quakeforge/libs/video/renderer/glsl/glsl_main.c
Bill Currie 601cc6e3d1 Make a start on bsp rendering.
Still nothing being rendered: still in the process of building the display
lists, but I'm making good progress. Get this into git before something
goes wrong :)
2012-01-08 10:29:38 +09:00

292 lines
5.5 KiB
C

/*
glsl_main.c
GLSL rendering
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2011/12/23
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
static __attribute__ ((used)) const char rcsid[] = "$Id$";
#ifdef HAVE_STRING_H
# include "string.h"
#endif
#ifdef HAVE_STRINGS_H
# include "strings.h"
#endif
#include "QF/cvar.h"
#include "QF/image.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_alias.h"
#include "QF/GLSL/qf_bsp.h"
#include "QF/GLSL/qf_lightmap.h"
#include "QF/GLSL/qf_textures.h"
#include "gl_draw.h"
#include "r_cvar.h"
#include "r_dynamic.h"
#include "r_local.h"
#include "r_screen.h"
mat4_t glsl_projection;
mat4_t glsl_view;
VISIBLE vec3_t r_origin, vpn, vright, vup;
VISIBLE refdef_t r_refdef;
qboolean r_cache_thrash;
int r_init;
int r_framecount;
int d_lightstylevalue[256];
int r_visframecount;
entity_t r_worldentity;
entity_t *currententity;
void
gl_overbright_f (cvar_t *var)
{
}
VISIBLE void
R_ViewChanged (float aspect)
{
double xmin, xmax, ymin, ymax;
float fovx, fovy, neard, fard;
vec_t *proj = glsl_projection;
fovx = r_refdef.fov_x;
fovy = r_refdef.fov_y;
neard = r_nearclip->value;
fard = r_farclip->value;
ymax = neard * tan (fovy * M_PI / 360); // fov_2 / 2
ymin = -ymax;
xmax = neard * tan (fovx * M_PI / 360); // fov_2 / 2
xmin = -xmax;
proj[0] = (2 * neard) / (xmax - xmin);
proj[4] = 0;
proj[8] = (xmax + xmin) / (xmax - xmin);
proj[12] = 0;
proj[1] = 0;
proj[5] = (2 * neard) / (ymax - ymin);
proj[9] = (ymax + ymin) / (ymax - ymin);
proj[13] = 0;
proj[2] = 0;
proj[6] = 0;
proj[10] = (fard + neard) / (neard - fard);
proj[14] = (2 * fard + neard) / (neard - fard);
proj[3] = 0;
proj[7] = 0;
proj[11] = -1;
proj[15] = 0;
}
void
R_SetupFrame (void)
{
R_AnimateLight ();
R_ClearEnts ();
r_framecount++;
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
r_viewleaf = Mod_PointInLeaf (r_origin, r_worldentity.model);
}
static void
R_SetupView (void)
{
float x, y, w, h;
mat4_t mat;
static mat4_t z_up = {
0, 0, -1, 0,
-1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 0, 1,
};
x = r_refdef.vrect.x;
y = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height));
w = r_refdef.vrect.width;
h = r_refdef.vrect.height;
qfglViewport (x, y, w, h);
Mat4Zero (mat);
VectorCopy (vpn, mat + 0);
VectorNegate (vright, mat + 4); // we want vleft
VectorCopy (vup, mat + 8);
mat[15] = 1;
Mat4Transpose (mat, mat);//AngleVectors gives the transpose of what we want
Mat4Mult (z_up, mat, glsl_view);
Mat4Identity (mat);
VectorNegate (r_refdef.vieworg, mat + 12);
Mat4Mult (glsl_view, mat, glsl_view);
qfglEnable (GL_CULL_FACE);
qfglEnable (GL_DEPTH_TEST);
}
static void
R_RenderEntities (void)
{
entity_t *ent;
if (!r_drawentities->int_val)
return;
R_AliasBegin ();
for (ent = r_ent_queue; ent; ent = ent->next) {
if (ent->model->type != mod_alias)
continue;
currententity = ent;
R_DrawAlias ();
}
R_AliasEnd ();
R_SpriteBegin ();
for (ent = r_ent_queue; ent; ent = ent->next) {
if (ent->model->type != mod_sprite)
continue;
currententity = ent;
R_DrawSprite ();
}
R_SpriteEnd ();
}
VISIBLE void
R_RenderView (void)
{
R_SetupFrame ();
R_SetupView ();
R_MarkLeaves ();
R_PushDlights (vec3_origin);
R_DrawWorld ();
R_RenderEntities ();
}
VISIBLE void
R_Init (void)
{
R_InitParticles ();
R_InitAlias ();
R_InitSprites ();
}
VISIBLE void
R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
{
memset (&r_worldentity, 0, sizeof (r_worldentity));
r_worldentity.model = worldmodel;
R_FreeAllEntities ();
R_ClearParticles ();
R_BuildLightmaps (models, num_models);
R_BuildDisplayLists (models, num_models);
}
VISIBLE void
R_LoadSkys (const char *sky)
{
}
VISIBLE void
Fog_Update (float density, float red, float green, float blue, float time)
{
}
VISIBLE void
Fog_ParseWorldspawn (struct plitem_s *worldspawn)
{
}
VISIBLE void
Skin_Player_Model (model_t *model)
{
}
VISIBLE void
Skin_Set_Translate (int top, int bottom, void *_dest)
{
}
VISIBLE void
Skin_Do_Translation (skin_t *player_skin, int slot, skin_t *skin)
{
}
VISIBLE void
Skin_Do_Translation_Model (struct model_s *model, int skinnum, int slot,
skin_t *skin)
{
}
VISIBLE void
Skin_Process (skin_t *skin, struct tex_s * tex)
{
}
VISIBLE void
Skin_Init_Translation (void)
{
}
VISIBLE void
R_LineGraph (int x, int y, int *h_vals, int count)
{
}
VISIBLE int
GL_LoadTexture (const char *identifier, int width, int height, byte *data,
qboolean mipmap, qboolean alpha, int bytesperpixel)
{
return 0;
}
VISIBLE void
R_ClearState (void)
{
R_ClearEfrags ();
R_ClearDlights ();
R_ClearParticles ();
}
VISIBLE void
D_FlushCaches (void)
{
}