mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-18 00:21:31 +00:00
7e078c7f9c
The renderer should now be free of any direct access to client code. Even 3d rendering is now done via a function pointer. The cshift code is done as a 2d screen function.
951 lines
23 KiB
C
951 lines
23 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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static __attribute__ ((used)) const char rcsid[] =
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"$Id$";
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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/locs.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/GL/defines.h"
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#include "QF/GL/funcs.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_vid.h"
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#include "compat.h"
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#include "gl_draw.h"
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#include "r_cvar.h"
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#include "r_dynamic.h"
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#include "r_local.h"
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#include "varrays.h"
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entity_t r_worldentity;
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qboolean r_cache_thrash; // compatability
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vec3_t modelorg, r_entorigin;
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entity_t *currententity;
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int r_visframecount; // bumped when going to a new PVS
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VISIBLE int r_framecount; // used for dlight push checking
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int c_brush_polys, c_alias_polys;
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qboolean envmap; // true during envmap command capture
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int mirrortexturenum; // quake texturenum, not gltexturenum
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qboolean mirror;
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plane_t *mirror_plane;
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// view origin
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VISIBLE vec3_t vup;
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VISIBLE vec3_t vpn;
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VISIBLE vec3_t vright;
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VISIBLE vec3_t r_origin;
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float r_world_matrix[16];
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float r_base_world_matrix[16];
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// screen size info
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VISIBLE refdef_t r_refdef;
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int d_lightstylevalue[256]; // 8.8 fraction of base light value
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vec3_t shadecolor; // Ender (Extend) Colormod
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float modelalpha; // Ender (Extend) Alpha
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/* Unknown renamed to GLErr_Unknown to solve conflict with winioctl.h */
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unsigned int GLErr_InvalidEnum;
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unsigned int GLErr_InvalidValue;
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unsigned int GLErr_InvalidOperation;
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unsigned int GLErr_OutOfMemory;
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unsigned int GLErr_StackOverflow;
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unsigned int GLErr_StackUnderflow;
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unsigned int GLErr_Unknown;
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extern void (*R_DrawSpriteModel) (struct entity_s *ent);
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static unsigned int
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R_TestErrors (unsigned int numerous)
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{
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switch (qfglGetError ()) {
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case GL_NO_ERROR:
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return numerous;
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break;
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case GL_INVALID_ENUM:
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GLErr_InvalidEnum++;
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R_TestErrors (numerous++);
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break;
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case GL_INVALID_VALUE:
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GLErr_InvalidValue++;
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R_TestErrors (numerous++);
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break;
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case GL_INVALID_OPERATION:
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GLErr_InvalidOperation++;
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R_TestErrors (numerous++);
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break;
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case GL_STACK_OVERFLOW:
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GLErr_StackOverflow++;
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R_TestErrors (numerous++);
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break;
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case GL_STACK_UNDERFLOW:
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GLErr_StackUnderflow++;
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R_TestErrors (numerous++);
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break;
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case GL_OUT_OF_MEMORY:
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GLErr_OutOfMemory++;
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R_TestErrors (numerous++);
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break;
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default:
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GLErr_Unknown++;
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R_TestErrors (numerous++);
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break;
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}
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return numerous;
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}
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static void
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R_DisplayErrors (void)
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{
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if (GLErr_InvalidEnum)
