yquake2remaster/src/client/refresh/r_main.c

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/*
* Copyright (C) 1997-2001 Id Software, Inc.
*
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* 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.
*
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* 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 the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
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* =======================================================================
*
* Refresher setup and main part of the frame generation
*
* =======================================================================
*/
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#include "header/local.h"
#define NUM_BEAM_SEGS 6
viddef_t vid;
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model_t *r_worldmodel;
float gldepthmin, gldepthmax;
glconfig_t gl_config;
glstate_t gl_state;
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image_t *r_notexture; /* use for bad textures */
image_t *r_particletexture; /* little dot for particles */
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entity_t *currententity;
model_t *currentmodel;
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cplane_t frustum[4];
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int r_visframecount; /* bumped when going to a new PVS */
int r_framecount; /* used for dlight push checking */
int c_brush_polys, c_alias_polys;
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float v_blend[4]; /* final blending color */
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void R_Strings(void);
/* view origin */
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
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float r_world_matrix[16];
float r_base_world_matrix[16];
/* screen size info */
refdef_t r_newrefdef;
int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
extern qboolean have_stencil;
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unsigned r_rawpalette[256];
cvar_t *gl_norefresh;
cvar_t *gl_drawentities;
cvar_t *gl_drawworld;
cvar_t *gl_speeds;
cvar_t *gl_fullbright;
cvar_t *gl_novis;
cvar_t *gl_nocull;
cvar_t *gl_lerpmodels;
cvar_t *gl_lefthand;
cvar_t *gl_farsee;
cvar_t *gl_lightlevel;
cvar_t *gl_overbrightbits;
cvar_t *gl_nosubimage;
cvar_t *gl_allow_software;
cvar_t *gl_vertex_arrays;
cvar_t *gl_particle_min_size;
cvar_t *gl_particle_max_size;
cvar_t *gl_particle_size;
cvar_t *gl_particle_att_a;
cvar_t *gl_particle_att_b;
cvar_t *gl_particle_att_c;
cvar_t *gl_ext_swapinterval;
cvar_t *gl_ext_palettedtexture;
cvar_t *gl_ext_multitexture;
cvar_t *gl_ext_pointparameters;
cvar_t *gl_ext_compiled_vertex_array;
cvar_t *gl_ext_mtexcombine;
cvar_t *gl_bitdepth;
cvar_t *gl_drawbuffer;
cvar_t *gl_lightmap;
cvar_t *gl_shadows;
cvar_t *gl_stencilshadow;
cvar_t *gl_mode;
cvar_t *gl_customwidth;
cvar_t *gl_customheight;
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cvar_t *gl_retexturing;
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cvar_t *gl_dynamic;
cvar_t *gl_modulate;
cvar_t *gl_nobind;
cvar_t *gl_round_down;
cvar_t *gl_picmip;
cvar_t *gl_skymip;
cvar_t *gl_showtris;
cvar_t *gl_ztrick;
cvar_t *gl_zfix;
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cvar_t *gl_finish;
cvar_t *gl_clear;
cvar_t *gl_cull;
cvar_t *gl_polyblend;
cvar_t *gl_flashblend;
cvar_t *gl_playermip;
cvar_t *gl_saturatelighting;
cvar_t *gl_swapinterval;
cvar_t *gl_texturemode;
cvar_t *gl_texturealphamode;
cvar_t *gl_texturesolidmode;
cvar_t *gl_anisotropic;
cvar_t *gl_anisotropic_avail;
cvar_t *gl_lockpvs;
cvar_t *gl_msaa_samples;
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cvar_t *vid_fullscreen;
cvar_t *vid_gamma;
cvar_t *gl_stereo;
cvar_t *gl_stereo_separation;
cvar_t *gl_stereo_anaglyph_colors;
cvar_t *gl_stereo_convergence;
/*
* Returns true if the box is completely outside the frustom
*/
qboolean
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R_CullBox(vec3_t mins, vec3_t maxs)
{
int i;
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if (gl_nocull->value)
{
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return false;
}
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for (i = 0; i < 4; i++)
{
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if (BOX_ON_PLANE_SIDE(mins, maxs, &frustum[i]) == 2)
{
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return true;
}
}
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return false;
}
void
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R_RotateForEntity(entity_t *e)
{
glTranslatef(e->origin[0], e->origin[1], e->origin[2]);
glRotatef(e->angles[1], 0, 0, 1);
glRotatef(-e->angles[0], 0, 1, 0);
glRotatef(-e->angles[2], 1, 0, 0);
}
void
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R_DrawSpriteModel(entity_t *e)
{
float alpha = 1.0F;
vec3_t point[4];
dsprframe_t *frame;
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float *up, *right;
dsprite_t *psprite;
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/* don't even bother culling, because it's just
a single polygon without a surface cache */
psprite = (dsprite_t *)currentmodel->extradata;
e->frame %= psprite->numframes;
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frame = &psprite->frames[e->frame];
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/* normal sprite */
up = vup;
right = vright;
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if (e->flags & RF_TRANSLUCENT)
{
alpha = e->alpha;
}
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if (alpha != 1.0F)
{
glEnable(GL_BLEND);
}
glColor4f(1, 1, 1, alpha);
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R_Bind(currentmodel->skins[e->frame]->texnum);
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R_TexEnv(GL_MODULATE);
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if (alpha == 1.0)
{
glEnable(GL_ALPHA_TEST);
}
else
{
glDisable(GL_ALPHA_TEST);
}
GLfloat tex[] = {
0, 1,
0, 0,
1, 0,
1, 1
};
VectorMA( e->origin, -frame->origin_y, up, point[0] );
VectorMA( point[0], -frame->origin_x, right, point[0] );
VectorMA( e->origin, frame->height - frame->origin_y, up, point[1] );
VectorMA( point[1], -frame->origin_x, right, point[1] );
VectorMA( e->origin, frame->height - frame->origin_y, up, point[2] );
VectorMA( point[2], frame->width - frame->origin_x, right, point[2] );
VectorMA( e->origin, -frame->origin_y, up, point[3] );
VectorMA( point[3], frame->width - frame->origin_x, right, point[3] );
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glVertexPointer( 3, GL_FLOAT, 0, point );
glTexCoordPointer( 2, GL_FLOAT, 0, tex );
glDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
glDisable(GL_ALPHA_TEST);
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R_TexEnv(GL_REPLACE);
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if (alpha != 1.0F)
{
glDisable(GL_BLEND);
}
glColor4f(1, 1, 1, 1);
}
void
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R_DrawNullModel(void)
{
vec3_t shadelight;
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if (currententity->flags & RF_FULLBRIGHT)
{
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shadelight[0] = shadelight[1] = shadelight[2] = 1.0F;
}
else
{
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R_LightPoint(currententity->origin, shadelight);
}
glPushMatrix();
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R_RotateForEntity(currententity);
glDisable(GL_TEXTURE_2D);
glColor4f( shadelight[0], shadelight[1], shadelight[2], 1 );
GLfloat vtxA[] = {
0, 0, -16,
16 * cos( 0 * M_PI / 2 ), 16 * sin( 0 * M_PI / 2 ), 0,
16 * cos( 1 * M_PI / 2 ), 16 * sin( 1 * M_PI / 2 ), 0,
16 * cos( 2 * M_PI / 2 ), 16 * sin( 2 * M_PI / 2 ), 0,
16 * cos( 3 * M_PI / 2 ), 16 * sin( 3 * M_PI / 2 ), 0,
