quakeforge/libs/video/renderer/gl/gl_rmain.c
2001-11-04 07:40:35 +00:00

499 lines
11 KiB
C

/*
gl_rmain.c
(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
*/
static const char rcsid[] =
"$Id$";
#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/console.h"
#include "QF/cvar.h"
#include "QF/locs.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/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_rlight.h"
#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_screen.h"
#include "QF/GL/qf_vid.h"
#include "compat.h"
#include "r_cvar.h"
#include "r_dynamic.h"
#include "r_local.h"
#include "view.h"
entity_t r_worldentity;
qboolean r_cache_thrash; // compatability
vec3_t modelorg, r_entorigin;
entity_t *currententity;
int r_visframecount; // bumped when going to a new PVS
int r_framecount; // used for dlight push checking
int c_brush_polys, c_alias_polys;
qboolean envmap; // true during envmap command capture
int mirrortexturenum; // quake texturenum, not gltexturenum
qboolean mirror;
mplane_t *mirror_plane;
// view origin
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
float r_world_matrix[16];
float r_base_world_matrix[16];
// screen size info
refdef_t r_refdef;
mleaf_t *r_viewleaf, *r_oldviewleaf;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
vec3_t shadecolor; // Ender (Extend) Colormod
float modelalpha; // Ender (Extend) Alpha
void R_MarkLeaves (void);
void R_DrawAliasModel (entity_t *e, qboolean cull);
void R_DrawSpriteModel (entity_t *e);
void
glrmain_init (void)
{
gldepthmin = 0;
gldepthmax = 1;
qfglDepthFunc (GL_LEQUAL);
qfglDepthRange (gldepthmin, gldepthmax);
}
inline void
R_RotateForEntity (entity_t *e)
{
qfglTranslatef (e->origin[0], e->origin[1], e->origin[2]);
qfglRotatef (e->angles[1], 0, 0, 1);
qfglRotatef (-e->angles[0], 0, 1, 0);
// ZOID: fixed z angle
qfglRotatef (e->angles[2], 1, 0, 0);
}
/*
R_ShowNearestLoc
Display the nearest symbolic location (.loc files)
*/
static void
R_ShowNearestLoc (void)
{
dlight_t *dl;
location_t *nearloc;
vec3_t trueloc;
if (r_drawentities->int_val)
return;
nearloc = locs_find (r_origin);
if (nearloc) {
dl = R_AllocDlight (4096);
VectorCopy (nearloc->loc, dl->origin);
dl->radius = 200;
dl->die = r_realtime + 0.1;
dl->color[0] = 0;
dl->color[1] = 1;
dl->color[2] = 0;
VectorCopy (nearloc->loc, trueloc);
R_RunSpikeEffect (trueloc, 7);
}
}
/*
R_DrawEntitiesOnList
Draw all the entities we have information on.
*/
static void
R_DrawEntitiesOnList (void)
{
int i;
if (!r_drawentities->int_val) {
R_ShowNearestLoc();
return;
}
// LordHavoc: split into 3 loops to simplify state changes
for (i = 0; i < r_numvisedicts; i++) {
if (r_visedicts[i]->model->type != mod_brush)
continue;
currententity = r_visedicts[i];
R_DrawBrushModel (currententity);
}
for (i = 0; i < r_numvisedicts; i++) {
if (r_visedicts[i]->model->type != mod_alias)
continue;
currententity = r_visedicts[i];
if (currententity == r_player_entity)
currententity->angles[PITCH] *= 0.3;
R_DrawAliasModel (currententity, true);
}
qfglColor3ubv (color_white);
qfglEnable (GL_ALPHA_TEST);
for (i = 0; i < r_numvisedicts; i++) {
if (r_visedicts[i]->model->type != mod_sprite)
continue;
currententity = r_visedicts[i];
R_DrawSpriteModel (currententity);
}
qfglDisable (GL_ALPHA_TEST);
}
static void
R_DrawViewModel (void)
{
currententity = r_view_model;
if (r_inhibit_viewmodel
|| !r_drawviewmodel->int_val
|| envmap
|| !r_drawentities->int_val
|| !currententity->model)
return;
// hack the depth range to prevent view model from poking into walls
qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin));
R_DrawAliasModel (currententity, false);
qfglDepthRange (gldepthmin, gldepthmax);
qfglColor3ubv (color_white);
}
inline static int
SignbitsForPlane (mplane_t *out)
{
int bits, j;
// for fast box on planeside test
bits = 0;
for (j = 0; j < 3; j++) {
if (out->normal[j] < 0)
bits |= 1 << j;
}
return bits;
}
static void
R_SetFrustum (void)
{
int i;
if (r_refdef.fov_x == 90) {
// front side is visible
VectorAdd (vpn, vright, frustum[0].normal);
VectorSubtract (vpn, vright, frustum[1].normal);
VectorAdd (vpn, vup, frustum[2].normal);
VectorSubtract (vpn, vup, frustum[3].normal);
} else {
// rotate VPN right by FOV_X/2 degrees
RotatePointAroundVector (frustum[0].normal, vup, vpn,
-(90 - r_refdef.fov_x / 2));
// rotate VPN left by FOV_X/2 degrees
RotatePointAroundVector (frustum[1].normal, vup, vpn,
90 - r_refdef.fov_x / 2);
// rotate VPN up by FOV_X/2 degrees
RotatePointAroundVector (frustum[2].normal, vright, vpn,