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printf ("%d OpenGL errors: Invalid Enum!\n", GLErr_InvalidEnum);
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if (GLErr_InvalidValue)
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printf ("%d OpenGL errors: Invalid Value!\n", GLErr_InvalidValue);
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if (GLErr_InvalidOperation)
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printf ("%d OpenGL errors: Invalid Operation!\n", GLErr_InvalidOperation);
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if (GLErr_StackOverflow)
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printf ("%d OpenGL errors: Stack Overflow!\n", GLErr_StackOverflow);
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if (GLErr_StackUnderflow)
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printf ("%d OpenGL errors: Stack Underflow\n!", GLErr_StackUnderflow);
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if (GLErr_OutOfMemory)
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printf ("%d OpenGL errors: Out Of Memory!\n", GLErr_OutOfMemory);
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if (GLErr_Unknown)
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printf ("%d Unknown OpenGL errors!\n", GLErr_Unknown);
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}
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static void
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R_ClearErrors (void)
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{
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GLErr_InvalidEnum = 0;
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GLErr_InvalidValue = 0;
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GLErr_InvalidOperation = 0;
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GLErr_OutOfMemory = 0;
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GLErr_StackOverflow = 0;
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GLErr_StackUnderflow = 0;
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GLErr_Unknown = 0;
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}
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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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R_RotateForEntity (entity_t *e)
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{
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qfglMultMatrixf (e->transform);
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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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entity_t *ent;
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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 (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 (tess) {
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qfglEnable (GL_NORMALIZE);
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}
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for (ent = r_ent_queue; ent; ent = ent->next) {
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if (ent->model->type != mod_alias)
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continue;
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currententity = ent;
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R_DrawAliasModel (currententity);
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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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qfglDisable (GL_CULL_FACE);
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if (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, 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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qfglEnable (GL_ALPHA_TEST);
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if (gl_va_capable)
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qfglInterleavedArrays (GL_T2F_C4UB_V3F, 0, spriteVertexArray);
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for (ent = r_ent_queue; ent; ent = ent->next) {
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if (ent->model->type != mod_sprite)
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continue;
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currententity = ent;
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R_DrawSpriteModel (currententity);
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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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currententity = r_view_model;
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if (r_inhibit_viewmodel
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|| !r_drawviewmodel->int_val
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|| envmap
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|| !r_drawentities->int_val
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|| !currententity->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 (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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R_DrawAliasModel (currententity);
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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, 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 inline int
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SignbitsForPlane (plane_t *out)
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{
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int bits, j;
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// for fast box on planeside test
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bits = 0;
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for (j = 0; j < 3; j++) {
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if (out->normal[j] < 0)
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bits |= 1 << j;
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}
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return bits;
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}
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static void
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R_SetFrustum (void)
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{
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int i;
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// rotate VPN right by FOV_X/2 degrees
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RotatePointAroundVector (frustum[0].normal, vup, vpn,
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-(90 - r_refdef.fov_x / 2));
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// rotate VPN left by FOV_X/2 degrees
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RotatePointAroundVector (frustum[1].normal, vup, vpn,
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90 - r_refdef.fov_x / 2);
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// rotate VPN up by FOV_Y/2 degrees
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RotatePointAroundVector (frustum[2].normal, vright, vpn,