16 * cos( 4 * M_PI / 2 ), 16 * sin( 4 * M_PI / 2 ), 0
};
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( 3, GL_FLOAT, 0, vtxA );
glDrawArrays( GL_TRIANGLE_FAN, 0, 6 );
glDisableClientState( GL_VERTEX_ARRAY );
GLfloat vtxB[] = {
0, 0, 16,
16 * cos( 4 * M_PI / 2 ), 16 * sin( 4 * M_PI / 2 ), 0,
16 * cos( 3 * M_PI / 2 ), 16 * sin( 3 * M_PI / 2 ), 0,
16 * cos( 2 * M_PI / 2 ), 16 * sin( 2 * M_PI / 2 ), 0,
16 * cos( 1 * M_PI / 2 ), 16 * sin( 1 * M_PI / 2 ), 0,
16 * cos( 0 * M_PI / 2 ), 16 * sin( 0 * M_PI / 2 ), 0
};
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( 3, GL_FLOAT, 0, vtxB );
glDrawArrays( GL_TRIANGLE_FAN, 0, 6 );
glDisableClientState( GL_VERTEX_ARRAY );
glColor4f(1, 1, 1, 1);
glPopMatrix();
glEnable(GL_TEXTURE_2D);
}
void
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R_DrawEntitiesOnList(void)
{
int i;
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if (!gl_drawentities->value)
{
return;
}
/* draw non-transparent first */
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for (i = 0; i < r_newrefdef.num_entities; i++)
{
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currententity = &r_newrefdef.entities[i];
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if (currententity->flags & RF_TRANSLUCENT)
{
continue; /* solid */
}
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if (currententity->flags & RF_BEAM)
{
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R_DrawBeam(currententity);
}
else
{
currentmodel = currententity->model;
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if (!currentmodel)
{
R_DrawNullModel();
continue;
}
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switch (currentmodel->type)
{
case mod_alias:
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R_DrawAliasModel(currententity);
break;
case mod_brush:
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R_DrawBrushModel(currententity);
break;
case mod_sprite:
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R_DrawSpriteModel(currententity);
break;
default:
VID_Error(ERR_DROP, "Bad modeltype");
break;
}
}
}
/* draw transparent entities
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we could sort these if it ever
becomes a problem... */
glDepthMask(0);
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for (i = 0; i < r_newrefdef.num_entities; i++)
{
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currententity = &r_newrefdef.entities[i];
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if (!(currententity->flags & RF_TRANSLUCENT))
{
continue; /* solid */
}
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if (currententity->flags & RF_BEAM)
{
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R_DrawBeam(currententity);
}
else
{
currentmodel = currententity->model;
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if (!currentmodel)
{
R_DrawNullModel();
continue;
}
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switch (currentmodel->type)
{
case mod_alias:
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R_DrawAliasModel(currententity);
break;
case mod_brush:
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R_DrawBrushModel(currententity);
break;
case mod_sprite:
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R_DrawSpriteModel(currententity);
break;
default:
VID_Error(ERR_DROP, "Bad modeltype");
break;
}
}
}
glDepthMask(1); /* back to writing */
}
void
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R_DrawParticles2(int num_particles, const particle_t particles[],
const unsigned colortable[768])
{
const particle_t *p;
int i;
vec3_t up, right;
float scale;
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byte color[4];
GLfloat vtx[3*num_particles*3];
GLfloat tex[2*num_particles*3];
GLfloat clr[4*num_particles*3];
unsigned int index_vtx = 0;
unsigned int index_tex = 0;
unsigned int index_clr = 0;
unsigned int j;
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R_Bind(r_particletexture->texnum);
glDepthMask(GL_FALSE); /* no z buffering */
glEnable(GL_BLEND);
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R_TexEnv(GL_MODULATE);
VectorScale( vup, 1.5, up );
VectorScale( vright, 1.5, right );
for ( p = particles, i = 0; i < num_particles; i++, p++ )
{
/* hack a scale up to keep particles from disapearing */
scale = ( p->origin [ 0 ] - r_origin [ 0 ] ) * vpn [ 0 ] +
( p->origin [ 1 ] - r_origin [ 1 ] ) * vpn [ 1 ] +
( p->origin [ 2 ] - r_origin [ 2 ] ) * vpn [ 2 ];
if ( scale < 20 )
{
scale = 1;
}
else
{
scale = 1 + scale * 0.004;
}
*(int *) color = colortable [ p->color ];
for (j=0; j<3; j++) // Copy the color for each point
{
clr[index_clr++] = color[0]/255.0f;
clr[index_clr++] = color[1]/255.0f;
clr[index_clr++] = color[2]/255.0f;
clr[index_clr++] = p->alpha;
}
// point 0
tex[index_tex++] = 0.0625f;
tex[index_tex++] = 0.0625f;
vtx[index_vtx++] = p->origin[0];
vtx[index_vtx++] = p->origin[1];
vtx[index_vtx++] = p->origin[2];
// point 1
tex[index_tex++] = 1.0625f;
tex[index_tex++] = 0.0625f;
vtx[index_vtx++] = p->origin [ 0 ] + up [ 0 ] * scale;
vtx[index_vtx++] = p->origin [ 1 ] + up [ 1 ] * scale;
vtx[index_vtx++] = p->origin [ 2 ] + up [ 2 ] * scale;
// point 2
tex[index_tex++] = 0.0625f;
tex[index_tex++] = 1.0625f;
vtx[index_vtx++] = p->origin [ 0 ] + right [ 0 ] * scale;
vtx[index_vtx++] = p->origin [ 1 ] + right [ 1 ] * scale;
vtx[index_vtx++] = p->origin [ 2 ] + right [ 2 ] * scale;
}
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_TEXTURE_COORD_ARRAY );
glEnableClientState( GL_COLOR_ARRAY );
glVertexPointer( 3, GL_FLOAT, 0, vtx );
glTexCoordPointer( 2, GL_FLOAT, 0, tex );
glColorPointer( 4, GL_FLOAT, 0, clr );
glDrawArrays( GL_TRIANGLES, 0, num_particles*3 );
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_TEXTURE_COORD_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );
glDisable(GL_BLEND);
glColor4f(1, 1, 1, 1);
glDepthMask(1); /* back to normal Z buffering */
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R_TexEnv(GL_REPLACE);
}
void
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R_DrawParticles(void)
{
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qboolean stereo_split_tb = ((gl_state.stereo_mode == STEREO_SPLIT_VERTICAL) && gl_state.camera_separation);
qboolean stereo_split_lr = ((gl_state.stereo_mode == STEREO_SPLIT_HORIZONTAL) && gl_state.camera_separation);
if (gl_ext_pointparameters->value && qglPointParameterfEXT && !(stereo_split_tb || stereo_split_lr))
{
int i;
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unsigned char color[4];
const particle_t *p;
GLfloat vtx[3*r_newrefdef.num_particles];
GLfloat clr[4*r_newrefdef.num_particles];
unsigned int index_vtx = 0;
unsigned int index_clr = 0;
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
glPointSize(LittleFloat(gl_particle_size->value));
for ( i = 0, p = r_newrefdef.particles; i < r_newrefdef.num_particles; i++, p++ )
{
*(int *) color = d_8to24table [ p->color & 0xFF ];
clr[index_clr++] = color[0]/255.0f;
clr[index_clr++] = color[1]/255.0f;
clr[index_clr++] = color[2]/255.0f;
clr[index_clr++] = p->alpha;
vtx[index_vtx++] = p->origin[0];
vtx[index_vtx++] = p->origin[1];
vtx[index_vtx++] = p->origin[2];
}
glEnableClientState( GL_VERTEX_ARRAY );
glEnableClientState( GL_COLOR_ARRAY );
glVertexPointer( 3, GL_FLOAT, 0, vtx );
glColorPointer( 4, GL_FLOAT, 0, clr );
glDrawArrays( GL_POINTS, 0, r_newrefdef.num_particles );
glDisableClientState( GL_VERTEX_ARRAY );
glDisableClientState( GL_COLOR_ARRAY );
glDisable(GL_BLEND);
glColor4f( 1, 1, 1, 1 );
glDepthMask(GL_TRUE);
glEnable(GL_TEXTURE_2D);
}
else
{
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R_DrawParticles2(r_newrefdef.num_particles,
r_newrefdef.particles, d_8to24table);
}
}
void
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R_PolyBlend(void)
