mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 01:11:27 +00:00
7ee9159638
The code is really part of scene (not a typo wrt r_screen: that is misnamed as such, or at least SCR_UpdateScreen needs to be split into screen (2d overlay, really) and scene updates). This breaks fisheye rendering as the fisheye code calls the actual scene render code multiple times, but the fisheye code is called by said scene render code via a diversion. The fisheye needs to be moved out to the high level scene render, but that will takes some extra work for frame buffer setup.
676 lines
17 KiB
C
676 lines
17 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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qboolean gl_envmap; // true during envmap command capture
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int gl_mirrortexturenum; // quake texturenum, not gltexturenum
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plane_t *gl_mirror_plane;
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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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/*
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R_DrawEntitiesOnList
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Draw all the entities we have information on.
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*/
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static void
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R_DrawEntitiesOnList (void)
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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 < r_ent_queue->ent_queues[mod_alias].size; i++) { \
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entity_t *ent = r_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 < r_ent_queue->ent_queues[mod_iqm].size; i++) { \
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entity_t *ent = r_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 < r_ent_queue->ent_queues[mod_sprite].size; i++) { \
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entity_t *ent = r_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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|| gl_envmap
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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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MYgluPerspective (GLdouble fovy, GLdouble aspect, GLdouble zNear,
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GLdouble zFar)
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{
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GLdouble xmin, xmax, ymin, ymax;
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ymax = zNear * tan (fovy * M_PI / 360.0);
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ymin = -ymax;
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xmin = ymin * aspect;
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xmax = -xmin;
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// printf ("glFrustum (%f, %f, %f, %f)\n", xmin, xmax, ymin, ymax);
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qfglFrustum (xmin, xmax, ymin, ymax, zNear, zFar);
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}
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static void
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R_SetupGL_Viewport_and_Perspective (void)
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{
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float screenaspect;
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int x, y2, w, h;
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// set up viewpoint
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qfglMatrixMode (GL_PROJECTION);
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qfglLoadIdentity ();
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if (gl_envmap) {
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x = y2 = 0;
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w = h = 256;
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} else {
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x = r_refdef.vrect.x;
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y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height));
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w = r_refdef.vrect.width;
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h = r_refdef.vrect.height;
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}
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// printf ("glViewport(%d, %d, %d, %d)\n", glx + x, gly + y2, w, h);
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qfglViewport (x, y2, w, h);
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screenaspect = r_refdef.vrect.width / (float) r_refdef.vrect.height;
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MYgluPerspective (r_refdef.fov_y, screenaspect, r_nearclip->value,
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r_farclip->value);
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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_SetupGL_Viewport_and_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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static void
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R_RenderScene (void)
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{
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if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val)
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r_time1 = Sys_DoubleTime ();
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R_SetupGL ();
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gl_Fog_EnableGFog ();
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R_MarkLeaves (); // done here so we know if we're in water
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R_PushDlights (vec3_origin);
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gl_R_DrawWorld (); // adds static entities to the list
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S_ExtraUpdate (); // don't let sound get messed up if going slow
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R_DrawEntitiesOnList ();
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gl_R_RenderDlights ();
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gl_R_DrawWaterSurfaces ();
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R_DrawViewModel ();
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gl_R_DrawParticles ();
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gl_Fog_DisableGFog ();
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}
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/*
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R_RenderView_
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r_refdef must be set before the first call
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*/
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static void
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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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// render normal view
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R_RenderScene ();
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}
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static void R_RenderViewFishEye (void);
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void
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gl_R_RenderView (void)
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{
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if(!scr_fisheye->int_val)
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R_RenderView_ ();
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else
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R_RenderViewFishEye ();
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}
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//FIXME
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// Algorithm:
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// Draw up to six views, one in each direction.
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// Save the picture to cube map texture, use GL_ARB_texture_cube_map.
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// Create FPOLYCNTxFPOLYCNT polygons sized flat grid.
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// Baseing on field of view, tie cube map texture to grid using
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// translation function to map texture coordinates to fixed/regular
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// grid vertices coordinates.
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// Render view. Fisheye is done.
