/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code 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 3 of the License, or (at your option) any later version. Doom 3 Source Code 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 Doom 3 Source Code. If not, see . In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below. If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA. =========================================================================== */ #include "sys/platform.h" #include "idlib/LangDict.h" #include "framework/Licensee.h" #include "framework/Console.h" #include "framework/Session.h" #include "renderer/VertexCache.h" #include "renderer/ModelManager.h" #include "renderer/RenderWorld_local.h" #include "renderer/GuiModel.h" #include "sound/sound.h" #include "ui/UserInterface.h" #include "renderer/tr_local.h" #include "framework/GameCallbacks_local.h" // functions that are not called every frame glconfig_t glConfig; idCVar r_useLightPortalFlow( "r_useLightPortalFlow", "1", CVAR_RENDERER | CVAR_BOOL, "use a more precise area reference determination" ); idCVar r_multiSamples( "r_multiSamples", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "number of antialiasing samples" ); idCVar r_mode( "r_mode", "5", CVAR_ARCHIVE | CVAR_RENDERER | CVAR_INTEGER, "video mode number" ); idCVar r_displayRefresh( "r_displayRefresh", "0", CVAR_RENDERER | CVAR_INTEGER | CVAR_NOCHEAT, "optional display refresh rate option for vid mode", 0.0f, 200.0f ); idCVar r_fullscreen( "r_fullscreen", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL | CVAR_ROM, "0 = windowed, 1 = full screen" ); idCVar r_customWidth( "r_customWidth", "720", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "custom screen width. set r_mode to -1 to activate" ); idCVar r_customHeight( "r_customHeight", "486", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "custom screen height. set r_mode to -1 to activate" ); idCVar r_checkBounds( "r_checkBounds", "0", CVAR_RENDERER | CVAR_BOOL, "compare all surface bounds with precalculated ones" ); idCVar r_usePhong("r_usePhong", "1", CVAR_RENDERER | CVAR_BOOL, "use phong instead of blinn-phong shader for interactions" ); idCVar r_specularExponent("r_specularExponent", "3", CVAR_RENDERER | CVAR_FLOAT, "specular exponent, to be used in GLSL shaders" ); idCVar r_useConstantMaterials( "r_useConstantMaterials", "1", CVAR_RENDERER | CVAR_BOOL, "use pre-calculated material registers if possible" ); idCVar r_useSilRemap( "r_useSilRemap", "1", CVAR_RENDERER | CVAR_BOOL, "consider verts with the same XYZ, but different ST the same for shadows" ); idCVar r_useNodeCommonChildren( "r_useNodeCommonChildren", "1", CVAR_RENDERER | CVAR_BOOL, "stop pushing reference bounds early when possible" ); idCVar r_useShadowProjectedCull( "r_useShadowProjectedCull", "1", CVAR_RENDERER | CVAR_BOOL, "discard triangles outside light volume before shadowing" ); idCVar r_useShadowSurfaceScissor( "r_useShadowSurfaceScissor", "1", CVAR_RENDERER | CVAR_BOOL, "scissor shadows by the scissor rect of the interaction surfaces" ); idCVar r_useInteractionTable( "r_useInteractionTable", "1", CVAR_RENDERER | CVAR_BOOL, "create a full entityDefs * lightDefs table to make finding interactions faster" ); idCVar r_useTurboShadow( "r_useTurboShadow", "1", CVAR_RENDERER | CVAR_BOOL, "use the infinite projection with W technique for dynamic shadows" ); idCVar r_useDeferredTangents( "r_useDeferredTangents", "1", CVAR_RENDERER | CVAR_BOOL, "defer tangents calculations after deform" ); idCVar r_useCachedDynamicModels( "r_useCachedDynamicModels", "1", CVAR_RENDERER | CVAR_BOOL, "cache snapshots of dynamic models" ); idCVar r_useStateCaching( "r_useStateCaching", "1", CVAR_RENDERER | CVAR_BOOL, "avoid redundant state changes in GL_*() calls" ); idCVar r_useInfiniteFarZ( "r_useInfiniteFarZ", "1", CVAR_RENDERER | CVAR_BOOL, "use the no-far-clip-plane trick" ); idCVar r_znear( "r_znear", "3", CVAR_RENDERER | CVAR_FLOAT, "near Z clip plane distance", 0.001f, 200.0f ); idCVar r_ignoreGLErrors( "r_ignoreGLErrors", "1", CVAR_RENDERER | CVAR_BOOL, "ignore GL errors" ); idCVar r_finish( "r_finish", "0", CVAR_RENDERER | CVAR_BOOL, "force a call to glFinish() every frame" ); idCVar r_swapInterval( "r_swapInterval", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "changes the GL swap interval" ); idCVar r_gamma( "r_gamma", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "changes gamma tables", 0.5f, 3.0f ); idCVar r_brightness( "r_brightness", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_FLOAT, "changes gamma tables", 0.5f, 3.0f ); idCVar r_jitter( "r_jitter", "0", CVAR_RENDERER | CVAR_BOOL, "randomly subpixel jitter the projection matrix" ); idCVar r_skipSuppress( "r_skipSuppress", "0", CVAR_RENDERER | CVAR_BOOL, "ignore the per-view suppressions" ); idCVar r_skipPostProcess( "r_skipPostProcess", "0", CVAR_RENDERER | CVAR_BOOL, "skip all post-process renderings" ); idCVar r_skipInteractions( "r_skipInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "skip all light/surface interaction drawing" ); idCVar r_skipDynamicTextures( "r_skipDynamicTextures", "0", CVAR_RENDERER | CVAR_BOOL, "don't dynamically create textures" ); idCVar r_skipCopyTexture( "r_skipCopyTexture", "0", CVAR_RENDERER | CVAR_BOOL, "do all rendering, but don't actually copyTexSubImage2D" ); idCVar r_skipBackEnd( "r_skipBackEnd", "0", CVAR_RENDERER | CVAR_BOOL, "don't draw anything" ); idCVar r_skipRender( "r_skipRender", "0", CVAR_RENDERER | CVAR_BOOL, "skip 3D rendering, but pass 2D" ); idCVar r_skipTranslucent( "r_skipTranslucent", "0", CVAR_RENDERER | CVAR_BOOL, "skip the translucent interaction rendering" ); idCVar r_skipAmbient( "r_skipAmbient", "0", CVAR_RENDERER | CVAR_BOOL, "bypasses all non-interaction drawing" ); idCVar r_skipNewAmbient( "r_skipNewAmbient", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "bypasses all vertex/fragment program ambient drawing" ); idCVar r_skipBlendLights( "r_skipBlendLights", "0", CVAR_RENDERER | CVAR_BOOL, "skip all blend lights" ); idCVar r_skipFogLights( "r_skipFogLights", "0", CVAR_RENDERER | CVAR_BOOL, "skip all fog lights" ); idCVar r_skipDeforms( "r_skipDeforms", "0", CVAR_RENDERER | CVAR_BOOL, "leave all deform materials in their original state" ); idCVar r_skipFrontEnd( "r_skipFrontEnd", "0", CVAR_RENDERER | CVAR_BOOL, "bypasses all front end work, but 2D gui rendering still draws" ); idCVar r_skipUpdates( "r_skipUpdates", "0", CVAR_RENDERER | CVAR_BOOL, "1 = don't accept any entity or light updates, making everything static" ); idCVar r_skipOverlays( "r_skipOverlays", "0", CVAR_RENDERER | CVAR_BOOL, "skip overlay surfaces" ); idCVar r_skipSpecular( "r_skipSpecular", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_CHEAT | CVAR_ARCHIVE, "use black for specular1" ); idCVar r_skipBump( "r_skipBump", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "uses a flat surface instead of the bump map" ); idCVar r_skipDiffuse( "r_skipDiffuse", "0", CVAR_RENDERER | CVAR_BOOL, "use black for diffuse" ); idCVar r_skipROQ( "r_skipROQ", "0", CVAR_RENDERER | CVAR_BOOL, "skip ROQ decoding" ); idCVar