{
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if (!gl_polyblend->value)
{
return;
}
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if (!v_blend[3])
{
return;
}
glDisable(GL_ALPHA_TEST);
glEnable(GL_BLEND);
glDisable(GL_DEPTH_TEST);
glDisable(GL_TEXTURE_2D);
glLoadIdentity();
glRotatef(-90, 1, 0, 0); /* put Z going up */
glRotatef(90, 0, 0, 1); /* put Z going up */
glColor4f( v_blend[0], v_blend[1], v_blend[2], v_blend[3] );
GLfloat vtx[] = {
10, 100, 100,
10, -100, 100,
10, -100, -100,
10, 100, -100
};
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( 3, GL_FLOAT, 0, vtx );
glDrawArrays( GL_TRIANGLE_FAN, 0, 4 );
glDisableClientState( GL_VERTEX_ARRAY );
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glColor4f(1, 1, 1, 1);
}
int
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R_SignbitsForPlane(cplane_t *out)
{
int bits, j;
/* for fast box on planeside test */
bits = 0;
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for (j = 0; j < 3; j++)
{
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if (out->normal[j] < 0)
{
bits |= 1 << j;
}
}
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return bits;
}
void
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R_SetFrustum(void)
{
int i;
/* rotate VPN right by FOV_X/2 degrees */
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RotatePointAroundVector(frustum[0].normal, vup, vpn,
-(90 - r_newrefdef.fov_x / 2));
/* rotate VPN left by FOV_X/2 degrees */
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RotatePointAroundVector(frustum[1].normal,
vup, vpn, 90 - r_newrefdef.fov_x / 2);
/* rotate VPN up by FOV_X/2 degrees */
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RotatePointAroundVector(frustum[2].normal,
vright, vpn, 90 - r_newrefdef.fov_y / 2);
/* rotate VPN down by FOV_X/2 degrees */
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RotatePointAroundVector(frustum[3].normal, vright, vpn,
-(90 - r_newrefdef.fov_y / 2));
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for (i = 0; i < 4; i++)
{
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frustum[i].type = PLANE_ANYZ;
frustum[i].dist = DotProduct(r_origin, frustum[i].normal);
frustum[i].signbits = R_SignbitsForPlane(&frustum[i]);
}
}
void
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R_SetupFrame(void)
{
int i;
mleaf_t *leaf;
r_framecount++;
/* build the transformation matrix for the given view angles */
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VectorCopy(r_newrefdef.vieworg, r_origin);
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AngleVectors(r_newrefdef.viewangles, vpn, vright, vup);
/* current viewcluster */
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if (!(r_newrefdef.rdflags & RDF_NOWORLDMODEL))
{
r_oldviewcluster = r_viewcluster;
r_oldviewcluster2 = r_viewcluster2;
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leaf = Mod_PointInLeaf(r_origin, r_worldmodel);
r_viewcluster = r_viewcluster2 = leaf->cluster;
/* check above and below so crossing solid water doesn't draw wrong */
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if (!leaf->contents)
{
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/* look down a bit */
vec3_t temp;
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VectorCopy(r_origin, temp);
temp[2] -= 16;
leaf = Mod_PointInLeaf(temp, r_worldmodel);
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if (!(leaf->contents & CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2))
{
r_viewcluster2 = leaf->cluster;
}
}
else
{
/* look up a bit */
vec3_t temp;
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VectorCopy(r_origin, temp);
temp[2] += 16;
leaf = Mod_PointInLeaf(temp, r_worldmodel);
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if (!(leaf->contents & CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2))
{
r_viewcluster2 = leaf->cluster;
}
}
}
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for (i = 0; i < 4; i++)
{
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v_blend[i] = r_newrefdef.blend[i];
}
c_brush_polys = 0;
c_alias_polys = 0;
/* clear out the portion of the screen that the NOWORLDMODEL defines */
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if (r_newrefdef.rdflags & RDF_NOWORLDMODEL)
{
glEnable(GL_SCISSOR_TEST);
glClearColor(0.3, 0.3, 0.3, 1);
glScissor(r_newrefdef.x,
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vid.height - r_newrefdef.height - r_newrefdef.y,
r_newrefdef.width, r_newrefdef.height);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glClearColor(1, 0, 0.5, 0.5);
glDisable(GL_SCISSOR_TEST);
}
}
void
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R_MYgluPerspective(GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar)
{
GLdouble xmin, xmax, ymin, ymax;
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ymax = zNear * tan(fovy * M_PI / 360.0);
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
xmin += - gl_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
xmax += - gl_stereo_convergence->value * (2 * gl_state.camera_separation) / zNear;
glFrustum(xmin, xmax, ymin, ymax, zNear, zFar);
}
void
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R_SetupGL(void)
{
float screenaspect;
int x, x2, y2, y, w, h;
/* set up viewport */
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x = floor(r_newrefdef.x * vid.width / vid.width);
x2 = ceil((r_newrefdef.x + r_newrefdef.width) * vid.width / vid.width);
y = floor(vid.height - r_newrefdef.y * vid.height / vid.height);
y2 = ceil(vid.height -
(r_newrefdef.y + r_newrefdef.height) * vid.height / vid.height);
w = x2 - x;
h = y - y2;
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qboolean drawing_left_eye = gl_state.camera_separation < 0;
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qboolean stereo_split_tb = ((gl_state.stereo_mode == STEREO_SPLIT_VERTICAL) && gl_state.camera_separation);
qboolean stereo_split_lr = ((gl_state.stereo_mode == STEREO_SPLIT_HORIZONTAL) && gl_state.camera_separation);
if(stereo_split_lr) {
w = w / 2;
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x = drawing_left_eye ? (x / 2) : (x + vid.width) / 2;
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}
if(stereo_split_tb) {
h = h / 2;
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y2 = drawing_left_eye ? (y2 + vid.height) / 2 : (y2 / 2);
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}
glViewport(x, y2, w, h);
/* set up projection matrix */
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screenaspect = (float)r_newrefdef.width / r_newrefdef.height;
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
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if (gl_farsee->value == 0)
{
R_MYgluPerspective(r_newrefdef.fov_y, screenaspect, 4, 4096);
}
else
{
R_MYgluPerspective(r_newrefdef.fov_y, screenaspect, 4, 8192);
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}
glCullFace(GL_FRONT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(-90, 1, 0, 0); /* put Z going up */
glRotatef(90, 0, 0, 1); /* put Z going up */
glRotatef(-r_newrefdef.viewangles[2], 1, 0, 0);
glRotatef(-r_newrefdef.viewangles[0], 0, 1, 0);
glRotatef(-r_newrefdef.viewangles[1], 0, 0, 1);
glTranslatef(-r_newrefdef.vieworg[0], -r_newrefdef.vieworg[1],
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-r_newrefdef.vieworg[2]);
glGetFloatv(GL_MODELVIEW_MATRIX, r_world_matrix);
/* set drawing parms */
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if (gl_cull->value)
{
glEnable(GL_CULL_FACE);
}
else
{
glDisable(GL_CULL_FACE);
}
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glEnable(GL_DEPTH_TEST);
}
void
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R_Clear(void)
{
// Check whether the stencil buffer needs clearing, and do so if need be.