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90 - r_refdef.fov_y / 2);
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// rotate VPN down by FOV_Y/2 degrees
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RotatePointAroundVector (frustum[3].normal, vright, vpn,
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-(90 - r_refdef.fov_y / 2));
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for (i = 0; i < 4; i++) {
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frustum[i].type = PLANE_ANYZ;
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frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
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frustum[i].signbits = SignbitsForPlane (&frustum[i]);
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}
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}
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void
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R_SetupFrame (void)
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{
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R_AnimateLight ();
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R_ClearEnts ();
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r_framecount++;
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Fog_SetupFrame ();
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// build the transformation matrix for the given view angles
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VectorCopy (r_refdef.vieworg, r_origin);
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AngleVectors (r_refdef.viewangles, vpn, vright, vup);
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// current viewleaf
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r_viewleaf = Mod_PointInLeaf (r_origin, r_worldentity.model);
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r_cache_thrash = false;
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c_brush_polys = 0;
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c_alias_polys = 0;
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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 (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 * vid.aspect / 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_SetFrustum ();
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R_SetupGL_Viewport_and_Perspective ();
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if (mirror) {
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if (mirror_plane->normal[2])
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qfglScalef (1, -1, 1);
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else
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qfglScalef (-1, 1, 1);
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qfglFrontFace (GL_CCW);
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} else
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qfglFrontFace (GL_CW);
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qfglMatrixMode (GL_MODELVIEW);
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qfglLoadIdentity ();
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qfglRotatef (-90, 1, 0, 0); // put Z going up
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qfglRotatef (90, 0, 0, 1); // put Z going up
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qfglRotatef (-r_refdef.viewangles[ROLL], 1, 0, 0);
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qfglRotatef (-r_refdef.viewangles[PITCH], 0, 1, 0);
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qfglRotatef (-r_refdef.viewangles[YAW], 0, 0, 1);
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qfglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1],
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-r_refdef.vieworg[2]);
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qfglGetFloatv (GL_MODELVIEW_MATRIX, 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_Clear (void)
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{
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if (gl_clear->int_val)
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qfglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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else
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qfglClear (GL_DEPTH_BUFFER_BIT);
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}
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static void
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R_RenderScene (void)
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|
{
|
|
if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val)
|
|
r_time1 = Sys_DoubleTime ();
|
|
|
|
R_SetupFrame ();
|
|
R_SetupGL ();
|
|
Fog_EnableGFog ();
|
|
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 ();
|
|
|
|
R_DrawWaterSurfaces ();
|
|
R_DrawParticles ();
|
|
|
|
Fog_DisableGFog ();
|
|
|
|
R_DrawViewModel ();
|
|
|
|
if (R_TestErrors (0))
|
|
R_DisplayErrors ();
|
|
R_ClearErrors ();
|
|
}
|
|
|
|
static void
|
|
R_Mirror (void)
|
|
{
|
|
float d;
|
|
// msurface_t *s;
|
|
|
|
// if (!mirror) // FIXME: Broken
|
|
return;
|
|
|
|
memcpy (r_base_world_matrix, r_world_matrix, sizeof (r_base_world_matrix));
|
|
|
|
d = 2 * DotProduct (r_refdef.vieworg, mirror_plane->normal) -
|
|
mirror_plane->dist;
|
|
VectorMultSub (r_refdef.vieworg, d, mirror_plane->normal,
|
|
r_refdef.vieworg);
|
|
|
|
d = 2 * DotProduct (vpn, mirror_plane->normal);
|
|
VectorMultSub (vpn, 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];
|
|
|
|
R_EnqueueEntity (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);
|
|
qfglFrontFace (GL_CW);
|
|
qfglMatrixMode (GL_MODELVIEW);
|
|
|
|
qfglLoadMatrixf (r_base_world_matrix);
|
|
|
|
color_white[3] = r_mirroralpha->value * 255;
|
|
qfglColor4ubv (color_white);
|
|
#if 0//FIXME
|
|
s = r_worldentity.model->textures[mirrortexturenum]->texturechain;
|
|
for (; s; s = s->texturechain) {
|
|
texture_t *tex;
|
|
|
|
if (!s->texinfo->texture->anim_total)
|
|
tex = s->texinfo->texture;
|
|
else
|
|
tex = R_TextureAnimation (s);
|
|
|
|
// FIXME: Needs to set the texture, the tmu, and include the header, and then
|
|
// clean up afterwards.
|
|
// if (tex->gl_fb_texturenum && gl_mtex_fullbright
|
|
// && gl_fb_models->int_val) {
|
|
// s->polys->fb_chain = fullbright_polys[tex->gl_fb_texturenum];
|
|
// fullbright_polys[tex->gl_fb_texturenum] = s->polys;
|
|
// }
|
|
|
|
qfglBindTexture (GL_TEXTURE_2D, tex->gl_texturenum);
|
|
// R_RenderBrushPoly (s, tex); // FIXME: Need to move R_Mirror to gl_rsurf.c, and uncommment this line!
|
|
}
|
|
r_worldentity.model->textures[mirrortexturenum]->texturechain = NULL;
|
|
#endif
|
|
qfglColor3ubv (color_white);
|
|
}
|
|
|
|
/*
|
|
R_RenderView_
|
|
|
|
r_refdef must be set before the first call
|
|
*/
|
|
static 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 ();
|
|
|
|
// render mirror view
|
|
R_Mirror ();
|
|
|
|
if (r_timegraph->int_val)
|
|
R_TimeGraph ();
|
|
if (r_zgraph->int_val)
|
|
R_ZGraph ();
|
|
}
|
|
|
|
// Algorithm:
|
|
// Draw up to six views, one in each direction.