r_ignore( "r_ignore", "0", CVAR_RENDERER, "used for random debugging without defining new vars" ); idCVar r_ignore2( "r_ignore2", "0", CVAR_RENDERER, "used for random debugging without defining new vars" ); idCVar r_usePreciseTriangleInteractions( "r_usePreciseTriangleInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "1 = do winding clipping to determine if each ambiguous tri should be lit" ); idCVar r_useCulling( "r_useCulling", "2", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = sphere, 2 = sphere + box", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> ); idCVar r_useLightCulling( "r_useLightCulling", "3", CVAR_RENDERER | CVAR_INTEGER, "0 = none, 1 = box, 2 = exact clip of polyhedron faces, 3 = also areas", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> ); idCVar r_useLightScissors( "r_useLightScissors", "1", CVAR_RENDERER | CVAR_BOOL, "1 = use custom scissor rectangle for each light" ); idCVar r_useClippedLightScissors( "r_useClippedLightScissors", "1", CVAR_RENDERER | CVAR_INTEGER, "0 = full screen when near clipped, 1 = exact when near clipped, 2 = exact always", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> ); idCVar r_useEntityCulling( "r_useEntityCulling", "1", CVAR_RENDERER | CVAR_BOOL, "0 = none, 1 = box" ); idCVar r_useEntityScissors( "r_useEntityScissors", "0", CVAR_RENDERER | CVAR_BOOL, "1 = use custom scissor rectangle for each entity" ); idCVar r_useInteractionCulling( "r_useInteractionCulling", "1", CVAR_RENDERER | CVAR_BOOL, "1 = cull interactions" ); idCVar r_useInteractionScissors( "r_useInteractionScissors", "2", CVAR_RENDERER | CVAR_INTEGER, "1 = use a custom scissor rectangle for each shadow interaction, 2 = also crop using portal scissors", -2, 2, idCmdSystem::ArgCompletion_Integer<-2,2> ); idCVar r_useShadowCulling( "r_useShadowCulling", "1", CVAR_RENDERER | CVAR_BOOL, "try to cull shadows from partially visible lights" ); idCVar r_useFrustumFarDistance( "r_useFrustumFarDistance", "0", CVAR_RENDERER | CVAR_FLOAT, "if != 0 force the view frustum far distance to this distance" ); idCVar r_clear( "r_clear", "2", CVAR_RENDERER, "force screen clear every frame, 1 = purple, 2 = black, 'r g b' = custom" ); idCVar r_offsetFactor( "r_offsetfactor", "0", CVAR_RENDERER | CVAR_FLOAT, "polygon offset parameter" ); idCVar r_offsetUnits( "r_offsetunits", "-600", CVAR_RENDERER | CVAR_FLOAT, "polygon offset parameter" ); idCVar r_shadowPolygonOffset( "r_shadowPolygonOffset", "-1", CVAR_RENDERER | CVAR_FLOAT, "bias value added to depth test for stencil shadow drawing" ); idCVar r_shadowPolygonFactor( "r_shadowPolygonFactor", "0", CVAR_RENDERER | CVAR_FLOAT, "scale value for stencil shadow drawing" ); idCVar r_skipSubviews( "r_skipSubviews", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = don't render any gui elements on surfaces" ); idCVar r_skipGuiShaders( "r_skipGuiShaders", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = skip all gui elements on surfaces, 2 = skip drawing but still handle events, 3 = draw but skip events", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> ); idCVar r_skipParticles( "r_skipParticles", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = skip all particle systems", 0, 1, idCmdSystem::ArgCompletion_Integer<0,1> ); idCVar r_subviewOnly( "r_subviewOnly", "0", CVAR_RENDERER | CVAR_BOOL, "1 = don't render main view, allowing subviews to be debugged" ); idCVar r_shadows( "r_shadows", "0", CVAR_RENDERER | CVAR_BOOL | CVAR_ARCHIVE, "enable shadows" ); idCVar r_testGamma( "r_testGamma", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels", 0, 195 ); idCVar r_testGammaBias( "r_testGammaBias", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels" ); idCVar r_testStepGamma( "r_testStepGamma", "0", CVAR_RENDERER | CVAR_FLOAT, "if > 0 draw a grid pattern to test gamma levels" ); idCVar r_lightScale( "r_lightScale", "2", CVAR_RENDERER | CVAR_FLOAT, "all light intensities are multiplied by this" ); idCVar r_lightSourceRadius( "r_lightSourceRadius", "0", CVAR_RENDERER | CVAR_FLOAT, "for soft-shadow sampling" ); idCVar r_flareSize( "r_flareSize", "1", CVAR_RENDERER | CVAR_FLOAT, "scale the flare deforms from the material def" ); idCVar r_useExternalShadows( "r_useExternalShadows", "1", CVAR_RENDERER | CVAR_INTEGER, "1 = skip drawing caps when outside the light volume, 2 = force to no caps for testing", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> ); idCVar r_useOptimizedShadows( "r_useOptimizedShadows", "1", CVAR_RENDERER | CVAR_BOOL, "use the dmap generated static shadow volumes" ); idCVar r_useScissor( "r_useScissor", "1", CVAR_RENDERER | CVAR_BOOL, "scissor clip as portals and lights are processed" ); idCVar r_screenFraction( "r_screenFraction", "100", CVAR_RENDERER | CVAR_INTEGER, "for testing fill rate, the resolution of the entire screen can be changed" ); idCVar r_demonstrateBug( "r_demonstrateBug", "0", CVAR_RENDERER | CVAR_BOOL, "used during development to show IHV's their problems" ); idCVar r_usePortals( "r_usePortals", "1", CVAR_RENDERER | CVAR_BOOL, " 1 = use portals to perform area culling, otherwise draw everything" ); idCVar r_singleLight( "r_singleLight", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one light" ); idCVar r_singleEntity( "r_singleEntity", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one entity" ); idCVar r_singleSurface( "r_singleSurface", "-1", CVAR_RENDERER | CVAR_INTEGER, "suppress all but one surface on each entity" ); idCVar r_singleArea( "r_singleArea", "0", CVAR_RENDERER | CVAR_BOOL, "only draw the portal area the view is actually in" ); idCVar r_forceLoadImages( "r_forceLoadImages", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "draw all images to screen after registration" ); idCVar r_orderIndexes( "r_orderIndexes", "1", CVAR_RENDERER | CVAR_BOOL, "perform index reorganization to optimize vertex use" ); idCVar r_lightAllBackFaces( "r_lightAllBackFaces", "0", CVAR_RENDERER | CVAR_BOOL, "light all the back faces, even when they would be shadowed" ); // visual debugging info idCVar r_showPortals( "r_showPortals", "0", CVAR_RENDERER | CVAR_BOOL, "draw portal outlines in color based on passed / not passed" ); idCVar r_showUnsmoothedTangents( "r_showUnsmoothedTangents", "0", CVAR_RENDERER | CVAR_BOOL, "if 1, put all nvidia register combiner programming in display lists" ); idCVar r_showSilhouette( "r_showSilhouette", "0", CVAR_RENDERER | CVAR_BOOL, "highlight edges that are casting shadow planes" ); idCVar r_showVertexColor( "r_showVertexColor", "0", CVAR_RENDERER | CVAR_BOOL, "draws all triangles with the solid vertex color" ); idCVar r_showUpdates( "r_showUpdates", "0", CVAR_RENDERER | CVAR_BOOL, "report entity and light updates and ref counts" ); idCVar r_showDemo( "r_showDemo", "0", CVAR_RENDERER | CVAR_BOOL, "report reads and writes to the demo file" ); idCVar r_showDynamic( "r_showDynamic", "0", CVAR_RENDERER | CVAR_BOOL, "report stats on dynamic surface generation" ); idCVar r_showDefs( "r_showDefs", "0", CVAR_RENDERER | CVAR_BOOL, "report the number of modeDefs and lightDefs in view" ); idCVar r_showIntensity( "r_showIntensity", "0", CVAR_RENDERER | CVAR_BOOL, "draw the screen colors based on intensity, red = 0, green = 128, blue = 255" ); idCVar r_showLights( "r_showLights", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = just print volumes numbers, highlighting ones covering the view, 2 = also draw planes of each volume, 3 = also draw edges of each volume", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> ); idCVar r_showShadowCount( "r_showShadowCount", "0", CVAR_RENDERER | CVAR_INTEGER, "colors screen based on shadow volume depth complexity, >= 2 = print overdraw count based on stencil index values, 3 = only show turboshadows, 4 = only show static shadows", 0, 4, idCmdSystem::ArgCompletion_Integer<0,4> ); idCVar r_showLightScissors( "r_showLightScissors", "0", CVAR_RENDERER | CVAR_BOOL, "show light scissor rectangles" ); idCVar r_showEntityScissors( "r_showEntityScissors", "0", CVAR_RENDERER | CVAR_BOOL, "show entity scissor rectangles" ); idCVar r_showInteractionFrustums( "r_showInteractionFrustums", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = show a frustum for each interaction, 2 = also draw lines to light origin, 3 = also draw entity bbox", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> ); idCVar r_showInteractionScissors( "r_showInteractionScissors", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = show screen rectangle which contains the interaction frustum, 2 = also draw construction lines", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> ); idCVar r_showLightCount( "r_showLightCount", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = colors surfaces based on light count, 2 = also count everything through walls, 3 = also print overdraw", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> ); idCVar r_showViewEntitys( "r_showViewEntitys", "0", CVAR_RENDERER | CVAR_INTEGER, "1 = displays the bounding boxes of all view models, 2 = print index numbers" ); idCVar r_showTris( "r_showTris", "0", CVAR_RENDERER | CVAR_INTEGER, "enables wireframe rendering of the world, 1 = only draw visible ones, 2 = draw all front facing, 3 = draw all", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> ); idCVar r_showSurfaceInfo( "r_showSurfaceInfo", "0", CVAR_RENDERER | CVAR_BOOL, "show surface material name under crosshair" ); idCVar r_showNormals( "r_showNormals", "0", CVAR_RENDERER | CVAR_FLOAT, "draws wireframe normals" ); idCVar r_showMemory( "r_showMemory", "0", CVAR_RENDERER | CVAR_BOOL, "print frame memory utilization" ); idCVar r_showCull( "r_showCull", "0", CVAR_RENDERER | CVAR_BOOL, "report sphere and box culling stats" ); idCVar r_showInteractions( "r_showInteractions", "0", CVAR_RENDERER | CVAR_BOOL, "report interaction generation activity" ); idCVar r_showDepth( "r_showDepth", "0", CVAR_RENDERER | CVAR_BOOL, "display the contents of the depth buffer and the depth range" ); idCVar r_showSurfaces( "r_showSurfaces", "0", CVAR_RENDERER | CVAR_BOOL, "report surface/light/shadow counts" ); idCVar r_showPrimitives( "r_showPrimitives", "0", CVAR_RENDERER | CVAR_INTEGER, "report drawsurf/index/vertex counts" ); idCVar r_showEdges( "r_showEdges", "0", CVAR_RENDERER | CVAR_BOOL, "draw the sil edges" ); idCVar r_showTexturePolarity( "r_showTexturePolarity", "0", CVAR_RENDERER | CVAR_BOOL, "shade triangles by texture area polarity" ); idCVar r_showTangentSpace( "r_showTangentSpace", "0", CVAR_RENDERER | CVAR_INTEGER, "shade triangles by tangent space, 1 = use 1st tangent vector, 2 = use 2nd tangent vector, 3 = use normal vector", 0, 3, idCmdSystem::ArgCompletion_Integer<0,3> ); idCVar r_showDominantTri( "r_showDominantTri", "0", CVAR_RENDERER | CVAR_BOOL, "draw lines from vertexes to center of dominant triangles" ); idCVar r_showAlloc( "r_showAlloc", "0", CVAR_RENDERER | CVAR_BOOL, "report alloc/free counts" ); idCVar r_showTextureVectors( "r_showTextureVectors", "0", CVAR_RENDERER | CVAR_FLOAT, " if > 0 draw each triangles texture (tangent) vectors" ); idCVar r_lockSurfaces( "r_lockSurfaces", "0", CVAR_RENDERER | CVAR_BOOL, "allow moving the view point without changing the composition of the scene, including culling" ); idCVar r_useEntityCallbacks( "r_useEntityCallbacks", "1", CVAR_RENDERER | CVAR_BOOL, "if 0, issue the callback immediately at update time, rather than defering" ); idCVar r_showSkel( "r_showSkel", "0", CVAR_RENDERER | CVAR_INTEGER, "draw the skeleton when model animates, 1 = draw model with skeleton, 2 = draw skeleton only", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> ); idCVar r_jointNameScale( "r_jointNameScale", "0.02", CVAR_RENDERER | CVAR_FLOAT, "size of joint names when r_showskel is set to 1" ); idCVar r_jointNameOffset( "r_jointNameOffset", "0.5", CVAR_RENDERER | CVAR_FLOAT, "offset of joint names when r_showskel is set to 1" ); idCVar r_debugLineDepthTest( "r_debugLineDepthTest", "0", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "perform depth test on debug lines" ); idCVar r_debugLineWidth( "r_debugLineWidth", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "width of debug lines" ); idCVar r_debugArrowStep( "r_debugArrowStep", "120", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_INTEGER, "step size of arrow cone line rotation in degrees", 0, 120 ); idCVar r_debugPolygonFilled( "r_debugPolygonFilled", "1", CVAR_RENDERER | CVAR_BOOL, "draw a filled polygon" ); idCVar r_materialOverride( "r_materialOverride", "", CVAR_RENDERER, "overrides all materials", idCmdSystem::ArgCompletion_Decl ); idCVar r_debugRenderToTexture( "r_debugRenderToTexture", "0", CVAR_RENDERER | CVAR_INTEGER, "" ); // DG: let users disable the "scale menus to 4:3" hack idCVar r_scaleMenusTo43( "r_scaleMenusTo43", "1", CVAR_RENDERER | CVAR_ARCHIVE | CVAR_BOOL, "Scale menus, fullscreen videos and PDA to 4:3 aspect ratio" ); idCVar r_multithread("r_multithread", "1", CVAR_RENDERER | CVAR_BOOL, "Multithread backend"); idCVar r_noLight("r_noLight", "1", CVAR_RENDERER | CVAR_BOOL, "lighting disable hack"); idCVar r_useETC1("r_useETC1", "0", CVAR_RENDERER | CVAR_BOOL, "use ETC1 compression"); idCVar r_useETC1Cache("r_useETC1cache", "0", CVAR_RENDERER | CVAR_BOOL, "cache ETC1 data"); idCVar r_useIndexVBO("r_useIndexVBO", "0", CVAR_RENDERER | CVAR_BOOL, "Upload Index data to VBO"); idCVar r_useVertexVBO("r_useVertexVBO", "1", CVAR_RENDERER | CVAR_BOOL, "Upload Vertex data to VBO"); idCVar r_maxFps( "r_maxFps", "0", CVAR_RENDERER | CVAR_INTEGER, "Limit maximum FPS. 0 = unlimited" ); // define qgl functions #define QGLPROC(name, rettype, args) rettype (GL_APIENTRYP q##name) args; #include "renderer/qgl_proc.h" /* ================= R_CheckExtension ================= */ bool R_CheckExtension( const char *name ) { if ( !strstr( glConfig.extensions_string, name ) ) { common->Printf( "X..