GLbitfield stencilFlags = 0;
if (gl_state.stereo_mode >= STEREO_MODE_ROW_INTERLEAVED && gl_state.stereo_mode <= STEREO_MODE_PIXEL_INTERLEAVED) {
glClearStencil(0);
stencilFlags |= GL_STENCIL_BUFFER_BIT;
}
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if (gl_ztrick->value)
{
static int trickframe;
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if (gl_clear->value)
{
glClear(GL_COLOR_BUFFER_BIT | stencilFlags);
}
trickframe++;
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if (trickframe & 1)
{
gldepthmin = 0;
gldepthmax = 0.49999;
glDepthFunc(GL_LEQUAL);
}
else
{
gldepthmin = 1;
gldepthmax = 0.5;
glDepthFunc(GL_GEQUAL);
}
}
else
{
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if (gl_clear->value)
{
glClear(GL_COLOR_BUFFER_BIT | stencilFlags | GL_DEPTH_BUFFER_BIT);
}
else
{
glClear(GL_DEPTH_BUFFER_BIT | stencilFlags);
}
gldepthmin = 0;
gldepthmax = 1;
glDepthFunc(GL_LEQUAL);
}
glDepthRange(gldepthmin, gldepthmax);
if (gl_zfix->value)
{
if (gldepthmax > gldepthmin)
{
glPolygonOffset(0.05, 1);
}
else
{
glPolygonOffset(-0.05, -1);
}
}
/* stencilbuffer shadows */
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if (gl_shadows->value && have_stencil && gl_stencilshadow->value)
{
glClearStencil(1);
glClear(GL_STENCIL_BUFFER_BIT);
}
}
void
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R_Flash(void)
{
R_PolyBlend();
}
void
R_SetGL2D(void)
{
int x, w, y, h;
/* set 2D virtual screen size */
qboolean drawing_left_eye = gl_state.camera_separation < 0;
qboolean stereo_split_tb = ((gl_state.stereo_mode == STEREO_SPLIT_VERTICAL) && gl_state.camera_separation);
qboolean stereo_split_lr = ((gl_state.stereo_mode == STEREO_SPLIT_HORIZONTAL) && gl_state.camera_separation);
x = 0;
w = vid.width;
y = 0;
h = vid.height;
if(stereo_split_lr) {
w = w / 2;
x = drawing_left_eye ? 0 : w;
}
if(stereo_split_tb) {
h = h / 2;
y = drawing_left_eye ? h : 0;
}
glViewport(x, y, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, vid.width, vid.height, 0, -99999, 99999);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glColor4f(1, 1, 1, 1);
}
/*
* r_newrefdef must be set before the first call
*/
void
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R_RenderView(refdef_t *fd)
{
if ((gl_state.stereo_mode != STEREO_MODE_NONE) && gl_state.camera_separation) {
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qboolean drawing_left_eye = gl_state.camera_separation < 0;
switch (gl_state.stereo_mode) {
case STEREO_MODE_ANAGLYPH:
{
// Work out the colour for each eye.
int anaglyph_colours[] = { 0x4, 0x3 }; // Left = red, right = cyan.
if (strlen(gl_stereo_anaglyph_colors->string) == 2) {
int eye, colour, missing_bits;
// Decode the colour name from its character.
for (eye = 0; eye < 2; ++eye) {
colour = 0;
switch (toupper(gl_stereo_anaglyph_colors->string[eye])) {
case 'B': ++colour; // 001 Blue
case 'G': ++colour; // 010 Green
case 'C': ++colour; // 011 Cyan
case 'R': ++colour; // 100 Red
case 'M': ++colour; // 101 Magenta
case 'Y': ++colour; // 110 Yellow
anaglyph_colours[eye] = colour;
break;
}
}
// Fill in any missing bits.
missing_bits = ~(anaglyph_colours[0] | anaglyph_colours[1]) & 0x3;
for (eye = 0; eye < 2; ++eye) {
anaglyph_colours[eye] |= missing_bits;
}
}
// Set the current colour.
