mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-21 00:11:02 +00:00
7240d2dc80
The main goal was to get visframe out of mnode_t to make it thread-safe (each thread can have its own visframe array), but moving the plane info into mnode_t made for better data access patters when traversing the bsp tree as the plane is right there with the child indices. Nicely, the size of mnode_t is the same as before (64 bytes due to alignment), with 4 bytes wasted. Performance-wise, there seems to be very little difference. Maybe slightly slower. The unfortunate thing about the change is the plane distance is negated, possibly leading to some confusion, particularly since the box and sphere culling functions were affected. However, this is so point-plane distance calculations can be done with a single 4d dot product.
295 lines
6.9 KiB
C
295 lines
6.9 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"
|
|
|
|
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 (entity_t *e)
|
|
{
|
|
mat4f_t mat;
|
|
Transform_GetWorldMatrix (e->transform, 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 (vr_data.inhibit_viewmodel
|
|
|| !r_drawviewmodel
|
|
|| !r_drawentities
|
|
|| !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) {
|
|
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 ();
|
|
S_ExtraUpdate (); // don't let sound get messed up if going slow
|
|
gl_R_RenderDlights ();
|
|
if (vr_data.view_model) {
|
|
R_DrawViewModel ();
|
|
}
|
|
|
|
gl_Fog_DisableGFog ();
|
|
}
|
|
|
|
void
|
|
gl_R_ClearState (void)
|
|
{
|
|
r_refdef.worldmodel = 0;
|
|
R_ClearEfrags ();
|
|
R_ClearDlights ();
|
|
R_ClearParticles ();
|
|
}
|