%s not found\n", name ); return false; } common->Printf( "...using %s\n", name ); return true; } /* ================== R_CheckPortableExtensions ================== */ static void R_CheckPortableExtensions( void ) { // GL_EXT_texture_filter_anisotropic (extension only) glConfig.anisotropicAvailable = R_CheckExtension( "GL_EXT_texture_filter_anisotropic" ); glConfig.npotAvailable = R_CheckExtension( "GL_OES_texture_npot" ); common->Printf(" npotAvailable: %d\n", glConfig.npotAvailable); glConfig.depthStencilAvailable = R_CheckExtension( "GL_OES_packed_depth_stencil" ); common->Printf(" depthStencilAvailable: %d\n", glConfig.depthStencilAvailable); if ( glConfig.anisotropicAvailable ) { qglGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &glConfig.maxTextureAnisotropy); common->Printf(" maxTextureAnisotropy: %f\n", glConfig.maxTextureAnisotropy); } else { glConfig.maxTextureAnisotropy = 1; } } /* ==================== R_GetModeInfo r_mode is normally a small non-negative integer that looks resolutions up in a table, but if it is set to -1, the values from r_customWidth, and r_customHeight will be used instead. ==================== */ typedef struct vidmode_s { const char *description; int width, height; } vidmode_t; vidmode_t r_vidModes[] = { // Useless modes (UI will not fit) { "Mode 0: 320x240", 320, 240 }, { "Mode 1: 400x300", 400, 300 }, { "Mode 2: 512x384", 512, 384 }, // Usable modes (UI will be OK) { "Mode 3: 640x480", 640, 480 }, { "Mode 4: 800x600", 800, 600 }, { "Mode 5: 960x640", 960, 640 }, { "Mode 6: 1024x640", 1024, 640 }, { "Mode 7: 1280x720", 1280, 720 }, { "Mode 8: 1024x768", 1024, 768 }, { "Mode 9: 1366x768", 1366, 768 }, { "Mode 10: 1152x864", 1152, 864 }, { "Mode 11: 1440x900", 1440, 900 }, { "Mode 12: 1600x900", 1600, 900 }, { "Mode 13: 1280x1024", 1280, 1024 }, { "Mode 14: 1400x1050", 1400, 1050 }, { "Mode 15: 1680x1050", 1680, 1050 }, { "Mode 16: 1920x1080", 1920, 1080 }, { "Mode 17: 1600x1200", 1600, 1200 }, { "Mode 18: 1920x1200", 1920, 1200 }, }; // DG: made this an enum so even stupid compilers accept it as array length below enum { s_numVidModes = sizeof( r_vidModes ) / sizeof( r_vidModes[0] ) }; static bool R_GetModeInfo( int *width, int *height, int mode ) { vidmode_t *vm; if ( mode < -1 ) { return false; } if ( mode >= s_numVidModes ) { return false; } if ( mode == -1 ) { *width = r_customWidth.GetInteger(); *height = r_customHeight.GetInteger(); return true; } vm = &r_vidModes[mode]; if ( width ) { *width = vm->width; } if ( height ) { *height = vm->height; } return true; } // DG: I added all this vidModeInfoPtr stuff, so I can have a second list of vidmodes // that are sorted (by width, height), instead of just r_mode index. // That way I can add modes without breaking r_mode, but still display them // sorted in the menu. struct vidModePtr { vidmode_t* vidMode; int modeIndex; }; static vidModePtr sortedVidModes[s_numVidModes]; static int vidModeCmp(const void* vm1, const void* vm2) { const vidModePtr* v1 = static_cast(vm1); const vidModePtr* v2 = static_cast(vm2); // D3Wasm: sort primarily by height, secondarily by width int wdiff = v1->vidMode->height - v2->vidMode->height; return (wdiff != 0) ? wdiff : (v1->vidMode->width - v2->vidMode->width); } static void initSortedVidModes() { if(sortedVidModes[0].vidMode != NULL) { // already initialized return; } for(int i=0; i= 3 && sortedVidModes[i].vidMode != NULL) { idStr modeStr; sprintf(modeStr, ";%dx%d", sortedVidModes[i].vidMode->width, sortedVidModes[i].vidMode->height); ret += modeStr; } } return ret; } // r_mode values for resolutions from R_GetVidModeListString(): "-1;3;4;5;..." idStr R_GetVidModeValsString(bool addCustom) { idStr ret = addCustom ? "-1" : ""; // for custom resolutions using r_customWidth/r_customHeight for(int i=0; i= 3 && sortedVidModes[i].vidMode != NULL) { ret += ";"; ret += sortedVidModes[i].modeIndex; } } return ret; } // DG end /* ================== R_InitOpenGL This function is responsible for initializing a valid OpenGL subsystem for rendering. This is done by calling the system specific GLimp_Init, which gives us a working OGL subsystem, then setting all necessary openGL state, including images, vertex programs, and display lists. Changes to the vertex cache size or smp state require a vid_restart. If glConfig.isInitialized is false, no rendering can take place, but all renderSystem functions will still operate properly, notably the material and model information functions. ================== */ void R_InitOpenGL( void ) { GLint temp; glimpParms_t parms; int i; common->Printf( "----- Initializing OpenGL -----\n" ); if ( glConfig.isInitialized ) { common->FatalError( "R_InitOpenGL called while active" ); } // Wait for BE to finish and take back the GL context ((idRenderSystemLocal*)renderSystem)->BackendThreadShutdown(); // in case we had an error while doing a tiled rendering tr.viewportOffset[0] = 0; tr.viewportOffset[1] = 0; initSortedVidModes(); // // initialize OS specific portions of the renderSystem // static bool GotContext = false; if(!GotContext) { for ( i = 0 ; i < 2 ; i++ ) { // set the parameters we are trying R_GetModeInfo( &glConfig.vidWidth, &glConfig.vidHeight, r_mode.GetInteger() ); parms.width = glConfig.vidWidth; parms.height = glConfig.vidHeight; parms.fullScreen = r_fullscreen.GetBool(); parms.displayHz = r_displayRefresh.GetInteger(); parms.multiSamples = r_multiSamples.GetInteger(); parms.stereo = false; if ( GLimp_Init( parms ) ) { // it worked break; } if ( i == 1 ) { common->FatalError( "Unable to initialize OpenGL" ); } // if we failed, set everything back to "safe mode" // and try again r_mode.SetInteger( 3 ); r_fullscreen.SetInteger( 0 ); r_displayRefresh.SetInteger( 0 ); r_multiSamples.SetInteger( 0 ); } } GotContext = true; // load qgl function pointers #define QGLPROC(name, rettype, args) \ q##name = (rettype(GL_APIENTRYP)args)GLimp_ExtensionPointer(#name); \ if (!q##name) \ common->FatalError("Unable to initialize OpenGL (%s)", #name); #include "renderer/qgl_proc.h" // input and sound systems need to be tied to the new window Sys_InitInput(); soundSystem->InitHW(); // get our config strings glConfig.vendor_string = (const char *)qglGetString(GL_VENDOR); glConfig.renderer_string = (const char *)qglGetString(GL_RENDERER); glConfig.version_string = (const char *)qglGetString(GL_VERSION); glConfig.extensions_string = (const char *)qglGetString(GL_EXTENSIONS); // OpenGL driver constants qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &temp ); glConfig.maxTextureSize = temp; // stubbed or broken drivers may have reported 0... if ( glConfig.maxTextureSize <= 0 ) { glConfig.maxTextureSize = 256; } qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, (GLint *)&glConfig.maxTextureUnits); if (glConfig.maxTextureUnits > MAX_MULTITEXTURE_UNITS) { glConfig.maxTextureUnits = MAX_MULTITEXTURE_UNITS; } glConfig.isInitialized = true; common->Printf("OpenGL vendor: %s\n", glConfig.vendor_string ); common->Printf("OpenGL renderer: %s\n", glConfig.renderer_string ); common->Printf("OpenGL version: %s\n", glConfig.version_string ); // recheck all the extensions (FIXME: this might be dangerous) R_CheckPortableExtensions(); cmdSystem->AddCommand("reloadGLSLprograms", R_ReloadGLSLPrograms_f, CMD_FL_RENDERER, "reloads GLSL programs"); R_ReloadGLSLPrograms_f(idCmdArgs()); // allocate the vertex array range or vertex objects vertexCache.Init(); common->Printf("using GLSL renderSystem\n"); // allocate the frame data, which may be more if smp is enabled