glColorMask(
!!(anaglyph_colours[drawing_left_eye] & 0x4),
!!(anaglyph_colours[drawing_left_eye] & 0x2),
!!(anaglyph_colours[drawing_left_eye] & 0x1),
GL_TRUE
);
}
break;
case STEREO_MODE_ROW_INTERLEAVED:
case STEREO_MODE_COLUMN_INTERLEAVED:
case STEREO_MODE_PIXEL_INTERLEAVED:
{
qboolean flip_eyes = true;
int client_x, client_y;
//GLimp_GetClientAreaOffset(&client_x, &client_y);
client_x = 0;
client_y = 0;
R_SetGL2D();
glEnable(GL_STENCIL_TEST);
glStencilMask(GL_TRUE);
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glStencilOp(GL_REPLACE, GL_KEEP, GL_KEEP);
glStencilFunc(GL_NEVER, 0, 1);
glBegin(GL_QUADS);
{
glVertex2i(0, 0);
glVertex2i(vid.width, 0);
glVertex2i(vid.width, vid.height);
glVertex2i(0, vid.height);
}
glEnd();
glStencilOp(GL_INVERT, GL_KEEP, GL_KEEP);
glStencilFunc(GL_NEVER, 1, 1);
glBegin(GL_LINES);
{
if (gl_state.stereo_mode == STEREO_MODE_ROW_INTERLEAVED || gl_state.stereo_mode == STEREO_MODE_PIXEL_INTERLEAVED) {
int y;
for (y = 0; y <= vid.height; y += 2) {
glVertex2f(0, y - 0.5f);
glVertex2f(vid.width, y - 0.5f);
}
flip_eyes ^= (client_y & 1);
}
if (gl_state.stereo_mode == STEREO_MODE_COLUMN_INTERLEAVED || gl_state.stereo_mode == STEREO_MODE_PIXEL_INTERLEAVED) {
int x;
for (x = 0; x <= vid.width; x += 2) {
glVertex2f(x - 0.5f, 0);
glVertex2f(x - 0.5f, vid.height);
}
flip_eyes ^= (client_x & 1);
}
}
glEnd();
glStencilMask(GL_FALSE);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glStencilFunc(GL_EQUAL, drawing_left_eye ^ flip_eyes, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
}
break;
default:
break;
}
}
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if (gl_norefresh->value)
{
return;
}
r_newrefdef = *fd;
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if (!r_worldmodel && !(r_newrefdef.rdflags & RDF_NOWORLDMODEL))
{
VID_Error(ERR_DROP, "R_RenderView: NULL worldmodel");
}
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if (gl_speeds->value)
{
c_brush_polys = 0;
c_alias_polys = 0;
}
R_PushDlights();
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if (gl_finish->value)
{
glFinish();
}
R_SetupFrame();
R_SetFrustum();
R_SetupGL();
R_MarkLeaves(); /* done here so we know if we're in water */
R_DrawWorld();
R_DrawEntitiesOnList();
R_RenderDlights();
R_DrawParticles();
R_DrawAlphaSurfaces();
R_Flash();
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if (gl_speeds->value)
{
VID_Printf(PRINT_ALL, "%4i wpoly %4i epoly %i tex %i lmaps\n",
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c_brush_polys, c_alias_polys, c_visible_textures,
c_visible_lightmaps);
}
switch (gl_state.stereo_mode) {
case STEREO_MODE_ANAGLYPH:
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
break;
case STEREO_MODE_ROW_INTERLEAVED:
case STEREO_MODE_COLUMN_INTERLEAVED:
case STEREO_MODE_PIXEL_INTERLEAVED:
glDisable(GL_STENCIL_TEST);
break;
default:
break;
}
}
enum opengl_special_buffer_modes GL_GetSpecialBufferModeForStereoMode(enum stereo_modes stereo_mode) {
switch (stereo_mode) {
case STEREO_MODE_NONE:
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case STEREO_SPLIT_HORIZONTAL:
case STEREO_SPLIT_VERTICAL:
case STEREO_MODE_ANAGLYPH:
return OPENGL_SPECIAL_BUFFER_MODE_NONE;
case STEREO_MODE_OPENGL:
return OPENGL_SPECIAL_BUFFER_MODE_STEREO;
case STEREO_MODE_ROW_INTERLEAVED:
case STEREO_MODE_COLUMN_INTERLEAVED:
case STEREO_MODE_PIXEL_INTERLEAVED:
return OPENGL_SPECIAL_BUFFER_MODE_STENCIL;
}
return OPENGL_SPECIAL_BUFFER_MODE_NONE;
}
void
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R_SetLightLevel(void)
{
vec3_t shadelight;
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if (r_newrefdef.rdflags & RDF_NOWORLDMODEL)
{
return;
}
/* save off light value for server to look at */
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R_LightPoint(r_newrefdef.vieworg, shadelight);
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/* pick the greatest component, which should be the
* same as the mono value returned by software */
if (shadelight[0] > shadelight[1])
{
2012-07-21 12:09:45 +00:00
if (shadelight[0] > shadelight[2])
{
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gl_lightlevel->value = 150 * shadelight[0];
}
else
{
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gl_lightlevel->value = 150 * shadelight[2];
}
}
else
{
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if (shadelight[1] > shadelight[2])
{
2012-07-21 12:09:45 +00:00
gl_lightlevel->value = 150 * shadelight[1];
}
else
{
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gl_lightlevel->value = 150 * shadelight[2];
}
}
}
void
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R_RenderFrame(refdef_t *fd)
{
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R_RenderView(fd);
R_SetLightLevel();
R_SetGL2D();
}
void
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R_Register(void)
{
gl_lefthand = Cvar_Get("hand", "0", CVAR_USERINFO | CVAR_ARCHIVE);
gl_farsee = Cvar_Get("gl_farsee", "0", CVAR_LATCH | CVAR_ARCHIVE);
gl_norefresh = Cvar_Get("gl_norefresh", "0", 0);
gl_fullbright = Cvar_Get("gl_fullbright", "0", 0);
gl_drawentities = Cvar_Get("gl_drawentities", "1", 0);
gl_drawworld = Cvar_Get("gl_drawworld", "1", 0);
gl_novis = Cvar_Get("gl_novis", "0", 0);
gl_nocull = Cvar_Get("gl_nocull", "0", 0);
gl_lerpmodels = Cvar_Get("gl_lerpmodels", "1", 0);
gl_speeds = Cvar_Get("gl_speeds", "0", 0);
gl_lightlevel = Cvar_Get("gl_lightlevel", "0", 0);
gl_overbrightbits = Cvar_Get("gl_overbrightbits", "2", CVAR_ARCHIVE);
gl_nosubimage = Cvar_Get("gl_nosubimage", "0", 0);
gl_allow_software = Cvar_Get("gl_allow_software", "0", 0);
gl_particle_min_size = Cvar_Get("gl_particle_min_size", "2", CVAR_ARCHIVE);
gl_particle_max_size = Cvar_Get("gl_particle_max_size", "40", CVAR_ARCHIVE);
gl_particle_size = Cvar_Get("gl_particle_size", "40", CVAR_ARCHIVE);
gl_particle_att_a = Cvar_Get("gl_particle_att_a", "0.01", CVAR_ARCHIVE);
gl_particle_att_b = Cvar_Get("gl_particle_att_b", "0.0", CVAR_ARCHIVE);
gl_particle_att_c = Cvar_Get("gl_particle_att_c", "0.01", CVAR_ARCHIVE);
gl_modulate = Cvar_Get("gl_modulate", "1", CVAR_ARCHIVE);
gl_bitdepth = Cvar_Get("gl_bitdepth", "0", 0);
gl_mode = Cvar_Get("gl_mode", "4", CVAR_ARCHIVE);
gl_lightmap = Cvar_Get("gl_lightmap", "0", 0);
gl_shadows = Cvar_Get("gl_shadows", "0", CVAR_ARCHIVE);
gl_stencilshadow = Cvar_Get("gl_stencilshadow", "0", CVAR_ARCHIVE);
gl_dynamic = Cvar_Get("gl_dynamic", "1", 0);
gl_nobind = Cvar_Get("gl_nobind", "0", 0);
gl_round_down = Cvar_Get("gl_round_down", "1", 0);
gl_picmip = Cvar_Get("gl_picmip", "0", 0);
gl_skymip = Cvar_Get("gl_skymip", "0", 0);
gl_showtris = Cvar_Get("gl_showtris", "0", 0);
gl_ztrick = Cvar_Get("gl_ztrick", "0", 0);
gl_zfix = Cvar_Get("gl_zfix", "0", 0);
gl_finish = Cvar_Get("gl_finish", "0", CVAR_ARCHIVE);
gl_clear = Cvar_Get("gl_clear", "0", 0);
gl_cull = Cvar_Get("gl_cull", "1", 0);
