mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-13 08:27:39 +00:00
aafd5c3d81
Now GL perspective matrix setup matches that of GLSL and Vulkan, and GL's z_up matrix matches GLSL's (as it should, since they're really going through the same API). GL also needs the depth adjustmet matrix now. Other than having to google the docs for glFrustum, there's nothing wrong with the function itself, but it's nice to have direct control over the matrices. In the process, I discovered how horribly confused I've been at times with respect to the handedness of GL and Quake: GL is right-handed (y-up, z-out, x-right), as is Quake itself (but z-up, y-left, x-in), but as the perspective matrix used in the three renderers expects z-in, having x-right and y-up makes the matrix effectively left-handed (not for Vulkan though, because there it's y-down, x-right, z-up, so right-handed again).
323 lines
7.7 KiB
C
323 lines
7.7 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/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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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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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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void
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gl_R_RenderEntities (entqueue_t *queue)
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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 < 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->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 < 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 (vr_data.inhibit_viewmodel
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|| !r_drawviewmodel->int_val
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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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R_Perspective (void)
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{
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float aspect = (float) r_refdef.vrect.width / r_refdef.vrect.height;
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float f = 1 / tan (r_refdef.fov_y * M_PI / 360);
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float neard, fard;
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mat4f_t proj;
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neard = r_nearclip->value;
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fard = r_farclip->value;
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// NOTE columns!
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proj[0] = (vec4f_t) { f / aspect, 0, 0, 0 };
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proj[1] = (vec4f_t) { 0, f, 0, 0 };
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proj[2] = (vec4f_t) { 0, 0, (fard) / (fard - neard), 1 };
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proj[3] = (vec4f_t) { 0, 0, (fard * neard) / (neard - fard), 0 };
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// convert 0..1 depth buffer range to -1..1
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static mat4f_t depth_range = {
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{ 1, 0, 0, 0},
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{ 0, 1, 0, 0},
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{ 0, 0, 2, 0},
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{ 0, 0,-1, 1},
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};
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mmulf (proj, depth_range, proj);
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qfglMatrixMode (GL_PROJECTION);
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qfglLoadMatrixf (&proj[0][0]);
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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_Perspective ();
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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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void
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gl_R_RenderView (void)
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{
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if (r_norefresh->int_val) {
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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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S_ExtraUpdate (); // don't let sound get messed up if going slow
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gl_R_RenderDlights ();
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R_DrawViewModel ();
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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_ClearEfrags ();
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R_ClearDlights ();
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R_ClearParticles ();
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}
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