R_InitFrameData(); vertexCache.BeginBackEnd(vertexCache.GetListNum()+1); vertexCache.EndFrame(); // Reset our gamma R_SetColorMappings(); common->Printf( "----- OpenGL Initialization complete-----\n" ); } /* ================== GL_CheckErrors ================== */ void GL_CheckErrors( void ) { int err; char s[64]; int i; if (r_ignoreGLErrors.GetBool()) { return; } // check for up to 10 errors pending for ( i = 0 ; i < 10 ; i++ ) { err = qglGetError(); if ( err == GL_NO_ERROR ) { return; } switch( err ) { case GL_INVALID_ENUM: strcpy( s, "GL_INVALID_ENUM" ); break; case GL_INVALID_VALUE: strcpy( s, "GL_INVALID_VALUE" ); break; case GL_INVALID_OPERATION: strcpy( s, "GL_INVALID_OPERATION" ); break; case GL_OUT_OF_MEMORY: strcpy( s, "GL_OUT_OF_MEMORY" ); break; default: idStr::snPrintf( s, sizeof(s), "%i", err); break; } if ( !r_ignoreGLErrors.GetBool() ) { common->Printf( "GL_CheckErrors: %s\n", s ); } } } /* ===================== R_ReloadSurface_f Reload the material displayed by r_showSurfaceInfo ===================== */ static void R_ReloadSurface_f( const idCmdArgs &args ) { modelTrace_t mt; idVec3 start, end; // start far enough away that we don't hit the player model start = tr.primaryView->renderView.vieworg + tr.primaryView->renderView.viewaxis[0] * 16; end = start + tr.primaryView->renderView.viewaxis[0] * 1000.0f; if ( !tr.primaryWorld->Trace( mt, start, end, 0.0f, false ) ) { return; } common->Printf( "Reloading %s\n", mt.material->GetName() ); // reload the decl mt.material->base->Reload(); // reload any images used by the decl mt.material->ReloadImages( false ); } /* ============== R_ListModes_f ============== */ static void R_ListModes_f( const idCmdArgs &args ) { int i; common->Printf( "\n" ); for ( i = 0; i < s_numVidModes; i++ ) { common->Printf( "%s\n", r_vidModes[i].description ); } common->Printf( "\n" ); } /* ============= R_TestImage_f Display the given image centered on the screen. testimage testimage ============= */ /*void R_TestImage_f( const idCmdArgs &args ) { int imageNum; if ( tr.testVideo ) { delete tr.testVideo; tr.testVideo = NULL; } tr.testImage = NULL; if ( args.Argc() != 2 ) { return; } if ( idStr::IsNumeric( args.Argv(1) ) ) { imageNum = atoi( args.Argv(1) ); if ( imageNum >= 0 && imageNum < globalImages->images.Num() ) { tr.testImage = globalImages->images[imageNum]; } } else { tr.testImage = globalImages->ImageFromFile( args.Argv( 1 ), TF_DEFAULT, false, TR_REPEAT, TD_DEFAULT ); } }*/ /* ============= R_TestVideo_f Plays the cinematic file in a testImage ============= */ /*void R_TestVideo_f( const idCmdArgs &args ) { if ( tr.testVideo ) { delete tr.testVideo; tr.testVideo = NULL; } tr.testImage = NULL; if ( args.Argc() < 2 ) { return; } tr.testImage = globalImages->ImageFromFile( "_scratch", TF_DEFAULT, false, TR_REPEAT, TD_DEFAULT ); tr.testVideo = idCinematic::Alloc(); tr.testVideo->InitFromFile( args.Argv( 1 ), true ); cinData_t cin; cin = tr.testVideo->ImageForTime( 0 ); if ( !cin.image ) { delete tr.testVideo; tr.testVideo = NULL; tr.testImage = NULL; return; } common->Printf( "%i x %i images\n", cin.imageWidth, cin.imageHeight ); int len = tr.testVideo->AnimationLength(); common->Printf( "%5.1f seconds of video\n", len * 0.001 ); tr.testVideoStartTime = tr.primaryRenderView.time * 0.001; // try to play the matching wav file idStr wavString = args.Argv( ( args.Argc() == 2 ) ? 1 : 2 ); wavString.StripFileExtension(); wavString = wavString + ".wav"; session->sw->PlayShaderDirectly( wavString.c_str() ); }*/ static int R_QsortSurfaceAreas( const void *a, const void *b ) { const idMaterial *ea, *eb; int ac, bc; ea = *(idMaterial **)a; if ( !ea->EverReferenced() ) { ac = 0; } else { ac = ea->GetSurfaceArea(); } eb = *(idMaterial **)b; if ( !eb->EverReferenced() ) { bc = 0; } else { bc = eb->GetSurfaceArea(); } if ( ac < bc ) { return -1; } if ( ac > bc ) { return 1; } return idStr::Icmp( ea->GetName(), eb->GetName() ); } /* =================== R_ReportSurfaceAreas_f Prints a list of the materials sorted by surface area =================== */ void R_ReportSurfaceAreas_f( const idCmdArgs &args ) { int i, count; idMaterial **list; count = declManager->GetNumDecls( DECL_MATERIAL ); list = (idMaterial **)_alloca( count * sizeof( *list ) ); for ( i = 0 ; i < count ; i++ ) { list[i] = (idMaterial *)declManager->DeclByIndex( DECL_MATERIAL, i, false ); } qsort( list, count, sizeof( list[0] ), R_QsortSurfaceAreas ); // skip over ones with 0 area for ( i = 0 ; i < count ; i++ ) { if ( list[i]->GetSurfaceArea() > 0 ) { break; } } for ( ; i < count ; i++ ) { // report size in "editor blocks" int blocks = list[i]->GetSurfaceArea() / 4096.0; common->Printf( "%7i %s\n", blocks, list[i]->GetName() ); } } /* =================== R_ReportImageDuplication_f Checks for images with the same hash value and does a better comparison =================== */ void R_ReportImageDuplication_f( const idCmdArgs &args ) { int i, j; common->Printf( "Images with duplicated contents:\n" ); int count = 0; for ( i = 0 ; i < globalImages->images.Num() ; i++ ) { idImage *image1 = globalImages->images[i]; if ( image1->generatorFunction ) { // ignore procedural images continue; } if ( image1->cubeFiles != CF_2D ) { // ignore cube maps continue; } if ( image1->defaulted ) { continue; } byte *data1; int w1, h1; R_LoadImageProgram( image1->imgName, &data1, &w1, &h1, NULL ); for ( j = 0 ; j < i ; j++ ) { idImage *image2 = globalImages->images[j]; if ( image2->generatorFunction ) { continue; } if ( image2->cubeFiles != CF_2D ) { continue; } if ( image2->defaulted ) { continue; } if ( image1->imageHash != image2->imageHash ) { continue; } if ( image2->uploadWidth != image1->uploadWidth || image2->uploadHeight != image1->uploadHeight ) { continue; } if ( !idStr::Icmp( image1->imgName, image2->imgName ) ) { // ignore same image-with-different-parms continue; } byte *data2; int w2, h2; R_LoadImageProgram( image2->imgName, &data2, &w2, &h2, NULL ); if ( w2 != w1 || h2 != h1 ) { R_StaticFree( data2 ); continue; } if ( memcmp( data1, data2, w1*h1*4 ) ) { R_StaticFree( data2 ); continue; } R_StaticFree( data2 ); common->Printf( "%s == %s\n", image1->imgName.c_str(), image2->imgName.c_str() ); session->UpdateScreen( true ); count++; break; } R_StaticFree( data1 ); } common->Printf( "%i / %i collisions\n", count, globalImages->images.Num() ); } /* ============================================================================== THROUGHPUT BENCHMARKING ============================================================================== */ /* ================ R_RenderingFPS ================ */ static float R_RenderingFPS( const renderView_t *renderView ) { qglFinish(); int start = Sys_Milliseconds(); static const int SAMPLE_MSEC = 1000; int end; int count = 0; while( 1 ) { // render renderSystem->BeginFrame( glConfig.vidWidth, glConfig.vidHeight ); tr.primaryWorld->RenderScene( renderView ); renderSystem->EndFrame( NULL, NULL ); qglFinish(); count++; end = Sys_Milliseconds(); if ( end - start > SAMPLE_MSEC ) { break; } } float fps = count * 1000.0 / ( end - start ); return fps; } /* ================ R_Benchmark_f ================ */ void R_Benchmark_f( const idCmdArgs &args ) { float fps, msec; renderView_t view; if ( !tr.primaryView ) { common->Printf( "No primaryView for benchmarking\n" ); return; } view = tr.primaryRenderView; for ( int size = 100 ; size >= 10 ; size -= 10 ) { r_screenFraction.SetInteger( size ); fps = R_RenderingFPS( &view ); int kpix = glConfig.vidWidth * glConfig.vidHeight * ( size * 0.01 ) * ( size * 0.01 ) * 0.001; msec = 1000.0 / fps; common->Printf( "kpix: %4i msec:%5.1f fps:%5.1f\n", kpix, msec, fps ); } r_screenFraction.SetInteger( 100 ); } /* ============================================================================== SCREEN SHOTS ============================================================================== */ /* ==================== R_ReadTiledPixels Allows the rendering of an image larger than the actual window by tiling it into window-sized chunks and rendering each chunk separately If ref isn't specified, the full session UpdateScreen will be done. ==================== */ void R_ReadTiledPixels( int width, int height, byte *buffer, renderView_t *ref = NULL ) { // include extra space for OpenGL padding to word boundaries byte *temp = (byte *)R_StaticAlloc( (glConfig.vidWidth+4) * glConfig.vidHeight * 4 ); int oldWidth = glConfig.vidWidth; int oldHeight = glConfig.vidHeight; tr.tiledViewport[0] = width; tr.tiledViewport[1] = height; // disable scissor, so we don't need to adjust all those rects r_useScissor.SetBool( false ); for ( int xo = 0 ; xo < width ; xo += oldWidth ) { for ( int yo = 0 ; yo < height ; yo += oldHeight ) { tr.viewportOffset[0] = -xo; tr.viewportOffset[1] = -yo; if ( ref ) { tr.BeginFrame( oldWidth, oldHeight ); tr.primaryWorld->RenderScene( ref ); tr.EndFrame( NULL, NULL ); } else { session->UpdateScreen(false); } int w = oldWidth; if ( xo + w > width ) { w = width - xo; } int h = oldHeight; if ( yo + h > height ) { h = height - yo; } // Disabled for OES2 //qglReadBuffer( GL_FRONT ); qglReadPixels( 0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, temp ); int row = ( w * 4 + 4 ) & ~4; // OpenGL pads to dword boundaries for ( int y = 0 ; y < h ; y++ ) { memcpy( buffer + ( ( yo + y )* width + xo ) * 4, temp + y * row, w * 4 ); } } } r_useScissor.SetBool( true ); tr.viewportOffset[0] = 0; tr.viewportOffset[1] = 0; tr.tiledViewport[0] = 0; tr.tiledViewport[1] = 0; R_StaticFree( temp ); glConfig.vidWidth = oldWidth; glConfig.vidHeight = oldHeight; } /* ================== TakeScreenshot Move to tr_imagefiles.c... Will automatically tile render large screen shots if necessary Downsample is the number of steps to mipmap the image before saving it If ref == NULL, session->updateScreen will be used ================== */ void idRenderSystemLocal::TakeScreenshot( int width, int height, const char *fileName, int blends, renderView_t *ref ) { byte *buffer; int i, j, c, temp; takingScreenshot = true; int pix = width * height; buffer = (byte *)R_StaticAlloc(pix*4 + 18); memset (buffer, 0, 18); if ( blends <= 1 ) { R_ReadTiledPixels( width, height, buffer + 18, ref ); } else { unsigned short *shortBuffer = (unsigned short *)R_StaticAlloc(pix*2*4); memset (shortBuffer, 0, pix*2*4); // enable anti-aliasing jitter r_jitter.SetBool( true ); for ( i = 0 ; i < blends ; i++ ) { R_ReadTiledPixels( width, height, buffer + 18, ref ); for ( j = 0 ; j < pix*4 ; j++ ) { shortBuffer[j] += buffer[18+j]; } } // divide back to bytes for ( i = 0 ; i < pix*4 ; i++ ) { buffer[18+i] = shortBuffer[i] / blends; } R_StaticFree( shortBuffer ); r_jitter.SetBool( false ); } // fill in the header (this is vertically flipped, which qglReadPixels emits) buffer[2] = 2; // uncompressed type buffer[12] = width & 255; buffer[13] = width >> 8; buffer[14] = height & 255; buffer[15] = height >> 8; buffer[16] = 24; // pixel size // swap rgb to bgr c = 18 + width * height * 4; for (i=18 ; iWriteFile( fileName, buffer, c, "fs_cdpath" ); } else { fileSystem->WriteFile( fileName, buffer, c ); } R_StaticFree( buffer ); takingScreenshot = false; } /* ================== R_ScreenshotFilename Returns a filename with digits appended if we have saved a previous screenshot, don't scan from the beginning, because recording demo avis can involve thousands of shots ================== */ void R_ScreenshotFilename( int &lastNumber, const char *base, idStr &fileName ) { int a,b,c,d, e; bool fsrestrict = cvarSystem->GetCVarBool( "fs_restrict" ); cvarSystem->SetCVarBool( "fs_restrict", false ); lastNumber++; if ( lastNumber > 99999 ) { lastNumber = 99999; } for ( ; lastNumber < 99999 ; lastNumber++ ) { int frac = lastNumber; a = frac / 10000; frac -= a*10000; b = frac / 1000; frac -= b*1000; c = frac / 100; frac -= c*100; d = frac / 10; frac -= d*10; e = frac; sprintf( fileName, "%s%i%i%i%i%i.tga", base, a, b, c, d, e ); if ( lastNumber == 99999 ) { break; } int len = fileSystem->ReadFile( fileName, NULL, NULL ); if ( len <= 0 ) { break; } // check again... } cvarSystem->SetCVarBool( "fs_restrict", fsrestrict ); } /* ================== R_BlendedScreenShot screenshot screenshot [filename] screenshot [width] [height] screenshot [width] [height] [samples] ================== */ #define MAX_BLENDS 256 // to keep the accumulation in shorts void R_ScreenShot_f( const idCmdArgs &args ) { static int lastNumber = 0; idStr checkname; int width = glConfig.vidWidth; int height = glConfig.vidHeight; int blends = 0; switch ( args.Argc() ) { case 1: width = glConfig.vidWidth; height = glConfig.vidHeight; blends = 1; R_ScreenshotFilename( lastNumber, "screenshots/shot", checkname ); break; case 2: width = glConfig.vidWidth; height = glConfig.vidHeight; blends = 1; checkname = args.Argv( 1 ); break; case 3: width = atoi( args.Argv( 1 ) ); height = atoi( args.Argv( 2 ) ); blends = 1; R_ScreenshotFilename( lastNumber, "screenshots/shot", checkname ); break; case 4: width = atoi( args.Argv( 1 ) ); height = atoi( args.Argv( 2 ) ); blends = atoi( args.Argv( 3 ) ); if ( blends < 1 ) { blends = 1; } if ( blends > MAX_BLENDS ) { blends = MAX_BLENDS; } R_ScreenshotFilename( lastNumber, "screenshots/shot", checkname ); break; default: common->Printf( "usage: screenshot\n screenshot \n screenshot \n screenshot \n" ); return; } // put the console away console->Close(); tr.TakeScreenshot( width, height, checkname, blends, NULL ); common->Printf( "Wrote %s\n", checkname.c_str() ); } /* ================== R_EnvShot_f envshot Saves out env/_ft.tga, etc ================== */ void R_EnvShot_f( const idCmdArgs &args ) { idStr fullname; const char *baseName; int i; idMat3 axis[6]; renderView_t ref; viewDef_t primary; int blends; const char *extensions[6] = { "_px.tga", "_nx.tga", "_py.tga", "_ny.tga", "_pz.tga", "_nz.tga" }; int size; if ( args.Argc() != 2 && args.Argc() != 3 && args.Argc() != 4 ) { common->Printf( "USAGE: envshot [size] [blends]\n" ); return; } baseName = args.Argv( 1 ); blends = 1; if ( args.Argc() == 4 ) { size = atoi( args.Argv( 2 ) ); blends = atoi( args.Argv( 3 ) ); } else if ( args.Argc() == 3 ) { size = atoi( args.Argv( 2 ) ); blends = 1; } else { size = 256; blends = 1; } if ( !tr.primaryView ) { common->Printf( "No primary view.