gl_polyblend = Cvar_Get("gl_polyblend", "1", 0);
gl_flashblend = Cvar_Get("gl_flashblend", "0", 0);
gl_playermip = Cvar_Get("gl_playermip", "0", 0);
gl_texturemode = Cvar_Get("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE);
gl_texturealphamode = Cvar_Get("gl_texturealphamode", "default", CVAR_ARCHIVE);
gl_texturesolidmode = Cvar_Get("gl_texturesolidmode", "default", CVAR_ARCHIVE);
gl_anisotropic = Cvar_Get("gl_anisotropic", "0", CVAR_ARCHIVE);
gl_anisotropic_avail = Cvar_Get("gl_anisotropic_avail", "0", 0);
gl_lockpvs = Cvar_Get("gl_lockpvs", "0", 0);
gl_vertex_arrays = Cvar_Get("gl_vertex_arrays", "0", CVAR_ARCHIVE);
gl_ext_swapinterval = Cvar_Get("gl_ext_swapinterval", "1", CVAR_ARCHIVE);
gl_ext_palettedtexture = Cvar_Get("gl_ext_palettedtexture", "0", CVAR_ARCHIVE);
gl_ext_multitexture = Cvar_Get("gl_ext_multitexture", "0", CVAR_ARCHIVE);
gl_ext_pointparameters = Cvar_Get("gl_ext_pointparameters", "1", CVAR_ARCHIVE);
gl_ext_compiled_vertex_array = Cvar_Get("gl_ext_compiled_vertex_array", "1", CVAR_ARCHIVE);
gl_ext_mtexcombine = Cvar_Get("gl_ext_mtexcombine", "1", CVAR_ARCHIVE);
gl_drawbuffer = Cvar_Get("gl_drawbuffer", "GL_BACK", 0);
gl_swapinterval = Cvar_Get("gl_swapinterval", "1", CVAR_ARCHIVE);
gl_saturatelighting = Cvar_Get("gl_saturatelighting", "0", 0);
vid_fullscreen = Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
vid_gamma = Cvar_Get("vid_gamma", "1.0", CVAR_ARCHIVE);
gl_customwidth = Cvar_Get("gl_customwidth", "1024", CVAR_ARCHIVE);
gl_customheight = Cvar_Get("gl_customheight", "768", CVAR_ARCHIVE);
gl_msaa_samples = Cvar_Get ( "gl_msaa_samples", "0", CVAR_ARCHIVE );
2010-05-22 06:58:09 +00:00
gl_retexturing = Cvar_Get("gl_retexturing", "1", CVAR_ARCHIVE);
gl_stereo = Cvar_Get( "gl_stereo", "0", CVAR_ARCHIVE );
gl_stereo_separation = Cvar_Get( "gl_stereo_separation", "-0.4", CVAR_ARCHIVE );
gl_stereo_anaglyph_colors = Cvar_Get( "gl_stereo_anaglyph_colors", "rc", CVAR_ARCHIVE );
gl_stereo_convergence = Cvar_Get( "gl_stereo_convergence", "1", CVAR_ARCHIVE );
Cmd_AddCommand("imagelist", R_ImageList_f);
Cmd_AddCommand("screenshot", R_ScreenShot);
Cmd_AddCommand("modellist", Mod_Modellist_f);
Cmd_AddCommand("gl_strings", R_Strings);
}
qboolean
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R_SetMode(void)
{
rserr_t err;
qboolean fullscreen;
fullscreen = vid_fullscreen->value;
vid_fullscreen->modified = false;
gl_mode->modified = false;
/* a bit hackish approach to enable custom resolutions:
2012-07-21 12:09:45 +00:00
Glimp_SetMode needs these values set for mode -1 */
vid.width = gl_customwidth->value;
vid.height = gl_customheight->value;
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if ((err = GLimp_SetMode(&vid.width, &vid.height, gl_mode->value,
fullscreen)) == rserr_ok)
{
2012-07-21 12:09:45 +00:00
if (gl_mode->value == -1)
{
2012-08-02 12:47:18 +00:00
gl_state.prev_mode = 4; /* safe default for custom mode */
}
else
{
gl_state.prev_mode = gl_mode->value;
}
}
else
{
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if (err == rserr_invalid_fullscreen)
{
Cvar_SetValue("vid_fullscreen", 0);
vid_fullscreen->modified = false;
VID_Printf(PRINT_ALL, "ref_gl::R_SetMode() - fullscreen unavailable in this mode\n");
2012-07-21 12:09:45 +00:00
if ((err = GLimp_SetMode(&vid.width, &vid.height, gl_mode->value, false)) == rserr_ok)
{
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return true;
}
}
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else if (err == rserr_invalid_mode)
{
Cvar_SetValue("gl_mode", gl_state.prev_mode);
gl_mode->modified = false;
VID_Printf(PRINT_ALL, "ref_gl::R_SetMode() - invalid mode\n");
}
/* try setting it back to something safe */
if ((err = GLimp_SetMode(&vid.width, &vid.height, gl_state.prev_mode, false)) != rserr_ok)
{
VID_Printf(PRINT_ALL, "ref_gl::R_SetMode() - could not revert to safe mode\n");
2012-07-21 12:09:45 +00:00
return false;
}
}
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return true;
}
int
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R_Init(void *hinstance, void *hWnd)
{
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char renderer_buffer[1000];
char vendor_buffer[1000];
int err;
int j;
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extern float r_turbsin[256];
Swap_Init();
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for (j = 0; j < 256; j++)
{
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r_turbsin[j] *= 0.5;
}
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/* Options */
VID_Printf(PRINT_ALL, "Refresher build options:\n");
VID_Printf(PRINT_ALL, " + Retexturing support\n");
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#ifdef X11GAMMA
VID_Printf(PRINT_ALL, " + Gamma via X11\n");
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#else
VID_Printf(PRINT_ALL, " - Gamma via X11\n");
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#endif
VID_Printf(PRINT_ALL, "Refresh: " REF_VERSION "\n");
Draw_GetPalette();
R_Register();
/* initialize our QGL dynamic bindings */
QGL_Init();
/* initialize OS-specific parts of OpenGL */
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if (!GLimp_Init())
{
QGL_Shutdown();
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return -1;
}
/* set our "safe" mode */
gl_state.prev_mode = 4;
gl_state.stereo_mode = gl_stereo->value;
/* create the window and set up the context */
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if (!R_SetMode())
{
QGL_Shutdown();
VID_Printf(PRINT_ALL, "ref_gl::R_Init() - could not R_SetMode()\n");
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return -1;
}
VID_MenuInit();
/* get our various GL strings */
VID_Printf(PRINT_ALL, "\nOpenGL setting:\n", gl_config.vendor_string);
gl_config.vendor_string = (char *)glGetString(GL_VENDOR);
VID_Printf(PRINT_ALL, "GL_VENDOR: %s\n", gl_config.vendor_string);
gl_config.renderer_string = (char *)glGetString(GL_RENDERER);
VID_Printf(PRINT_ALL, "GL_RENDERER: %s\n", gl_config.renderer_string);
gl_config.version_string = (char *)glGetString(GL_VERSION);
VID_Printf(PRINT_ALL, "GL_VERSION: %s\n", gl_config.version_string);
gl_config.extensions_string = (char *)glGetString(GL_EXTENSIONS);
VID_Printf(PRINT_ALL, "GL_EXTENSIONS: %s\n", gl_config.extensions_string);
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Q_strlcpy(renderer_buffer, gl_config.renderer_string, sizeof(renderer_buffer));
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Q_strlwr(renderer_buffer);
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Q_strlcpy(vendor_buffer, gl_config.vendor_string, sizeof(vendor_buffer));
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Q_strlwr(vendor_buffer);
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VID_Printf(PRINT_ALL, "\n\nProbing for OpenGL extensions:\n");
/* grab extensions */
if (strstr(gl_config.extensions_string, "GL_EXT_compiled_vertex_array"))