|
|
// Save the picture to cube map texture, use GL_ARB_texture_cube_map.
|
|
// Create FPOLYCNTxFPOLYCNT polygons sized flat grid.
|
|
// Baseing on field of view, tie cube map texture to grid using
|
|
// translation function to map texture coordinates to fixed/regular
|
|
// grid vertices coordinates.
|
|
// Render view. Fisheye is done.
|
|
|
|
static void R_RenderViewFishEye (void);
|
|
|
|
VISIBLE void
|
|
R_RenderView (void)
|
|
{
|
|
if(!scr_fisheye->int_val)
|
|
R_RenderView_ ();
|
|
else
|
|
R_RenderViewFishEye ();
|
|
}
|
|
|
|
#define BOX_FRONT 0
|
|
#define BOX_RIGHT 1
|
|
#define BOX_BEHIND 2
|
|
#define BOX_LEFT 3
|
|
#define BOX_TOP 4
|
|
#define BOX_BOTTOM 5
|
|
|
|
#define FPOLYCNT 16
|
|
|
|
struct xyz {
|
|
float x, y, z;
|
|
};
|
|
|
|
static struct xyz FisheyeLookupTbl[FPOLYCNT + 1][FPOLYCNT + 1];
|
|
static GLuint cube_map_tex;
|
|
static GLint gl_cube_map_size;
|
|
static GLint gl_cube_map_step;
|
|
|
|
static const GLenum box2cube_map[] = {
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
|
|
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
|
|
GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
|
|
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
|
|
GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB
|
|
};
|
|
|
|
static void
|
|
R_BuildFisheyeLookup (int width, int height, float fov)
|
|
{
|
|
int x, y;
|
|
struct xyz *v;
|
|
|
|
for (y = 0; y <= height; y += gl_cube_map_step) {
|
|
for (x = 0; x <= width; x += gl_cube_map_step) {
|
|
float dx = x - width / 2;
|
|
float dy = y - height / 2;
|
|
float yaw = sqrt (dx * dx + dy * dy) * fov / width;
|
|
float roll = atan2 (dy, dx);
|
|
// X is a first index and Y is a second, because later
|
|
// when we draw QUAD_STRIPs we need next Y vertex coordinate.
|
|
v = &FisheyeLookupTbl[x / gl_cube_map_step][y / gl_cube_map_step];
|
|
v->x = sin (yaw) * cos (roll);
|
|
v->y = -sin (yaw) * sin (roll);
|
|
v->z = cos (yaw);
|
|
}
|
|
}
|
|
}
|
|
|
|
#define CHKGLERR(s) \
|
|
do { \
|
|
GLint err = qfglGetError(); \
|
|
if (err != GL_NO_ERROR) \
|
|
printf ("%s: gl error %d\n", s, (int) err); \
|
|
} while (0);
|
|
|
|
#define NO(x) \
|
|
do { \
|
|
if (x < 0) \
|
|
x += 360; \
|
|
else if (x >= 360) \
|
|
x -= 360; \
|
|
} while (0)
|
|
|
|
static void
|
|
R_RenderCubeSide (int side)
|
|
{
|
|
float pitch, n_pitch;
|
|
float yaw, n_yaw;
|
|
float roll, n_roll;
|
|
float s_roll;
|
|
|
|
pitch = n_pitch = r_refdef.viewangles[PITCH];
|
|
yaw = n_yaw = r_refdef.viewangles[YAW];
|
|
// setting ROLL for now to 0, correct roll handling
|
|
// requre more exhaustive changes in rotation
|
|
// TODO: implement via matrix
|
|
// roll = n_roll = r_refdef.viewangles[ROLL];