\n" ); return; } primary = *tr.primaryView; memset( &axis, 0, sizeof( axis ) ); axis[0][0][0] = 1; axis[0][1][2] = 1; axis[0][2][1] = 1; axis[1][0][0] = -1; axis[1][1][2] = -1; axis[1][2][1] = 1; axis[2][0][1] = 1; axis[2][1][0] = -1; axis[2][2][2] = -1; axis[3][0][1] = -1; axis[3][1][0] = -1; axis[3][2][2] = 1; axis[4][0][2] = 1; axis[4][1][0] = -1; axis[4][2][1] = 1; axis[5][0][2] = -1; axis[5][1][0] = 1; axis[5][2][1] = 1; for ( i = 0 ; i < 6 ; i++ ) { ref = primary.renderView; ref.x = ref.y = 0; ref.fov_x = ref.fov_y = 90; ref.width = glConfig.vidWidth; ref.height = glConfig.vidHeight; ref.viewaxis = axis[i]; sprintf( fullname, "env/%s%s", baseName, extensions[i] ); tr.TakeScreenshot( size, size, fullname, blends, &ref ); } common->Printf( "Wrote %s, etc\n", fullname.c_str() ); } //============================================================================ static idMat3 cubeAxis[6]; /* ================== R_SampleCubeMap ================== */ void R_SampleCubeMap( const idVec3 &dir, int size, byte *buffers[6], byte result[4] ) { float adir[3]; int axis, x, y; adir[0] = fabs(dir[0]); adir[1] = fabs(dir[1]); adir[2] = fabs(dir[2]); if ( dir[0] >= adir[1] && dir[0] >= adir[2] ) { axis = 0; } else if ( -dir[0] >= adir[1] && -dir[0] >= adir[2] ) { axis = 1; } else if ( dir[1] >= adir[0] && dir[1] >= adir[2] ) { axis = 2; } else if ( -dir[1] >= adir[0] && -dir[1] >= adir[2] ) { axis = 3; } else if ( dir[2] >= adir[1] && dir[2] >= adir[2] ) { axis = 4; } else { axis = 5; } float fx = (dir * cubeAxis[axis][1]) / (dir * cubeAxis[axis][0]); float fy = (dir * cubeAxis[axis][2]) / (dir * cubeAxis[axis][0]); fx = -fx; fy = -fy; x = size * 0.5 * (fx + 1); y = size * 0.5 * (fy + 1); if ( x < 0 ) { x = 0; } else if ( x >= size ) { x = size-1; } if ( y < 0 ) { y = 0; } else if ( y >= size ) { y = size-1; } result[0] = buffers[axis][(y*size+x)*4+0]; result[1] = buffers[axis][(y*size+x)*4+1]; result[2] = buffers[axis][(y*size+x)*4+2]; result[3] = buffers[axis][(y*size+x)*4+3]; } //============================================================================ extern float RB_overbright; /* =============== R_SetColorMappings =============== */ void R_SetColorMappings( void ) { RB_overbright = (r_brightness.GetFloat() * 2) - 1; if( RB_overbright < 1 ) RB_overbright = 1; LOGI("RB_overbright = %f",RB_overbright); } /* ================ GfxInfo_f ================ */ static void GfxInfo_f( const idCmdArgs &args ) { const char *fsstrings[] = { "windowed", "fullscreen" }; common->Printf( "\nGL_VENDOR: %s\n", glConfig.vendor_string ); common->Printf( "GL_RENDERER: %s\n", glConfig.renderer_string ); common->Printf( "GL_VERSION: %s\n", glConfig.version_string ); common->Printf( "GL_EXTENSIONS: %s\n", glConfig.extensions_string ); common->Printf( "GL_MAX_TEXTURE_SIZE: %d\n", glConfig.maxTextureSize ); common->Printf( "GL_MAX_TEXTURE_UNITS: %d\n", glConfig.maxTextureUnits ); common->Printf( "\nPIXELFORMAT: RGBA(%d-bits) Z(%d-bit) stencil(%d-bits)\n", glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits ); common->Printf( "MODE: %d, %d x %d %s hz:", r_mode.GetInteger(), glConfig.vidWidth, glConfig.vidHeight, fsstrings[r_fullscreen.GetBool()] ); if ( glConfig.displayFrequency ) { common->Printf( "%d\n", glConfig.displayFrequency ); } else { common->Printf( "N/A\n" ); } if ( r_finish.GetBool() ) { common->Printf( "Forcing glFinish\n" ); } else { common->Printf( "glFinish not forced\n" ); } } /* ================= R_VidRestart_f ================= */ void R_VidRestart_f( const idCmdArgs &args ) { int err; // if OpenGL isn't started, do nothing if ( !glConfig.isInitialized ) { return; } // DG: notify the game DLL about the reloadImages and vid_restart commands if(gameCallbacks.reloadImagesCB != NULL) { gameCallbacks.reloadImagesCB(gameCallbacks.reloadImagesUserArg, args); } bool full = true; bool forceWindow = false; for ( int i = 1 ; i < args.Argc() ; i++ ) { if ( idStr::Icmp( args.Argv( i ), "partial" ) == 0 ) { full = false; continue; } if ( idStr::Icmp( args.Argv( i ), "windowed" ) == 0 ) { forceWindow = true; continue; } } // this could take a while, so give them the cursor back ASAP Sys_GrabMouseCursor( false ); // dump ambient caches renderModelManager->FreeModelVertexCaches(); // free any current world interaction surfaces and vertex caches R_FreeDerivedData(); // make sure the defered frees are actually freed R_ToggleSmpFrame(); R_ToggleSmpFrame(); // free the vertex caches so they will be regenerated again vertexCache.PurgeAll(); // sound and input are tied to the window we are about to destroy if ( full ) { // free all of our texture numbers soundSystem->ShutdownHW(); Sys_ShutdownInput(); globalImages->PurgeAllImages(); // free the context and close the window GLimp_Shutdown(); glConfig.isInitialized = false; // create the new context and vertex cache bool latch = cvarSystem->GetCVarBool( "r_fullscreen" ); if ( forceWindow ) { cvarSystem->SetCVarBool( "r_fullscreen", false ); } R_InitOpenGL(); cvarSystem->SetCVarBool( "r_fullscreen", latch ); // regenerate all images globalImages->ReloadAllImages(); } else { glimpParms_t parms; parms.width = glConfig.vidWidth; parms.height = glConfig.vidHeight; parms.fullScreen = ( forceWindow ) ? false : r_fullscreen.GetBool(); parms.displayHz = r_displayRefresh.GetInteger(); parms.multiSamples = r_multiSamples.GetInteger(); parms.stereo = false; GLimp_SetScreenParms( parms ); } // make sure the regeneration doesn't use anything no longer valid tr.viewCount++; tr.viewDef = NULL; // regenerate all necessary interactions R_RegenerateWorld_f( idCmdArgs() ); // check for problems err = qglGetError(); if ( err != GL_NO_ERROR ) { common->Printf( "glGetError() = 0x%x\n", err ); } // start sound playing again soundSystem->SetMute( false ); } /* ================= R_InitMaterials ================= */ void R_InitMaterials( void ) { tr.defaultMaterial = declManager->FindMaterial( "_default", false ); if ( !tr.defaultMaterial ) { common->FatalError( "_default material not found" ); } declManager->FindMaterial( "_default", false ); // needed by R_DeriveLightData declManager->FindMaterial( "lights/defaultPointLight" ); declManager->FindMaterial( "lights/defaultProjectedLight" ); } /* ================= R_SizeUp_f Keybinding command ================= */ static void R_SizeUp_f( const idCmdArgs &args ) { if ( r_screenFraction.GetInteger() + 10 > 100 ) { r_screenFraction.SetInteger( 100 ); } else { r_screenFraction.SetInteger( r_screenFraction.GetInteger() + 10 ); } } /* ================= R_SizeDown_f Keybinding command ================= */ static void R_SizeDown_f( const idCmdArgs &args ) { if ( r_screenFraction.GetInteger() - 10 < 10 ) { r_screenFraction.SetInteger( 10 ); } else { r_screenFraction.SetInteger( r_screenFraction.GetInteger() - 10 ); } } /* =============== TouchGui_f this is called from the main thread =============== */ void R_TouchGui_f( const idCmdArgs &args ) { const char *gui = args.Argv( 1 ); if ( !gui[0] ) { common->Printf( "USAGE: touchGui \n" ); return; } common->Printf( "touchGui %s\n", gui ); session->UpdateScreen(); uiManager->Touch( gui ); } /* ================= R_InitCvars ================= */ void R_InitCvars( void ) { // update