quakeforge/libs/video/renderer/gl/gl_rmain.c
Bill Currie 495dd759f0 [renderer] Clean up FOV and viewport handling
Viewport and FOV updates are now separate so updating one doesn't cause
recalculations of the other. Also, perspective setup is now done
directly from the tangents of the half angles for fov_x and fov_y making
the renderers independent of fov/aspect mode. I imagine things are a bit
of a mess with view size changes, and especially screen size changes
(not supported yet anyway), and vulkan winds up updating its projection
matrices every frame, but everything that's expected to work does
(vulkan errors out for fisheye or warp due to frame buffer creation not
being supported yet).
2022-03-30 14:55:32 +09:00

294 lines
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/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);
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]);
}
void
gl_R_RenderEntities (entqueue_t *queue)
{
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 < 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->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 < 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->int_val
|| !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
R_SetupGL (void)
{
qfglMatrixMode (GL_PROJECTION);
qfglLoadMatrixf (&gl_ctx->projection[0][0]);
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);
}
void
gl_R_RenderView (void)
{
if (r_norefresh->int_val) {
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 ();
R_DrawViewModel ();
gl_Fog_DisableGFog ();
}
void
gl_R_ClearState (void)
{
r_refdef.worldmodel = 0;
R_ClearEfrags ();
R_ClearDlights ();
R_ClearParticles ();
}