quakeforge/libs/video/renderer/gl/gl_rmisc.c
Bill Currie 48c225da89 [renderer] Merge the fog support code
GL still has its own functions for enabling and disabling fog while
rendering, but GLSL doesn't need such (thanks to the shaders), nor will
vulkan (and the software renderers don't support fog).
2022-03-08 02:28:19 +09:00

267 lines
5.9 KiB
C

/*
gl_rmisc.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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#define NH_DEFINE
#include "namehack.h"
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#if defined(_WIN32) && defined(HAVE_MALLOC_H)
#include <malloc.h>
#endif
#include <stdlib.h>
#include <stdio.h>
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/draw.h"
#include "QF/quakefs.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_textures.h"
#include "QF/GL/qf_vid.h"
#include "QF/scene/entity.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "varrays.h"
#include "vid_gl.h"
/*
R_Envmap_f
Grab six views for environment mapping tests
*/
static void
R_Envmap_f (void)
{
/*FIXME update for simd
byte buffer[256 * 256 * 4];
qfglDrawBuffer (GL_FRONT);
qfglReadBuffer (GL_FRONT);
gl_envmap = true;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = 0;
r_refdef.vrect.width = 256;
r_refdef.vrect.height = 256;
r_refdef.viewangles[0] = 0;
r_refdef.viewangles[1] = 0;
r_refdef.viewangles[2] = 0;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env0.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[1] = 90;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env1.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[1] = 180;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env2.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[1] = 270;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env3.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[0] = -90;
r_refdef.viewangles[1] = 0;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env4.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[0] = 90;
r_refdef.viewangles[1] = 0;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env5.rgb", buffer, sizeof (buffer));
gl_envmap = false;
qfglDrawBuffer (GL_BACK);
qfglReadBuffer (GL_BACK);
gl_ctx->end_rendering ();*/
}
void
gl_R_LoadSky_f (void)
{
if (Cmd_Argc () != 2) {
Sys_Printf ("loadsky <name> : load a skybox\n");
return;
}
gl_R_LoadSkys (Cmd_Argv (1));
}
void
gl_R_Init (void)
{
r_ent_queue = EntQueue_New (mod_num_types);
R_Init_Cvars ();
gl_R_Particles_Init_Cvars ();
Cmd_AddCommand ("timerefresh", gl_R_TimeRefresh_f,
"Tests the current refresh rate for the current location");
Cmd_AddCommand ("envmap", R_Envmap_f, "No Description");
Cmd_AddCommand ("loadsky", gl_R_LoadSky_f, "Load a skybox");
gl_Draw_Init ();
SCR_Init ();
gl_R_InitBubble ();
GDT_Init ();
gl_texture_number = gl_R_InitGraphTextures (gl_texture_number);
gl_texture_number = gl_Skin_Init_Textures (gl_texture_number);
r_init = 1;
gl_R_InitParticles ();
gl_R_InitSprites ();
Skin_Init ();
}
static void
register_textures (mod_brush_t *brush)
{
texture_t *tex;
for (unsigned i = 0; i < brush->numtextures; i++) {
tex = brush->textures[i];
if (!tex)
continue;
gl_R_AddTexture (tex);
}
}
void
gl_R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
{
texture_t *tex;
mod_brush_t *brush;
for (int i = 0; i < 256; i++)
d_lightstylevalue[i] = 264; // normal light value
memset (&r_worldentity, 0, sizeof (r_worldentity));
r_worldentity.renderer.model = worldmodel;
brush = &worldmodel->brush;
// clear out efrags in case the level hasn't been reloaded
for (unsigned i = 0; i < brush->modleafs; i++)
brush->leafs[i].efrags = NULL;
// Force a vis update
r_viewleaf = NULL;
R_MarkLeaves ();
R_ClearParticles ();
GL_BuildLightmaps (models, num_models);
// identify sky texture
gl_mirrortexturenum = -1;
gl_R_ClearTextures ();
for (unsigned i = 0; i < brush->numtextures; i++) {
tex = brush->textures[i];
if (!tex)
continue;
if (!strncmp (tex->name, "sky", 3)) {
gl_R_InitSky (tex);
}
if (!strncmp (tex->name, "window02_1", 10))
gl_mirrortexturenum = i;
}
gl_R_InitSurfaceChains (brush);
gl_R_AddTexture (r_notexture_mip);
register_textures (brush);
for (int i = 0; i < num_models; i++) {
if (!models[i])
continue;
if (*models[i]->path == '*')
continue;
if (models[i] != r_worldentity.renderer.model
&& models[i]->type == mod_brush)
register_textures (&models[i]->brush);
}
}
void
gl_R_ViewChanged (void)
{
}
/*
R_TimeRefresh_f
For program optimization
LordHavoc: improved appearance and accuracy of timerefresh
*/
void
gl_R_TimeRefresh_f (void)
{
/*FIXME update for simd
double start, stop, time;
int i;
gl_ctx->end_rendering ();
start = Sys_DoubleTime ();
for (i = 0; i < 128; i++) {
r_refdef.viewangles[1] = i * (360.0 / 128.0);
gl_R_RenderView ();
gl_ctx->end_rendering ();
}
stop = Sys_DoubleTime ();
time = stop - start;
Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
*/
}