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#define BOX_FRONT 0
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#define BOX_RIGHT 1
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#define BOX_BEHIND 2
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#define BOX_LEFT 3
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#define BOX_TOP 4
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#define BOX_BOTTOM 5
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static mat4f_t box_rotations[] = {
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{ { 1, 0, 0, 0}, // front
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{ 0, 1, 0, 0},
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{ 0, 0, 1, 0},
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{ 0, 0, 0, 1} },
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{ { 0,-1, 0, 0}, // right
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{ 1, 0, 0, 0},
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{ 0, 0, 1, 0},
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{ 0, 0, 0, 1} },
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{ {-1, 0, 0, 0}, // back
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{ 0,-1, 0, 0},
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{ 0, 0, 1, 0},
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{ 0, 0, 0, 1} },
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{ { 0, 1, 0, 0}, // left
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{-1, 0, 0, 0},
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{ 0, 0, 1, 0},
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{ 0, 0, 0, 1} },
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{ { 0, 0, 1, 0}, // top
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{ 0, 1, 0, 0},
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{-1, 0, 0, 0},
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{ 0, 0, 0, 1} },
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{ { 0, 0,-1, 0}, // bottom
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{ 0, 1, 0, 0},
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{ 1, 0, 0, 0},
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{ 0, 0, 0, 1} },
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};
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#define FPOLYCNT 128
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struct xyz {
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float x, y, z;
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};
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static struct xyz FisheyeLookupTbl[FPOLYCNT + 1][FPOLYCNT + 1];
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static GLuint cube_map_tex;
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static GLint gl_cube_map_size;
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static GLint gl_cube_map_step;
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static const GLenum box2cube_map[] = {
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GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
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GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
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GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
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GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
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};
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static void
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R_BuildFisheyeLookup (int width, int height, float fov)
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{
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int x, y;
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struct xyz *v;
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for (y = 0; y <= height; y += gl_cube_map_step) {
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for (x = 0; x <= width; x += gl_cube_map_step) {
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float dx = x - width / 2;
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float dy = y - height / 2;
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float yaw = sqrt (dx * dx + dy * dy) * fov / width;
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float roll = atan2 (dy, dx);
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// X is a first index and Y is a second, because later
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// when we draw QUAD_STRIPs we need next Y vertex coordinate.
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v = &FisheyeLookupTbl[x / gl_cube_map_step][y / gl_cube_map_step];
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v->x = sin (yaw) * cos (roll);
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v->y = -sin (yaw) * sin (roll);
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v->z = cos (yaw);
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}
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}
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}
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#define CHKGLERR(s) \
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do { \
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GLint err = qfglGetError(); \
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if (err != GL_NO_ERROR) \
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printf ("%s: gl error %d\n", s, (int) err); \
