_up, r_refdef.camera_inverse);
qfglLoadMatrixf (&view[0][0]);
qfglGetFloatv (GL_MODELVIEW_MATRIX, gl_r_world_matrix);
// set drawing parms
// qfglEnable (GL_CULL_FACE);
qfglDisable (GL_ALPHA_TEST);
qfglAlphaFunc (GL_GREATER, 0.5);
qfglEnable (GL_DEPTH_TEST);
if (gl_dlight_smooth->int_val)
qfglShadeModel (GL_SMOOTH);
else
qfglShadeModel (GL_FLAT);
}
static void
R_RenderScene (void)
{
if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val)
r_time1 = Sys_DoubleTime ();
gl_R_SetupFrame ();
R_SetupGL ();
gl_Fog_EnableGFog ();
R_MarkLeaves (); // done here so we know if we're in water
R_PushDlights (vec3_origin);
gl_R_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList ();
gl_R_RenderDlights ();
gl_R_DrawWaterSurfaces ();
R_DrawViewModel ();
gl_R_DrawParticles ();
gl_Fog_DisableGFog ();
if (R_TestErrors (0))
R_DisplayErrors ();
R_ClearErrors ();
}
static void
R_Mirror (void)
{
//float d;
// msurface_t *surf;
// if (!gl_mirror) // FIXME: Broken
return;
/*
memcpy (r_base_world_matrix, gl_r_world_matrix,
sizeof (r_base_world_matrix));
d = 2 * DotProduct (r_refdef.vieworg, gl_mirror_plane->normal) -
gl_mirror_plane->dist;
VectorMultSub (r_refdef.vieworg, d, gl_mirror_plane->normal,
r_refdef.vieworg);
d = 2 * DotProduct (vpn, gl_mirror_plane->normal);
VectorMultSub (vpn, d, gl_mirror_plane->normal, vpn);
r_refdef.viewangles[0] = -asin (vpn[2]) / M_PI * 180;
r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0]) / M_PI * 180;
r_refdef.viewangles[2] = -r_refdef.viewangles[2];
R_EnqueueEntity (vr_data.player_entity);
gldepthmin = 0.5;
gldepthmax = 1;
qfglDepthRange (gldepthmin, gldepthmax);
R_RenderScene ();
gl_R_DrawWaterSurfaces ();
gldepthmin = 0;
gldepthmax = 1;
qfglDepthRange (gldepthmin, gldepthmax);
// blend on top
qfglMatrixMode (GL_PROJECTION);
if (gl_mirror_plane->normal[2])
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 ();
}