latched cvars here } /* ================= R_InitCommands ================= */ void R_InitCommands( void ) { //cmdSystem->AddCommand( "MakeMegaTexture", idMegaTexture::MakeMegaTexture_f, CMD_FL_RENDERER|CMD_FL_CHEAT, "processes giant images" ); cmdSystem->AddCommand( "sizeUp", R_SizeUp_f, CMD_FL_RENDERER, "makes the rendered view larger" ); cmdSystem->AddCommand( "sizeDown", R_SizeDown_f, CMD_FL_RENDERER, "makes the rendered view smaller" ); cmdSystem->AddCommand( "reloadGuis", R_ReloadGuis_f, CMD_FL_RENDERER, "reloads guis" ); cmdSystem->AddCommand( "listGuis", R_ListGuis_f, CMD_FL_RENDERER, "lists guis" ); cmdSystem->AddCommand( "touchGui", R_TouchGui_f, CMD_FL_RENDERER, "touches a gui" ); cmdSystem->AddCommand( "screenshot", R_ScreenShot_f, CMD_FL_RENDERER, "takes a screenshot" ); cmdSystem->AddCommand( "envshot", R_EnvShot_f, CMD_FL_RENDERER, "takes an environment shot" ); //cmdSystem->AddCommand( "makeAmbientMap", R_MakeAmbientMap_f, CMD_FL_RENDERER|CMD_FL_CHEAT, "makes an ambient map" ); cmdSystem->AddCommand( "benchmark", R_Benchmark_f, CMD_FL_RENDERER, "benchmark" ); cmdSystem->AddCommand( "gfxInfo", GfxInfo_f, CMD_FL_RENDERER, "show graphics info" ); cmdSystem->AddCommand( "modulateLights", R_ModulateLights_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "modifies shader parms on all lights" ); //cmdSystem->AddCommand( "testImage", R_TestImage_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "displays the given image centered on screen", idCmdSystem::ArgCompletion_ImageName ); //cmdSystem->AddCommand( "testVideo", R_TestVideo_f, CMD_FL_RENDERER | CMD_FL_CHEAT, "displays the given cinematic", idCmdSystem::ArgCompletion_VideoName ); cmdSystem->AddCommand( "reportSurfaceAreas", R_ReportSurfaceAreas_f, CMD_FL_RENDERER, "lists all used materials sorted by surface area" ); cmdSystem->AddCommand( "reportImageDuplication", R_ReportImageDuplication_f, CMD_FL_RENDERER, "checks all referenced images for duplications" ); cmdSystem->AddCommand( "regenerateWorld", R_RegenerateWorld_f, CMD_FL_RENDERER, "regenerates all interactions" ); cmdSystem->AddCommand( "showInteractionMemory", R_ShowInteractionMemory_f, CMD_FL_RENDERER, "shows memory used by interactions" ); cmdSystem->AddCommand( "showTriSurfMemory", R_ShowTriSurfMemory_f, CMD_FL_RENDERER, "shows memory used by triangle surfaces" ); cmdSystem->AddCommand( "vid_restart", R_VidRestart_f, CMD_FL_RENDERER, "restarts renderSystem" ); cmdSystem->AddCommand( "listRenderEntityDefs", R_ListRenderEntityDefs_f, CMD_FL_RENDERER, "lists the entity defs" ); cmdSystem->AddCommand( "listRenderLightDefs", R_ListRenderLightDefs_f, CMD_FL_RENDERER, "lists the light defs" ); cmdSystem->AddCommand( "listModes", R_ListModes_f, CMD_FL_RENDERER, "lists all video modes" ); cmdSystem->AddCommand( "reloadSurface", R_ReloadSurface_f, CMD_FL_RENDERER, "reloads the decl and images for selected surface" ); } /* =============== idRenderSystemLocal::Clear =============== */ void idRenderSystemLocal::Clear( void ) { registered = false; frameCount = 0; viewCount = 0; staticAllocCount = 0; frameShaderTime = 0.0f; viewportOffset[0] = 0; viewportOffset[1] = 0; tiledViewport[0] = 0; tiledViewport[1] = 0; ambientLightVector.Zero(); sortOffset = 0; worlds.Clear(); primaryWorld = NULL; memset( &primaryRenderView, 0, sizeof( primaryRenderView ) ); primaryView = NULL; defaultMaterial = NULL; testImage = NULL; ambientCubeImage = NULL; viewDef = NULL; memset( &pc, 0, sizeof( pc ) ); memset( &lockSurfacesCmd, 0, sizeof( lockSurfacesCmd ) ); memset( &identitySpace, 0, sizeof( identitySpace ) ); memset( renderCrops, 0, sizeof( renderCrops ) ); currentRenderCrop = 0; guiRecursionLevel = 0; guiModel = NULL; demoGuiModel = NULL; takingScreenshot = false; } /* =============== idRenderSystemLocal::Init =============== */ void idRenderSystemLocal::Init( void ) { // clear all our internal state viewCount = 1; // so cleared structures never match viewCount // we used to memset tr, but now that it is a class, we can't, so // there may be other state we need to reset multithreadActive = r_multithread.GetBool(); useSpinLock = false; spinLockDelay = 500; ambientLightVector[0] = 0.5f; ambientLightVector[1] = 0.5f - 0.385f; ambientLightVector[2] = 0.8925f; ambientLightVector[3] = 1.0f; memset( &backEnd, 0, sizeof( backEnd ) ); R_InitCvars(); R_InitCommands(); guiModel = new idGuiModel; guiModel->Clear(); demoGuiModel = new idGuiModel; demoGuiModel->Clear(); R_InitTriSurfData(); globalImages->Init(); idCinematic::InitCinematic( ); R_InitMaterials(); renderModelManager->Init(); // set the identity space identitySpace.modelMatrix[0*4+0] = 1.0f; identitySpace.modelMatrix[1*4+1] = 1.0f; identitySpace.modelMatrix[2*4+2] = 1.0f; } /* =============== idRenderSystemLocal::Shutdown =============== */ void idRenderSystemLocal::Shutdown( void ) { common->Printf( "idRenderSystem::Shutdown()\n" ); ((idRenderSystemLocal*)renderSystem)->BackendThreadWait(); R_DoneFreeType( ); if ( glConfig.isInitialized ) { globalImages->PurgeAllImages(); } renderModelManager->Shutdown(); idCinematic::ShutdownCinematic( ); globalImages->Shutdown(); // free frame memory R_ShutdownFrameData(); // free the vertex cache, which should have nothing allocated now vertexCache.Shutdown(); R_ShutdownTriSurfData(); delete guiModel; delete demoGuiModel; Clear(); ShutdownOpenGL(); } /* ======================== idRenderSystemLocal::BeginLevelLoad ======================== */ void idRenderSystemLocal::BeginLevelLoad( void ) { renderModelManager->BeginLevelLoad(); globalImages->BeginLevelLoad(); } /* ======================== idRenderSystemLocal::EndLevelLoad ======================== */ void idRenderSystemLocal::EndLevelLoad( void ) { renderModelManager->EndLevelLoad(); globalImages->EndLevelLoad(); } /* ======================== idRenderSystemLocal::InitOpenGL ======================== */ void idRenderSystemLocal::InitOpenGL( void ) { // if OpenGL isn't started, start it now if ( !glConfig.isInitialized ) { int err; R_InitOpenGL(); globalImages->ReloadAllImages(); err = qglGetError(); if ( err != GL_NO_ERROR ) { common->Printf( "glGetError() = 0x%x\n", err ); } } } /* ======================== idRenderSystemLocal::ShutdownOpenGL ======================== */ void idRenderSystemLocal::ShutdownOpenGL( void ) { // free the context and close the window R_ShutdownFrameData(); //GLimp_Shutdown(); glConfig.isInitialized = false; } /* ======================== idRenderSystemLocal::IsOpenGLRunning ======================== */ bool idRenderSystemLocal::IsOpenGLRunning( void ) const { if ( !glConfig.isInitialized ) { return false; } return true; } /* ======================== idRenderSystemLocal::IsFullScreen ======================== */ bool idRenderSystemLocal::IsFullScreen( void ) const { return glConfig.isFullscreen; } /* ======================== idRenderSystemLocal::GetScreenWidth ======================== */ int idRenderSystemLocal::GetScreenWidth( void ) const { return glConfig.vidWidth; } /* ======================== idRenderSystemLocal::GetScreenHeight ======================== */ int idRenderSystemLocal::GetScreenHeight( void ) const { return glConfig.vidHeight; }