1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148
|
/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_main.c
#include "quakedef.h"
qboolean r_cache_thrash; // compatability
vec3_t modelorg, r_entorigin;
entity_t *currententity;
int r_visframecount; // bumped when going to a new PVS
int r_framecount; // used for dlight push checking
mplane_t frustum[4];
//johnfitz -- rendering statistics
int rs_brushpolys, rs_aliaspolys, rs_skypolys, rs_particles, rs_fogpolys;
int rs_dynamiclightmaps, rs_brushpasses, rs_aliaspasses, rs_skypasses;
float rs_megatexels;
//
// view origin
//
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
float r_fovx, r_fovy; //johnfitz -- rendering fov may be different becuase of r_waterwarp and r_stereo
//
// screen size info
//
refdef_t r_refdef;
mleaf_t *r_viewleaf, *r_oldviewleaf;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
cvar_t r_norefresh = {"r_norefresh","0",CVAR_NONE};
cvar_t r_drawentities = {"r_drawentities","1",CVAR_NONE};
cvar_t r_drawviewmodel = {"r_drawviewmodel","1",CVAR_NONE};
cvar_t r_speeds = {"r_speeds","0",CVAR_NONE};
cvar_t r_pos = {"r_pos","0",CVAR_NONE};
cvar_t r_fullbright = {"r_fullbright","0",CVAR_NONE};
cvar_t r_lightmap = {"r_lightmap","0",CVAR_NONE};
cvar_t r_shadows = {"r_shadows","0",CVAR_ARCHIVE};
cvar_t r_wateralpha = {"r_wateralpha","1",CVAR_ARCHIVE};
cvar_t r_dynamic = {"r_dynamic","1",CVAR_ARCHIVE};
cvar_t r_novis = {"r_novis","0",CVAR_ARCHIVE};
cvar_t gl_finish = {"gl_finish","0",CVAR_NONE};
cvar_t gl_clear = {"gl_clear","1",CVAR_NONE};
cvar_t gl_cull = {"gl_cull","1",CVAR_NONE};
cvar_t gl_smoothmodels = {"gl_smoothmodels","1",CVAR_NONE};
cvar_t gl_affinemodels = {"gl_affinemodels","0",CVAR_NONE};
cvar_t gl_polyblend = {"gl_polyblend","1",CVAR_NONE};
cvar_t gl_flashblend = {"gl_flashblend","0",CVAR_ARCHIVE};
cvar_t gl_playermip = {"gl_playermip","0",CVAR_NONE};
cvar_t gl_nocolors = {"gl_nocolors","0",CVAR_NONE};
//johnfitz -- new cvars
cvar_t r_stereo = {"r_stereo","0",CVAR_NONE};
cvar_t r_stereodepth = {"r_stereodepth","128",CVAR_NONE};
cvar_t r_clearcolor = {"r_clearcolor","2",CVAR_ARCHIVE};
cvar_t r_drawflat = {"r_drawflat","0",CVAR_NONE};
cvar_t r_flatlightstyles = {"r_flatlightstyles", "0", CVAR_NONE};
cvar_t gl_fullbrights = {"gl_fullbrights", "1", CVAR_ARCHIVE};
cvar_t gl_farclip = {"gl_farclip", "16384", CVAR_ARCHIVE};
cvar_t gl_overbright = {"gl_overbright", "1", CVAR_ARCHIVE};
cvar_t gl_overbright_models = {"gl_overbright_models", "1", CVAR_ARCHIVE};
cvar_t r_oldskyleaf = {"r_oldskyleaf", "0", CVAR_NONE};
cvar_t r_drawworld = {"r_drawworld", "1", CVAR_NONE};
cvar_t r_showtris = {"r_showtris", "0", CVAR_NONE};
cvar_t r_showbboxes = {"r_showbboxes", "0", CVAR_NONE};
cvar_t r_lerpmodels = {"r_lerpmodels", "1", CVAR_NONE};
cvar_t r_lerpmove = {"r_lerpmove", "1", CVAR_NONE};
cvar_t r_nolerp_list = {"r_nolerp_list", "progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl", CVAR_NONE};
cvar_t r_noshadow_list = {"r_noshadow_list", "progs/flame2.mdl,progs/flame.mdl,progs/bolt1.mdl,progs/bolt2.mdl,progs/bolt3.mdl,progs/laser.mdl", CVAR_NONE};
extern cvar_t r_vfog;
//johnfitz
cvar_t gl_zfix = {"gl_zfix", "0", CVAR_NONE}; // QuakeSpasm z-fighting fix
cvar_t r_lavaalpha = {"r_lavaalpha","0",CVAR_NONE};
cvar_t r_telealpha = {"r_telealpha","0",CVAR_NONE};
cvar_t r_slimealpha = {"r_slimealpha","0",CVAR_NONE};
float map_wateralpha, map_lavaalpha, map_telealpha, map_slimealpha;
qboolean r_drawflat_cheatsafe, r_fullbright_cheatsafe, r_lightmap_cheatsafe, r_drawworld_cheatsafe; //johnfitz
