mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 12:52:46 +00:00
b1d7bad2e3
Probably more such should be moved, but efrags is on my mind. There's no need for the call to be spread through all the renderers.
285 lines
6.7 KiB
C
285 lines
6.7 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/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"
|
|
|
|
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
|
|
|
|
void
|
|
glrmain_init (void)
|
|
{
|
|
gldepthmin = 0;
|
|
gldepthmax = 1;
|
|
qfglDepthFunc (GL_LEQUAL);
|
|
qfglDepthRange (gldepthmin, gldepthmax);
|
|
|
|
gl_overbright_f (0, 0);
|
|
gl_multitexture_f (0, 0);
|
|
}
|
|
|
|
void
|
|
gl_R_RotateForEntity (const vec4f_t *mat)
|
|
{
|
|
qfglMultMatrixf ((vec_t*)&mat[0]);//FIXME
|
|
}
|
|
|
|
void
|
|
gl_R_RenderEntities (entqueue_t *queue)
|
|
{
|
|
if (!r_drawentities)
|
|
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)
|
|
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
if (gl_tess)
|
|
qfglEnable (GL_PN_TRIANGLES_ATI);
|
|
qfglEnable (GL_CULL_FACE);
|
|
|
|
if (gl_vector_light) {
|
|
qfglEnable (GL_LIGHTING);
|
|
qfglEnable (GL_NORMALIZE);
|
|
} else if (gl_tess) {
|
|
qfglEnable (GL_NORMALIZE);
|
|
}
|
|
|
|
for (size_t i = 0; i < queue->ent_queues[mod_alias].size; i++) {
|
|
entity_t 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)
|
|
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) {
|
|
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 < queue->ent_queues[mod_iqm].size; i++) { \
|
|
entity_t 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 < queue->ent_queues[mod_sprite].size; i++) { \
|
|
entity_t 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 (!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
|
|
qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
|
|
qfglEnable (GL_CULL_FACE);
|
|
|
|
if (gl_vector_light) {
|
|
qfglEnable (GL_LIGHTING);
|
|
qfglEnable (GL_NORMALIZE);
|
|
} else if (gl_tess) {
|
|
qfglEnable (GL_NORMALIZE);
|
|
}
|
|
|
|
if (gl_affinemodels)
|
|
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) {
|
|
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)
|
|
qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE);
|
|
|
|
qfglDisable (GL_NORMALIZE);
|
|
qfglDisable (GL_LIGHTING);
|
|
|
|
|
|
qfglDisable (GL_CULL_FACE);
|
|
qfglDepthRange (gldepthmin, gldepthmax);
|
|
}
|
|
|
|
static void
|
|
R_SetupGL (void)
|
|
{
|
|
qfglMatrixMode (GL_PROJECTION);
|
|
qfglLoadMatrixf ((vec_t*)&gl_ctx->projection[0]);//FIXME
|
|
|
|
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 ((vec_t*)&view[0]);//FIXME
|
|
|
|
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)
|
|
qfglShadeModel (GL_SMOOTH);
|
|
else
|
|
qfglShadeModel (GL_FLAT);
|
|
}
|
|
|
|
void
|
|
gl_R_RenderView (void)
|
|
{
|
|
if (r_norefresh) {
|
|
return;
|
|
}
|
|
if (!r_refdef.worldmodel) {
|
|
return;
|
|
}
|
|
|
|
R_SetupGL ();
|
|
gl_Fog_EnableGFog ();
|
|
|
|
gl_R_DrawWorld ();
|
|
gl_R_RenderDlights ();
|
|
if (Entity_Valid (vr_data.view_model)) {
|
|
R_DrawViewModel ();
|
|
}
|
|
|
|
gl_Fog_DisableGFog ();
|
|
}
|
|
|
|
void
|
|
gl_R_ClearState (void)
|
|
{
|
|
r_refdef.worldmodel = 0;
|
|
R_ClearDlights ();
|
|
R_ClearParticles ();
|
|
}
|