mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-02 09:02:32 +00:00
495dd759f0
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).
202 lines
4.1 KiB
C
202 lines
4.1 KiB
C
/*
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gl_rmisc.c
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(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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#if defined(_WIN32) && defined(HAVE_MALLOC_H)
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#include <malloc.h>
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#endif
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#include <stdlib.h>
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#include <stdio.h>
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#include "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/draw.h"
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#include "QF/quakefs.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/skin.h"
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#include "QF/sys.h"
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#include "QF/vid.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_draw.h"
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#include "QF/GL/qf_fisheye.h"
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#include "QF/GL/qf_lightmap.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_sky.h"
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#include "QF/GL/qf_sprite.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_vid.h"
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#include "QF/scene/entity.h"
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#include "mod_internal.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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static void
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gl_R_LoadSky_f (void)
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{
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if (Cmd_Argc () != 2) {
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Sys_Printf ("loadsky <name> : load a skybox\n");
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return;
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}
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gl_R_LoadSkys (Cmd_Argv (1));
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}
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/*
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R_TimeRefresh_f
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For program optimization
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LordHavoc: improved appearance and accuracy of timerefresh
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*/
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static void
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gl_R_TimeRefresh_f (void)
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{
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/*FIXME update for simd
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double start, stop, time;
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int i;
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gl_ctx->end_rendering ();
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start = Sys_DoubleTime ();
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for (i = 0; i < 128; i++) {
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r_refdef.viewangles[1] = i * (360.0 / 128.0);
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gl_R_RenderView ();
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gl_ctx->end_rendering ();
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}
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stop = Sys_DoubleTime ();
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time = stop - start;
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Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
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*/
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}
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void
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gl_R_Init (void)
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{
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R_Init_Cvars ();
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gl_R_Particles_Init_Cvars ();
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Cmd_AddCommand ("timerefresh", gl_R_TimeRefresh_f,
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"Tests the current refresh rate for the current location");
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Cmd_AddCommand ("loadsky", gl_R_LoadSky_f, "Load a skybox");
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gl_Draw_Init ();
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glrmain_init ();
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gl_lightmap_init ();
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SCR_Init ();
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gl_R_InitBubble ();
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GDT_Init ();
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gl_R_InitGraphTextures ();
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gl_Skin_Init_Textures ();
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r_init = 1;
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gl_R_InitParticles ();
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gl_R_InitSprites ();
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Skin_Init ();
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gl_InitFisheye ();
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}
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static void
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register_textures (mod_brush_t *brush)
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{
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texture_t *tex;
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for (unsigned i = 0; i < brush->numtextures; i++) {
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tex = brush->textures[i];
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if (!tex)
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continue;
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gl_R_AddTexture (tex);
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}
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}
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void
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gl_R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
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{
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texture_t *tex;
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mod_brush_t *brush;
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for (int i = 0; i < 256; i++)
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d_lightstylevalue[i] = 264; // normal light value
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r_refdef.worldmodel = worldmodel;
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brush = &worldmodel->brush;
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// clear out efrags in case the level hasn't been reloaded
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for (unsigned i = 0; i < brush->modleafs; i++)
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brush->leafs[i].efrags = NULL;
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// Force a vis update
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r_refdef.viewleaf = NULL;
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R_MarkLeaves ();
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R_ClearParticles ();
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GL_BuildLightmaps (models, num_models);
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// identify sky texture
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gl_R_ClearTextures ();
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for (unsigned i = 0; i < brush->numtextures; i++) {
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tex = brush->textures[i];
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if (!tex)
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continue;
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if (!strncmp (tex->name, "sky", 3)) {
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gl_R_InitSky (tex);
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}
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}
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gl_R_InitSurfaceChains (brush);
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gl_R_AddTexture (r_notexture_mip);
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register_textures (brush);
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for (int i = 0; i < num_models; i++) {
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if (!models[i])
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continue;
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if (*models[i]->path == '*')
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continue;
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if (models[i] != r_refdef.worldmodel
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&& models[i]->type == mod_brush)
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register_textures (&models[i]->brush);
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}
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}
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