cvar_t r_scale = {"r_scale", "1", CVAR_ARCHIVE};
//==============================================================================
//
// GLSL GAMMA CORRECTION
//
//==============================================================================
static GLuint r_gamma_texture;
static GLuint r_gamma_program;
static int r_gamma_texture_width, r_gamma_texture_height;
// uniforms used in gamma shader
static GLuint gammaLoc;
static GLuint contrastLoc;
static GLuint textureLoc;
/*
=============
GLSLGamma_DeleteTexture
=============
*/
void GLSLGamma_DeleteTexture (void)
{
glDeleteTextures (1, &r_gamma_texture);
r_gamma_texture = 0;
r_gamma_program = 0; // deleted in R_DeleteShaders
}
/*
=============
GLSLGamma_CreateShaders
=============
*/
static void GLSLGamma_CreateShaders (void)
{
const GLchar *vertSource = \
"#version 110\n"
"\n"
"void main(void) {\n"
" gl_Position = vec4(gl_Vertex.xy, 0.0, 1.0);\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n";
const GLchar *fragSource = \
"#version 110\n"
"\n"
"uniform sampler2D GammaTexture;\n"
"uniform float GammaValue;\n"
"uniform float ContrastValue;\n"
"\n"
"void main(void) {\n"
" vec4 frag = texture2D(GammaTexture, gl_TexCoord[0].xy);\n"
" frag.rgb = frag.rgb * ContrastValue;\n"
" gl_FragColor = vec4(pow(frag.rgb, vec3(GammaValue)), 1.0);\n"
"}\n";
if (!gl_glsl_gamma_able)
return;
r_gamma_program = GL_CreateProgram (vertSource, fragSource, 0, NULL);
// get uniform locations
gammaLoc = GL_GetUniformLocation (&r_gamma_program, "GammaValue");
contrastLoc = GL_GetUniformLocation (&r_gamma_program, "ContrastValue");
textureLoc = GL_GetUniformLocation (&r_gamma_program, "GammaTexture");
}
/*
=============
GLSLGamma_GammaCorrect
=============
*/
void GLSLGamma_GammaCorrect (void)
{
float smax, tmax;
if (!gl_glsl_gamma_able)
return;
if (vid_gamma.value == 1 && vid_contrast.value == 1)
return;
// create render-to-texture texture if needed
if (!r_gamma_texture)
{
glGenTextures (1, &r_gamma_texture);
glBindTexture (GL_TEXTURE_2D, r_gamma_texture);
r_gamma_texture_width = glwidth;
r_gamma_texture_height = glheight;
if (!gl_texture_NPOT)
{
r_gamma_texture_width = TexMgr_Pad(r_gamma_texture_width);
r_gamma_texture_height = TexMgr_Pad(r_gamma_texture_height);
}
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA8, r_gamma_texture_width, r_gamma_texture_height, 0, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
// create shader if needed
if (!r_gamma_program)
{
GLSLGamma_CreateShaders ();
if (!r_gamma_program)
{
Sys_Error("GLSLGamma_CreateShaders failed");
}
}
// copy the framebuffer to the texture
GL_DisableMultitexture();
glBindTexture (GL_TEXTURE_2D, r_gamma_texture);
glCopyTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, glx, gly, glwidth, glheight);
// draw the texture back to the framebuffer with a fragment shader
GL_UseProgramFunc (r_gamma_program);
GL_Uniform1fFunc (gammaLoc, vid_gamma.value);
GL_Uniform1fFunc (contrastLoc, q_min(2.0, q_max(1.0, vid_contrast.value)));
GL_Uniform1iFunc (textureLoc, 0); // use texture unit 0
glDisable (GL_ALPHA_TEST);
glDisable (GL_DEPTH_TEST);
glViewport (glx, gly, glwidth, glheight);
smax = glwidth/(float)r_gamma_texture_width;
tmax = glheight/(float)r_gamma_texture_height;
glBegin (GL_QUADS);
glTexCoord2f (0, 0);
glVertex2f (-1, -1);
glTexCoord2f (smax, 0);
glVertex2f (1, -1);
glTexCoord2f (smax, tmax);
glVertex2f (1, 1);
glTexCoord2f (0, tmax);
glVertex2f (-1, 1);
glEnd ();
GL_UseProgramFunc (0);
// clear cached binding
GL_ClearBindings ();
}
/*
=================
