mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 04:42:32 +00:00
35ec2ebb4c
While the insertion of dlights into the BSP might wind up being overly expensive, the automatic management of the component pool cleans up the various loops in the renderers. Unfortunately, (current bug) lights on entities cause the entity to disappear due to how the entity queue system works, and the doubled efrag chain causes crashes when changing maps, meaning lights should be on their own entities, not additional components on entities with visible models. Also, the vulkan renderer segfaults on dlights (fix incoming, along with shadows for dlights).
227 lines
4.5 KiB
C
227 lines
4.5 KiB
C
/*
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glsl_main.c
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GLSL rendering
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Copyright (C) 2011 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2011/12/23
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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 "QF/cmd.h"
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#include "QF/cvar.h"
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#include "QF/image.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/sys.h"
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#include "QF/scene/entity.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_alias.h"
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#include "QF/GLSL/qf_bsp.h"
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#include "QF/GLSL/qf_draw.h"
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#include "QF/GLSL/qf_fisheye.h"
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#include "QF/GLSL/qf_iqm.h"
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#include "QF/GLSL/qf_lightmap.h"
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#include "QF/GLSL/qf_main.h"
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#include "QF/GLSL/qf_particles.h"
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#include "QF/GLSL/qf_sprite.h"
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#include "QF/GLSL/qf_textures.h"
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#include "QF/GLSL/qf_warp.h"
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#include "mod_internal.h"
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#include "r_internal.h"
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#include "vid_gl.h"
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mat4f_t glsl_projection;
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mat4f_t glsl_view;
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static void
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R_SetupView (void)
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{
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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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mmulf (glsl_view, z_up, r_refdef.camera_inverse);
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qfeglEnable (GL_CULL_FACE);
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qfeglEnable (GL_DEPTH_TEST);
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}
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void
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glsl_R_RenderEntities (entqueue_t *queue)
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{
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int begun;
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if (!r_drawentities)
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return;
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#define RE_LOOP(type_name, Type) \
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do { \
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begun = 0; \
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for (size_t i = 0; i < queue->ent_queues[mod_##type_name].size; \
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i++) { \
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entity_t ent = queue->ent_queues[mod_##type_name].a[i]; \
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if (!begun) { \
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glsl_R_##Type##Begin (); \
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begun = 1; \
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} \
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glsl_R_Draw##Type (ent); \
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} \
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if (begun) \
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glsl_R_##Type##End (); \
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} while (0)
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RE_LOOP (alias, Alias);
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RE_LOOP (iqm, IQM);
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RE_LOOP (sprite, Sprite);
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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 (!Entity_Valid (ent)) {
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return;
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}
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renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg);
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if (vr_data.inhibit_viewmodel
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|| !r_drawviewmodel
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|| !r_drawentities
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|| !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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qfeglDepthRangef (0, 0.3);
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glsl_R_AliasBegin ();
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glsl_R_DrawAlias (ent);
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glsl_R_AliasEnd ();
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qfeglDepthRangef (0, 1);
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}
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void
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glsl_R_RenderView (void)
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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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memcpy (glsl_projection, glsl_ctx->projection, sizeof (mat4f_t));
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R_SetupView ();
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glsl_R_DrawWorld ();
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glsl_R_DrawSky ();
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if (Entity_Valid (vr_data.view_model)) {
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R_DrawViewModel ();
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}
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}
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static void
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glsl_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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glsl_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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glsl_R_RenderView ();
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glsl_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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glsl_R_Init (void)
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{
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Cmd_AddCommand ("timerefresh", glsl_R_TimeRefresh_f,
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"Test the current refresh rate for the current location.");
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R_Init_Cvars ();
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glsl_Draw_Init ();
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SCR_Init ();
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glsl_R_InitBsp ();
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glsl_R_InitAlias ();
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glsl_R_InitIQM ();
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glsl_R_InitSprites ();
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glsl_R_InitParticles ();
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glsl_InitFisheye ();
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glsl_InitWarp ();
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Skin_Init ();
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}
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void
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glsl_R_Shutdown (void)
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{
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Skin_Shutdown();
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glsl_R_ShutdownParticles ();
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glsl_Lightmap_Shutdown ();
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glsl_R_ShutdownBsp ();
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SCR_Shutdown ();
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glsl_Draw_Shutdown ();
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}
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void
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glsl_R_NewScene (scene_t *scene)
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{
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int i;
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for (i = 0; i < 256; i++)
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d_lightstylevalue[i] = 264; // normal light value
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r_refdef.worldmodel = scene->worldmodel;
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R_ClearParticles ();
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glsl_R_RegisterTextures (scene->models, scene->num_models);
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glsl_R_BuildLightmaps (scene->models, scene->num_models);
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glsl_R_BuildDisplayLists (scene->models, scene->num_models);
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}
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void
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glsl_R_ClearState (void)
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{
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r_refdef.worldmodel = 0;
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R_ClearParticles ();
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}
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