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} while (0);
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static void
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R_RenderCubeSide (int side)
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{
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mat4f_t camera;
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mat4f_t camera_inverse;
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mat4f_t rotinv;
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memcpy (camera, r_refdef.camera, sizeof (camera));
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memcpy (camera_inverse, r_refdef.camera_inverse, sizeof (camera_inverse));
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mmulf (r_refdef.camera, camera, box_rotations[side]);
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mat4ftranspose (rotinv, box_rotations[side]);
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mmulf (r_refdef.camera_inverse, rotinv, camera_inverse);
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//FIXME see fixme in r_screen.c
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r_refdef.frame.mat[0] = -r_refdef.camera[1];
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r_refdef.frame.mat[1] = r_refdef.camera[0];
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r_refdef.frame.mat[2] = r_refdef.camera[2];
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r_refdef.frame.mat[3] = r_refdef.camera[3];
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#if 0
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printf ("side: %d\n", side);
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printf ("c: " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera, 0));
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printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera, 1));
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printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera, 2));
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printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera, 3));
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printf ("i: " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera_inverse, 0));
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printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera_inverse, 1));
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printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera_inverse, 2));
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printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.camera_inverse, 3));
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printf ("f: " VEC4F_FMT "\n", MAT4_ROW(r_refdef.frame.mat, 0));
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printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.frame.mat, 1));
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printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.frame.mat, 2));
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printf (" " VEC4F_FMT "\n", MAT4_ROW(r_refdef.frame.mat, 3));
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#endif
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qfglClear (GL_DEPTH_BUFFER_BIT);
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R_RenderView_ ();
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qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
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qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, cube_map_tex);
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qfglCopyTexSubImage2D (box2cube_map[side], 0, 0, 0, 0, 0,
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gl_cube_map_size, gl_cube_map_size);
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CHKGLERR ("qfglCopyTexSubImage2D");
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qfglDisable (GL_TEXTURE_CUBE_MAP_ARB);
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|
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memcpy (r_refdef.camera, camera, sizeof (camera));
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memcpy (r_refdef.camera_inverse, camera_inverse, sizeof (camera_inverse));
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}
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static qboolean gl_cube_map_capable = false;
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static GLint gl_cube_map_maxtex;
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static GLuint fisheye_grid;
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|
|
|
static int
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|
R_InitFishEyeOnce (void)
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|
{
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static qboolean fisheye_init_once_completed = false;
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|
|
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if (fisheye_init_once_completed)
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return 1;
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|
Sys_MaskPrintf (SYS_dev, "GL_ARB_texture_cube_map ");
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|
if (QFGL_ExtensionPresent ("GL_ARB_texture_cube_map")) {
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qfglGetIntegerv (GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB,
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&gl_cube_map_maxtex);
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Sys_MaskPrintf (SYS_dev, "present, max texture size %d.\n",