R_CullBox -- johnfitz -- replaced with new function from lordhavoc
Returns true if the box is completely outside the frustum
=================
*/
qboolean R_CullBox (vec3_t emins, vec3_t emaxs)
{
int i;
mplane_t *p;
for (i = 0;i < 4;i++)
{
p = frustum + i;
switch(p->signbits)
{
default:
case 0:
if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist)
return true;
break;
case 1:
if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist)
return true;
break;
case 2:
if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist)
return true;
break;
case 3:
if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist)
return true;
break;
case 4:
if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist)
return true;
break;
case 5:
if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist)
return true;
break;
case 6:
if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist)
return true;
break;
case 7:
if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist)
return true;
break;
}
}
return false;
}
/*
===============
R_CullModelForEntity -- johnfitz -- uses correct bounds based on rotation
===============
*/
qboolean R_CullModelForEntity (entity_t *e)
{
vec3_t mins, maxs;
if (e->angles[0] || e->angles[2]) //pitch or roll
{
VectorAdd (e->origin, e->model->rmins, mins);
VectorAdd (e->origin, e->model->rmaxs, maxs);
}
else if (e->angles[1]) //yaw
{
VectorAdd (e->origin, e->model->ymins, mins);
VectorAdd (e->origin, e->model->ymaxs, maxs);
}
else //no rotation
{
VectorAdd (e->origin, e->model->mins, mins);
VectorAdd (e->origin, e->model->maxs, maxs);
}
return R_CullBox (mins, maxs);
}
/*
===============
R_RotateForEntity -- johnfitz -- modified to take origin and angles instead of pointer to entity
===============
*/
void R_RotateForEntity (vec3_t origin, vec3_t angles)
{
glTranslatef (origin[0], origin[1], origin[2]);
glRotatef (angles[1], 0, 0, 1);
glRotatef (-angles[0], 0, 1, 0);
glRotatef (angles[2], 1, 0, 0);
}
/*
=============
GL_PolygonOffset -- johnfitz
negative offset moves polygon closer to camera
=============
*/
void GL_PolygonOffset (int offset)
{
if (offset > 0)
{
glEnable (GL_POLYGON_OFFSET_FILL);
glEnable (GL_POLYGON_OFFSET_LINE);
glPolygonOffset(1, offset);
}
else if (offset < 0)
{
glEnable (GL_POLYGON_OFFSET_FILL);
glEnable (GL_POLYGON_OFFSET_LINE);
glPolygonOffset(-1, offset);
}
else
{
glDisable (GL_POLYGON_OFFSET_FILL);
glDisable (GL_POLYGON_OFFSET_LINE);
}
}
//==============================================================================
//
// SETUP FRAME
//
//==============================================================================
int SignbitsForPlane (mplane_t *out)
{
int bits, j;
// for fast box on planeside test
bits = 0;
for (j=0 ; j<3 ; j++)
{
if (out->normal[j] < 0)
bits |= 1<<j;
}
return bits;
}
/*
===============
TurnVector -- johnfitz
turn forward towards side on the plane defined by forward and side
if angle = 90, the result will be equal to side
assumes side and forward are perpendicular, and normalized
to turn away from side, use a negative angle
===============
*/
#define DEG2RAD( a ) ( (a) * M_PI_DIV_180 )
void TurnVector (vec3_t out, const vec3_t forward, const vec3_t side, float angle)
{
float scale_forward, scale_side;
scale_forward = cos( DEG2RAD( angle ) );
scale_side = sin( DEG2RAD( angle ) );
out[0] = scale_forward*forward[0] + scale_side*side[0];
out[1] = scale_forward*forward[1] + scale_side*side[1];
out[2] = scale_forward*forward[2] + scale_side*side[2];
}
/*
===============
R_SetFrustum -- johnfitz -- rewritten