{
VID_Printf(PRINT_ALL, "...using GL_EXT_compiled_vertex_array\n");
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qglLockArraysEXT = ( void * ) GLimp_GetProcAddress ( "glLockArraysEXT" );
qglUnlockArraysEXT = ( void * ) GLimp_GetProcAddress ( "glUnlockArraysEXT" );
}
else
{
VID_Printf(PRINT_ALL, "...GL_EXT_compiled_vertex_array not found\n");
}
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if (strstr(gl_config.extensions_string, "GL_EXT_point_parameters"))
{
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if (gl_ext_pointparameters->value)
{
VID_Printf(PRINT_ALL, "...using GL_EXT_point_parameters\n");
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qglPointParameterfEXT = (void (APIENTRY *)(GLenum, GLfloat))
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GLimp_GetProcAddress ( "glPointParameterfEXT" );
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qglPointParameterfvEXT = (void (APIENTRY *)(GLenum, const GLfloat *))
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GLimp_GetProcAddress ( "glPointParameterfvEXT" );
}
else
{
VID_Printf(PRINT_ALL, "...ignoring GL_EXT_point_parameters\n");
}
}
else
{
VID_Printf(PRINT_ALL, "...GL_EXT_point_parameters not found\n");
}
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if (!qglColorTableEXT &&
strstr(gl_config.extensions_string, "GL_EXT_paletted_texture") &&
strstr(gl_config.extensions_string, "GL_EXT_shared_texture_palette"))
{
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if (gl_ext_palettedtexture->value)
{
VID_Printf(PRINT_ALL, "...using GL_EXT_shared_texture_palette\n");
qglColorTableEXT =
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(void (APIENTRY *)(GLenum, GLenum, GLsizei, GLenum, GLenum,
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const GLvoid * ) ) GLimp_GetProcAddress ("glColorTableEXT");
}
else
{
VID_Printf(PRINT_ALL, "...ignoring GL_EXT_shared_texture_palette\n");
}
}
else
{
VID_Printf(PRINT_ALL, "...GL_EXT_shared_texture_palette not found\n");
}
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if (strstr(gl_config.extensions_string, "GL_ARB_multitexture"))
{
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if (gl_ext_multitexture->value)
{
VID_Printf(PRINT_ALL, "...using GL_ARB_multitexture\n");
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qglMultiTexCoord2fARB = ( void * ) GLimp_GetProcAddress ( "glMultiTexCoord2fARB" );
qglMultiTexCoord2fvARB = (void * ) GLimp_GetProcAddress( "glMultiTexCoord2fvARB" );
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qglActiveTextureARB = ( void * ) GLimp_GetProcAddress ( "glActiveTextureARB" );
qglClientActiveTextureARB = ( void * ) GLimp_GetProcAddress ( "glClientActiveTextureARB" );
}
else
{
VID_Printf(PRINT_ALL, "...ignoring GL_ARB_multitexture\n");
}
}
else
{
VID_Printf(PRINT_ALL, "...GL_ARB_multitexture not found\n");
}
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gl_config.anisotropic = false;
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if (strstr(gl_config.extensions_string, "GL_EXT_texture_filter_anisotropic"))
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{
VID_Printf(PRINT_ALL, "...using GL_EXT_texture_filter_anisotropic\n");
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gl_config.anisotropic = true;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_config.max_anisotropy);
Cvar_SetValue("gl_anisotropic_avail", gl_config.max_anisotropy);
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}
else
{
VID_Printf(PRINT_ALL, "...GL_EXT_texture_filter_anisotropic not found\n");
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gl_config.anisotropic = false;
gl_config.max_anisotropy = 0.0;
Cvar_SetValue("gl_anisotropic_avail", 0.0);
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}
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if (strstr(gl_config.extensions_string, "GL_ARB_texture_non_power_of_two"))
{
VID_Printf(PRINT_ALL, "...using GL_ARB_texture_non_power_of_two\n");
gl_config.tex_npot = true;
}
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gl_config.mtexcombine = false;
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if (strstr(gl_config.extensions_string, "GL_ARB_texture_env_combine"))
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{
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if (gl_ext_mtexcombine->value)
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{
VID_Printf(PRINT_ALL, "...using GL_ARB_texture_env_combine\n");
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gl_config.mtexcombine = true;
}
else
{
VID_Printf(PRINT_ALL, "...ignoring GL_ARB_texture_env_combine\n");
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}
}
else
{
VID_Printf(PRINT_ALL, "...GL_ARB_texture_env_combine not found\n");
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}
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if (!gl_config.mtexcombine)
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{
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if (strstr(gl_config.extensions_string, "GL_EXT_texture_env_combine"))
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{
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if (gl_ext_mtexcombine->value)
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{
VID_Printf(PRINT_ALL, "...using GL_EXT_texture_env_combine\n");
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gl_config.mtexcombine = true;
}
else
{
VID_Printf(PRINT_ALL, "...ignoring GL_EXT_texture_env_combine\n");
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}
}
else
{
VID_Printf(PRINT_ALL, "...GL_EXT_texture_env_combine not found\n");
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}
}
R_SetDefaultState();
R_InitImages();
Mod_Init();
R_InitParticleTexture();
Draw_InitLocal();
err = glGetError();
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if (err != GL_NO_ERROR)
{
VID_Printf(PRINT_ALL, "glGetError() = 0x%x\n", err);
}
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return true;
}
void
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R_Shutdown(void)
{
Cmd_RemoveCommand("modellist");
Cmd_RemoveCommand("screenshot");
Cmd_RemoveCommand("imagelist");
Cmd_RemoveCommand("gl_strings");
Mod_FreeAll();
R_ShutdownImages();
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/* shutdown OS specific OpenGL stuff like contexts, etc. */
GLimp_Shutdown();
/* shutdown our QGL subsystem */
QGL_Shutdown();
}
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extern void UpdateHardwareGamma();
void
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R_BeginFrame(float camera_separation)
{
gl_state.camera_separation = camera_separation;
/* change modes if necessary */
if (gl_mode->modified)
{
vid_fullscreen->modified = true;
}
// force a vid_restart if gl_stereo has been modified.
