mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-02-25 05:01:24 +00:00
The main goal of this change was to make it easier to tell when a hierarchy has been deleted, but as a side benefit, it got rid of the use of PR_RESMAP. Also, it's easy to track the number of hierarchies. Unfortunately, it showed how brittle the component side of the ECS is (scene and canvas registries assumed their components were the first (no long the case), thus the sweeping changes). Centerprint doesn't work (but it hasn't for a while).
284 lines
6.7 KiB
C
284 lines
6.7 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/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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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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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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gl_overbright_f (0, 0);
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gl_multitexture_f (0, 0);
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}
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void
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gl_R_RotateForEntity (const vec4f_t *mat)
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{
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qfglMultMatrixf ((vec_t*)&mat[0]);//FIXME
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}
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void
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gl_R_RenderEntities (entqueue_t *queue)
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{
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if (!r_drawentities)
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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)
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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) {
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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 < queue->ent_queues[mod_alias].size; i++) {
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entity_t 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)
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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) {
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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 < queue->ent_queues[mod_iqm].size; i++) { \
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entity_t 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 < queue->ent_queues[mod_sprite].size; i++) { \
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entity_t 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 (!Entity_Valid (ent)) {
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return;
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}
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renderer_t *renderer = Ent_GetComponent (ent.id, ent.base + scene_renderer, ent.reg);
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if (vr_data.inhibit_viewmodel
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|| !r_drawviewmodel
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|| !r_drawentities
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|| !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) {
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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)
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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) {
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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)
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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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R_SetupGL (void)
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{
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qfglMatrixMode (GL_PROJECTION);
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qfglLoadMatrixf ((vec_t*)&gl_ctx->projection[0]);//FIXME
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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 ((vec_t*)&view[0]);//FIXME
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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)
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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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void
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gl_R_RenderView (void)
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{
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if (r_norefresh) {
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return;
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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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R_SetupGL ();
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gl_Fog_EnableGFog ();
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gl_R_DrawWorld ();
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gl_R_RenderDlights ();
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if (Entity_Valid (vr_data.view_model)) {
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R_DrawViewModel ();
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}
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gl_Fog_DisableGFog ();
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}
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void
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gl_R_ClearState (void)
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{
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r_refdef.worldmodel = 0;
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R_ClearParticles ();
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}
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