===============
*/
void R_SetFrustum (float fovx, float fovy)
{
int i;
if (r_stereo.value)
fovx += 10; //silly hack so that polygons don't drop out becuase of stereo skew
TurnVector(frustum[0].normal, vpn, vright, fovx/2 - 90); //left plane
TurnVector(frustum[1].normal, vpn, vright, 90 - fovx/2); //right plane
TurnVector(frustum[2].normal, vpn, vup, 90 - fovy/2); //bottom plane
TurnVector(frustum[3].normal, vpn, vup, fovy/2 - 90); //top plane
for (i=0 ; i<4 ; i++)
{
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = DotProduct (r_origin, frustum[i].normal); //FIXME: shouldn't this always be zero?
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}
/*
=============
GL_SetFrustum -- johnfitz -- written to replace MYgluPerspective
=============
*/
#define NEARCLIP 4
float frustum_skew = 0.0; //used by r_stereo
void GL_SetFrustum(float fovx, float fovy)
{
float xmax, ymax;
xmax = NEARCLIP * tan( fovx * M_PI / 360.0 );
ymax = NEARCLIP * tan( fovy * M_PI / 360.0 );
glFrustum(-xmax + frustum_skew, xmax + frustum_skew, -ymax, ymax, NEARCLIP, gl_farclip.value);
}
/*
=============
R_SetupGL
=============
*/
void R_SetupGL (void)
{
int scale;
//johnfitz -- rewrote this section
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
scale = CLAMP(1, (int)r_scale.value, 4); // ericw -- see R_ScaleView
glViewport (glx + r_refdef.vrect.x,
gly + glheight - r_refdef.vrect.y - r_refdef.vrect.height,
r_refdef.vrect.width / scale,
r_refdef.vrect.height / scale);
//johnfitz
GL_SetFrustum (r_fovx, r_fovy); //johnfitz -- use r_fov* vars
// glCullFace(GL_BACK); //johnfitz -- glquake used CCW with backwards culling -- let's do it right
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
glRotatef (-90, 1, 0, 0); // put Z going up
glRotatef (90, 0, 0, 1); // put Z going up
glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
//
// set drawing parms
//
if (gl_cull.value)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glEnable(GL_DEPTH_TEST);
}
/*
=============
R_Clear -- johnfitz -- rewritten and gutted
=============
*/
void R_Clear (void)
{
unsigned int clearbits;
clearbits = GL_DEPTH_BUFFER_BIT;
// from mh -- if we get a stencil buffer, we should clear it, even though we don't use it
if (gl_stencilbits)
clearbits |= GL_STENCIL_BUFFER_BIT;
if (gl_clear.value)
clearbits |= GL_COLOR_BUFFER_BIT;
glClear (clearbits);
}
/*
===============
R_SetupScene -- johnfitz -- this is the stuff that needs to be done once per eye in stereo mode
===============
*/
void R_SetupScene (void)
{
R_PushDlights ();
R_AnimateLight ();
r_framecount++;
R_SetupGL ();
}
/*
===============
R_SetupView -- johnfitz -- this is the stuff that needs to be done once per frame, even in stereo mode
===============
*/
void R_SetupView (void)
{
Fog_SetupFrame (); //johnfitz
// build the transformation matrix for the given view angles
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
// current viewleaf
r_oldviewleaf = r_viewleaf;
r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
V_SetContentsColor (r_viewleaf->contents);
V_CalcBlend ();
r_cache_thrash = false;
//johnfitz -- calculate r_fovx and r_fovy here
r_fovx = r_refdef.fov_x;
r_fovy = r_refdef.fov_y;
if (r_waterwarp.value)
{
int contents = Mod_PointInLeaf (r_origin, cl.worldmodel)->contents;
if (contents == CONTENTS_WATER || contents == CONTENTS_SLIME || contents == CONTENTS_LAVA)
{
//variance is a percentage of width, where width = 2 * tan(fov / 2) otherwise the effect is too dramatic at high FOV and too subtle at low FOV. what a mess!