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(int) gl_cube_map_maxtex);
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gl_cube_map_capable = true;
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} else {
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Sys_MaskPrintf (SYS_dev, "not found.\n");
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gl_cube_map_capable = false;
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}
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fisheye_init_once_completed = true;
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return 1;
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|
}
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|
|
|
static int
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|
R_InitFishEye (void)
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|
{
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|
int width = vid.width;
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int height = vid.height;
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int fov = scr_ffov->int_val;
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|
int views = scr_fviews->int_val;
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|
|
|
static int pwidth = -1;
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|
static int pheight = -1;
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|
static int pfov = -1;
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|
static int pviews = -1;
|
|
|
|
int i, x, y, min_wh, wh_changed = 0;
|
|
|
|
if (!R_InitFishEyeOnce())
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|
return 0;
|
|
if (!gl_cube_map_capable)
|
|
return 0;
|
|
|
|
// There is a problem when max texture size is bigger than
|
|
// min(width, height), it shows up as black fat stripes at the edges
|
|
// of box polygons, probably due to missing texture fragment. Try
|
|
// to play in 640x480 with gl_cube_map_size == 512.
|
|
if (pwidth != width || pheight != height) {
|
|
wh_changed = 1;
|
|
min_wh = (height < width) ? height : width;
|
|
gl_cube_map_size = gl_cube_map_maxtex;
|
|
while (gl_cube_map_size > min_wh)
|
|
gl_cube_map_size /= 2;
|
|
gl_cube_map_step = gl_cube_map_size / FPOLYCNT;
|
|
}
|
|
if (pviews != views) {
|
|
qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
|
|
if (pviews != -1)
|
|
qfglDeleteTextures (1, &cube_map_tex);
|
|
pviews = views;
|
|
qfglGenTextures (1, &cube_map_tex);
|
|
qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, cube_map_tex);
|
|
for (i = 0; i < 6; ++i) {
|
|
qfglTexImage2D (box2cube_map[i], 0, 3, gl_cube_map_size,
|
|
gl_cube_map_size, 0, GL_RGB, GL_UNSIGNED_SHORT,
|
|
NULL);
|
|
}
|
|
qfglTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER,
|
|
GL_LINEAR);
|
|
qfglTexParameteri (GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER,
|
|
GL_LINEAR);
|
|
qfglDisable (GL_TEXTURE_CUBE_MAP_ARB);
|
|
}
|
|
if (wh_changed || pfov != fov) {
|
|
if (pfov != -1)
|
|
qfglDeleteLists (fisheye_grid, 1);
|
|
pwidth = width;
|
|
pheight = height;
|
|
pfov = fov;
|
|
|
|
R_BuildFisheyeLookup (gl_cube_map_size, gl_cube_map_size,
|
|
((float) fov) * M_PI / 180.0);
|
|
|
|
fisheye_grid = qfglGenLists (1);
|
|
qfglNewList (fisheye_grid, GL_COMPILE);
|
|
qfglLoadIdentity ();
|
|
qfglTranslatef (-gl_cube_map_size / 2, -gl_cube_map_size / 2,
|
|
-gl_cube_map_size / 2);
|
|
|
|
qfglDisable (GL_DEPTH_TEST);
|
|
qfglFrontFace (GL_CCW);
|
|
qfglClear (GL_COLOR_BUFFER_BIT);
|
|
|
|
qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
|
|
qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, cube_map_tex);
|
|
for (y = 0; y < gl_cube_map_size; y += gl_cube_map_step) {
|
|
qfglBegin (GL_QUAD_STRIP);
|
|
for (x = 0; x <= gl_cube_map_size; x += gl_cube_map_step) { // quad_strip, X should be inclusive
|
|
struct xyz *v = &FisheyeLookupTbl[x / gl_cube_map_step]
|
|
[y / gl_cube_map_step + 1];
|
|
qfglTexCoord3f (v->x, v->y, v->z);
|
|
qfglVertex2i (x, y + gl_cube_map_step);
|
|
--v;
|
|
qfglTexCoord3f (v->x, v->y, v->z);
|
|
qfglVertex2i (x, y);
|
|
}
|
|
qfglEnd ();
|
|
}
|
|
qfglDisable (GL_TEXTURE_CUBE_MAP_ARB);
|
|
qfglEnable (GL_DEPTH_TEST);
|
|
qfglEndList ();
|
|
}
|
|
return 1;
|
|
}
|
|
|
|
static void
|
|
R_RenderViewFishEye (void)
|
|
{
|
|
float s_fov_x, s_fov_y;
|
|
int s_vid_w, s_vid_h, s_rect_w, s_rect_h;
|
|
|
|
if (!R_InitFishEye()) return;
|
|
|
|
// save values
|
|
s_fov_x = r_refdef.fov_x;
|
|
s_fov_y = r_refdef.fov_y;
|
|
s_vid_w = vid.width;
|
|
s_vid_h = vid.height;
|
|
s_rect_w = r_refdef.vrect.width;
|
|
s_rect_h = r_refdef.vrect.height;
|
|
// the view should be square
|
|
r_refdef.fov_x = r_refdef.fov_y = 90;
|
|
vid.width = vid.height =
|
|
r_refdef.vrect.height = r_refdef.vrect.width =
|
|
gl_cube_map_size;
|
|
switch (scr_fviews->int_val) {
|
|
case 6: R_RenderCubeSide (BOX_BEHIND);
|
|
case 5: R_RenderCubeSide (BOX_BOTTOM);
|
|
case 4: R_RenderCubeSide (BOX_TOP);
|
|
case 3: R_RenderCubeSide (BOX_LEFT);
|
|
case 2: R_RenderCubeSide (BOX_RIGHT);
|
|
default: R_RenderCubeSide (BOX_FRONT);
|
|
}
|
|
// restore
|
|
r_refdef.fov_x = s_fov_x;
|
|
r_refdef.fov_y = s_fov_y;
|
|
vid.width = s_vid_w;
|
|
vid.height = s_vid_h;
|
|
r_refdef.vrect.width = s_rect_w;
|
|
r_refdef.vrect.height = s_rect_h;
|
|
R_SetupGL_Viewport_and_Perspective ();
|
|
qfglMatrixMode (GL_MODELVIEW);
|
|
qfglCallList (fisheye_grid);
|
|
}
|
|
|
|
void
|
|
gl_R_ClearState (void)
|
|
{
|
|
r_refdef.worldmodel = 0;
|
|
R_ClearEfrags ();
|
|
R_ClearDlights ();
|
|
R_ClearParticles ();
|
|
}
|