90 - r_refdef.fov_y / 2);
// rotate VPN down by FOV_X/2 degrees
RotatePointAroundVector (frustum[3].normal, vright, vpn,
-(90 - r_refdef.fov_y / 2));
}
for (i = 0; i < 4; i++) {
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}
void
R_SetupFrame (void)
{
R_AnimateLight ();
r_framecount++;
// build the transformation matrix for the given view angles
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
// current viewleaf
r_oldviewleaf = r_viewleaf;
r_viewleaf = Mod_PointInLeaf (r_origin, r_worldentity.model);
V_SetContentsColor (r_viewleaf->contents);
r_cache_thrash = false;
c_brush_polys = 0;
c_alias_polys = 0;
}
static void
MYgluPerspective (GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar)
{
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan (fovy * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
qfglFrustum (xmin, xmax, ymin, ymax, zNear, zFar);
}
static void
R_SetupGL (void)
{
float screenaspect;
int x, x2, y2, y, w, h;
// set up viewpoint
qfglMatrixMode (GL_PROJECTION);
qfglLoadIdentity ();
x = r_refdef.vrect.x * glwidth / vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth / vid.width;
y = (vid.height - r_refdef.vrect.y) * glheight / vid.height;
y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight
/ vid.height;
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < glwidth)
x2++;
if (y2 < 0)
y2--;
if (y < glheight)
y++;
w = x2 - x;
h = y - y2;
if (envmap) {
x = y2 = 0;
w = h = 256;
}
qfglViewport (glx + x, gly + y2, w, h);
screenaspect = (float) r_refdef.vrect.width / r_refdef.vrect.height;
MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
if (mirror) {
if (mirror_plane->normal[2])
qfglScalef (1, -1, 1);
else
qfglScalef (-1, 1, 1);
qfglCullFace (GL_BACK);
} else
qfglCullFace (GL_FRONT);
qfglMatrixMode (GL_MODELVIEW);
qfglLoadIdentity ();
qfglRotatef (-90, 1, 0, 0); // put Z going up
qfglRotatef (90, 0, 0, 1); // put Z going up
qfglRotatef (-r_refdef.viewangles[2], 1, 0, 0);
qfglRotatef (-r_refdef.viewangles[0], 0, 1, 0);
qfglRotatef (-r_refdef.viewangles[1], 0, 0, 1);
qfglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1],
-r_refdef.vieworg[2]);
qfglGetFloatv (GL_MODELVIEW_MATRIX, 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);
}
static void
R_Clear (void)
{
if (gl_clear->int_val)
qfglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
qfglClear (GL_DEPTH_BUFFER_BIT);
}
void
R_RenderScene (void)
{
if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val)
r_time1 = Sys_DoubleTime ();
R_SetupFrame ();
R_SetFrustum ();
R_SetupGL ();
R_MarkLeaves (); // done here so we know if we're in water
R_PushDlights (vec3_origin);
R_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList ();
R_RenderDlights ();
}
void
R_Mirror (void)
{
float d;
entity_t **ent;
msurface_t *s;
if (!mirror)
return;
memcpy (r_base_world_matrix, r_world_matrix, sizeof (r_base_world_matrix));
d = DotProduct (r_refdef.vieworg, mirror_plane->normal) -
mirror_plane->dist;
VectorMA (r_refdef.vieworg, -2 * d, mirror_plane->normal,
r_refdef.vieworg);
d = DotProduct (vpn, mirror_plane->normal);
VectorMA (vpn, -2 * d, mirror_plane->normal, vpn);
r_refdef.viewangles[0] = -asin (vpn[2]) / M_PI * 180;
r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0]) / M_PI * 180;
r_refdef.viewangles[2] = -r_refdef.viewangles[2];
ent = R_NewEntity();
if (ent)
*ent = r_player_entity;
gldepthmin = 0.5;
gldepthmax = 1;
qfglDepthRange (gldepthmin, gldepthmax);
R_RenderScene ();
R_DrawWaterSurfaces ();
gldepthmin = 0;
gldepthmax = 1;
qfglDepthRange (gldepthmin, gldepthmax);
// blend on top
qfglMatrixMode (GL_PROJECTION);
if (mirror_plane->normal[2])
qfglScalef (1, -1, 1);
else
qfglScalef (-1, 1, 1);
qfglCullFace (GL_FRONT);
qfglMatrixMode (GL_MODELVIEW);
qfglLoadMatrixf (r_base_world_matrix);
color_white[2] = r_mirroralpha->value * 255;
qfglColor4ubv (color_white);
s = r_worldentity.model->textures[mirrortexturenum]->texturechain;
for (; s; s = s->texturechain)
R_RenderBrushPoly (s);
r_worldentity.model->textures[mirrortexturenum]->texturechain = NULL;
qfglColor3ubv (color_white);
}
/*
R_RenderView
r_refdef must be set before the first call
*/
void
R_RenderView (void)
{
if (r_norefresh->int_val)
return;
if (!r_worldentity.model)
Sys_Error ("R_RenderView: NULL worldmodel");
mirror = false;
R_Clear ();
// render normal view
R_RenderScene ();
R_DrawViewModel ();
R_DrawWaterSurfaces ();
R_UpdateFires ();
R_DrawParticles ();
// render mirror view
R_Mirror ();
if (r_timegraph->int_val)
R_TimeGraph ();
if (r_zgraph->int_val)
R_ZGraph ();
}