|
|
s_roll = r_refdef.viewangles[ROLL];
|
|
roll = n_roll = 0;
|
|
// roll -= scr_fviews->int_val * 10;
|
|
// n_roll = roll;
|
|
|
|
switch (side) {
|
|
case BOX_FRONT:
|
|
break;
|
|
case BOX_RIGHT:
|
|
n_pitch = roll;
|
|
n_yaw -= 90;
|
|
n_roll = -pitch;
|
|
break;
|
|
case BOX_LEFT:
|
|
n_pitch = -roll;
|
|
n_yaw += 90;
|
|
n_roll = pitch;
|
|
// static int f = 0;
|
|
// if (!(f++ % 100))
|
|
// printf ("%4d %4d %4d | %4d %4d %4d\n", (int) pitch, (int) yaw,
|
|
// (int) roll, (int) n_pitch, (int) n_yaw, (int) n_roll);
|
|
break;
|
|
case BOX_TOP:
|
|
n_pitch -= 90;
|
|
break;
|
|
case BOX_BOTTOM:
|
|
n_pitch += 90;
|
|
break;
|
|
case BOX_BEHIND:
|
|
n_pitch = -pitch;
|
|
n_yaw += 180;
|
|
break;
|
|
}
|
|
NO (n_pitch);
|
|
NO (n_yaw);
|
|
NO (n_roll);
|
|
r_refdef.viewangles[PITCH] = n_pitch;
|
|
r_refdef.viewangles[YAW] = n_yaw;
|
|
r_refdef.viewangles[ROLL] = n_roll;
|
|
|
|
R_RenderView_ ();
|
|
qfglEnable (GL_TEXTURE_CUBE_MAP_ARB);
|
|
qfglBindTexture (GL_TEXTURE_CUBE_MAP_ARB, cube_map_tex);
|
|
qfglCopyTexSubImage2D (box2cube_map[side], 0, 0, 0, 0, 0,
|
|
gl_cube_map_size, gl_cube_map_size);
|
|
// CHKGLERR ("qfglCopyTexSubImage2D");
|
|
qfglDisable (GL_TEXTURE_CUBE_MAP_ARB);
|
|
|
|
r_refdef.viewangles[PITCH] = pitch;
|
|
r_refdef.viewangles[YAW] = yaw;
|
|
r_refdef.viewangles[ROLL] = s_roll;
|
|
}
|
|
|
|
static qboolean gl_cube_map_capable = false;
|
|
static GLint gl_cube_map_maxtex;
|
|
static GLuint fisheye_grid;
|
|
|
|
static int
|
|
R_InitFishEyeOnce (void)
|
|
{
|
|
static qboolean fisheye_init_once_completed = false;
|
|
|
|
if (fisheye_init_once_completed)
|
|
return 1;
|
|
Sys_MaskPrintf (SYS_DEV, "GL_ARB_texture_cube_map ");
|
|
if (QFGL_ExtensionPresent ("GL_ARB_texture_cube_map")) {
|
|
qfglGetIntegerv (GL_MAX_CUBE_MAP_TEXTURE_SIZE_ARB,
|
|
&gl_cube_map_maxtex);
|
|
Sys_MaskPrintf (SYS_DEV, "present, max texture size %d.\n",
|
|
(int) gl_cube_map_maxtex);
|
|
gl_cube_map_capable = true;
|
|
} else {
|
|
Sys_MaskPrintf (SYS_DEV, "not found.\n");
|
|
gl_cube_map_capable = false;
|
|
}
|
|
fisheye_init_once_completed = true;
|
|
return 1;
|
|
}
|
|
|
|
static int
|
|
R_InitFishEye (void)
|
|
{
|
|
int width = vid.width;
|
|
int height = vid.height;
|
|
int fov = scr_ffov->int_val;
|
|
int views = scr_fviews->int_val;
|
|
|
|
static int pwidth = -1;
|
|
static int pheight = -1;
|
|
static int pfov = -1;
|
|
static int pviews = -1;
|
|
|
|
int i, x, y, min_wh, wh_changed = 0;
|
|
|
|
if (!R_InitFishEyeOnce())
|
|
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);
|
|
}
|
|
|
|
VISIBLE void
|
|
R_ClearState (void)
|
|
{
|
|
r_worldentity.model = 0;
|
|
R_ClearEfrags ();
|
|
R_ClearDlights ();
|
|
R_ClearParticles ();
|
|
}
|