if ( gl_state.stereo_mode != gl_stereo->value ) {
// If we've gone from one mode to another with the same special buffer requirements there's no need to restart.
if ( GL_GetSpecialBufferModeForStereoMode( gl_state.stereo_mode ) == GL_GetSpecialBufferModeForStereoMode( gl_stereo->value ) ) {
gl_state.stereo_mode = gl_stereo->value;
}
else
{
VID_Printf(PRINT_ALL, "stereo supermode changed, restarting video!\n");
cvar_t *ref;
ref = Cvar_Get("vid_fullscreen", "0", CVAR_ARCHIVE);
ref->modified = true;
}
}
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if (vid_gamma->modified)
{
vid_gamma->modified = false;
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if (gl_state.hwgamma)
{
UpdateHardwareGamma();
}
}
/* go into 2D mode */
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int x, w, y, h;
qboolean drawing_left_eye = gl_state.camera_separation < 0;
qboolean stereo_split_tb = ((gl_state.stereo_mode == STEREO_SPLIT_VERTICAL) && gl_state.camera_separation);
qboolean stereo_split_lr = ((gl_state.stereo_mode == STEREO_SPLIT_HORIZONTAL) && gl_state.camera_separation);
x = 0;
w = vid.width;
y = 0;
h = vid.height;
if(stereo_split_lr) {
w = w / 2;
x = drawing_left_eye ? 0 : w;
}
if(stereo_split_tb) {
h = h / 2;
y = drawing_left_eye ? h : 0;
}
glViewport(x, y, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, vid.width, vid.height, 0, -99999, 99999);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glColor4f(1, 1, 1, 1);
/* draw buffer stuff */
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if (gl_drawbuffer->modified)
{
gl_drawbuffer->modified = false;
if ((gl_state.camera_separation == 0) || gl_state.stereo_mode != STEREO_MODE_OPENGL)
{
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if (Q_stricmp(gl_drawbuffer->string, "GL_FRONT") == 0)
{
glDrawBuffer(GL_FRONT);
}
else
{
glDrawBuffer(GL_BACK);
}
}
}
/* texturemode stuff */
if (gl_texturemode->modified || (gl_config.anisotropic && gl_anisotropic->modified))
{
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R_TextureMode(gl_texturemode->string);
gl_texturemode->modified = false;
gl_anisotropic->modified = false;
}
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if (gl_texturealphamode->modified)
{
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R_TextureAlphaMode(gl_texturealphamode->string);
gl_texturealphamode->modified = false;
}
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if (gl_texturesolidmode->modified)
{
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R_TextureSolidMode(gl_texturesolidmode->string);
gl_texturesolidmode->modified = false;
}
/* clear screen if desired */
R_Clear();
}
void
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R_SetPalette(const unsigned char *palette)
{
int i;
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byte *rp = (byte *)r_rawpalette;
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if (palette)
{
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for (i = 0; i < 256; i++)
{
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rp[i * 4 + 0] = palette[i * 3 + 0];
rp[i * 4 + 1] = palette[i * 3 + 1];
rp[i * 4 + 2] = palette[i * 3 + 2];
rp[i * 4 + 3] = 0xff;
}
}
else
{
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for (i = 0; i < 256; i++)
{
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rp[i * 4 + 0] = LittleLong(d_8to24table[i]) & 0xff;
rp[i * 4 + 1] = (LittleLong(d_8to24table[i]) >> 8) & 0xff;
rp[i * 4 + 2] = (LittleLong(d_8to24table[i]) >> 16) & 0xff;
rp[i * 4 + 3] = 0xff;
}
}
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R_SetTexturePalette(r_rawpalette);
glClearColor(0, 0, 0, 0);
glClear(GL_COLOR_BUFFER_BIT);
glClearColor(1, 0, 0.5, 0.5);
}
/* R_DrawBeam */
void
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R_DrawBeam(entity_t *e)
{
int i;
float r, g, b;
vec3_t perpvec;
vec3_t direction, normalized_direction;
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vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS];
vec3_t oldorigin, origin;
GLfloat vtx[3*NUM_BEAM_SEGS*4];
unsigned int index_vtx = 0;
unsigned int pointb;
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oldorigin[0] = e->oldorigin[0];
oldorigin[1] = e->oldorigin[1];
oldorigin[2] = e->oldorigin[2];
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origin[0] = e->origin[0];
origin[1] = e->origin[1];
origin[2] = e->origin[2];
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normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];
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if (VectorNormalize(normalized_direction) == 0)
{
return;
}
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PerpendicularVector(perpvec, normalized_direction);
VectorScale(perpvec, e->frame / 2, perpvec);
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for (i = 0; i < 6; i++)
{
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RotatePointAroundVector(start_points[i], normalized_direction, perpvec,
(360.0 / NUM_BEAM_SEGS) * i);
VectorAdd(start_points[i], origin, start_points[i]);
VectorAdd(start_points[i], direction, end_points[i]);
}
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glDepthMask(GL_FALSE);
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r = (LittleLong(d_8to24table[e->skinnum & 0xFF])) & 0xFF;
g = (LittleLong(d_8to24table[e->skinnum & 0xFF]) >> 8) & 0xFF;
b = (LittleLong(d_8to24table[e->skinnum & 0xFF]) >> 16) & 0xFF;
r *= 1 / 255.0F;
g *= 1 / 255.0F;
b *= 1 / 255.0F;
glColor4f(r, g, b, e->alpha);
for ( i = 0; i < NUM_BEAM_SEGS; i++ )
{
vtx[index_vtx++] = start_points [ i ][ 0 ];
vtx[index_vtx++] = start_points [ i ][ 1 ];
vtx[index_vtx++] = start_points [ i ][ 2 ];
vtx[index_vtx++] = end_points [ i ][ 0 ];
vtx[index_vtx++] = end_points [ i ][ 1 ];
vtx[index_vtx++] = end_points [ i ][ 2 ];
pointb = ( i + 1 ) % NUM_BEAM_SEGS;
vtx[index_vtx++] = start_points [ pointb ][ 0 ];
vtx[index_vtx++] = start_points [ pointb ][ 1 ];
vtx[index_vtx++] = start_points [ pointb ][ 2 ];
vtx[index_vtx++] = end_points [ pointb ][ 0 ];
vtx[index_vtx++] = end_points [ pointb ][ 1 ];
vtx[index_vtx++] = end_points [ pointb ][ 2 ];
}
glEnableClientState( GL_VERTEX_ARRAY );
glVertexPointer( 3, GL_FLOAT, 0, vtx );
glDrawArrays( GL_TRIANGLE_STRIP, 0, NUM_BEAM_SEGS*4 );
glDisableClientState( GL_VERTEX_ARRAY );
glEnable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
}