r_fovx = atan(tan(DEG2RAD(r_refdef.fov_x) / 2) * (0.97 + sin(cl.time * 1.5) * 0.03)) * 2 / M_PI_DIV_180;
r_fovy = atan(tan(DEG2RAD(r_refdef.fov_y) / 2) * (1.03 - sin(cl.time * 1.5) * 0.03)) * 2 / M_PI_DIV_180;
}
}
//johnfitz
R_SetFrustum (r_fovx, r_fovy); //johnfitz -- use r_fov* vars
R_MarkSurfaces (); //johnfitz -- create texture chains from PVS
R_CullSurfaces (); //johnfitz -- do after R_SetFrustum and R_MarkSurfaces
R_UpdateWarpTextures (); //johnfitz -- do this before R_Clear
R_Clear ();
//johnfitz -- cheat-protect some draw modes
r_drawflat_cheatsafe = r_fullbright_cheatsafe = r_lightmap_cheatsafe = false;
r_drawworld_cheatsafe = true;
if (cl.maxclients == 1)
{
if (!r_drawworld.value) r_drawworld_cheatsafe = false;
if (r_drawflat.value) r_drawflat_cheatsafe = true;
else if (r_fullbright.value || !cl.worldmodel->lightdata) r_fullbright_cheatsafe = true;
else if (r_lightmap.value) r_lightmap_cheatsafe = true;
}
//johnfitz
}
//==============================================================================
//
// RENDER VIEW
//
//==============================================================================
/*
=============
R_DrawEntitiesOnList
=============
*/
void R_DrawEntitiesOnList (qboolean alphapass) //johnfitz -- added parameter
{
int i;
if (!r_drawentities.value)
return;
//johnfitz -- sprites are not a special case
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = cl_visedicts[i];
//johnfitz -- if alphapass is true, draw only alpha entites this time
//if alphapass is false, draw only nonalpha entities this time
if ((ENTALPHA_DECODE(currententity->alpha) < 1 && !alphapass) ||
(ENTALPHA_DECODE(currententity->alpha) == 1 && alphapass))
continue;
//johnfitz -- chasecam
if (currententity == &cl_entities[cl.viewentity])
currententity->angles[0] *= 0.3;
//johnfitz
switch (currententity->model->type)
{
case mod_alias:
R_DrawAliasModel (currententity);
break;
case mod_brush:
R_DrawBrushModel (currententity);
break;
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
}
}
}
/*
=============
R_DrawViewModel -- johnfitz -- gutted
=============
*/
void R_DrawViewModel (void)
{
if (!r_drawviewmodel.value || !r_drawentities.value || chase_active.value)
return;
if (cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0)
return;
currententity = &cl.viewent;
if (!currententity->model)
return;
//johnfitz -- this fixes a crash
if (currententity->model->type != mod_alias)
return;
//johnfitz
// hack the depth range to prevent view model from poking into walls
glDepthRange (0, 0.3);
R_DrawAliasModel (currententity);
glDepthRange (0, 1);
}
/*
================
R_EmitWirePoint -- johnfitz -- draws a wireframe cross shape for point entities
================
*/
void R_EmitWirePoint (vec3_t origin)
{
int size=8;
glBegin (GL_LINES);
glVertex3f (origin[0]-size, origin[1], origin[2]);
glVertex3f (origin[0]+size, origin[1], origin[2]);
glVertex3f (origin[0], origin[1]-size, origin[2]);
glVertex3f (origin[0], origin[1]+size, origin[2]);
glVertex3f (origin[0], origin[1], origin[2]-size);
glVertex3f (origin[0], origin[1], origin[2]+size);
glEnd ();
}
/*
================
R_EmitWireBox -- johnfitz -- draws one axis aligned bounding box
================
*/
void R_EmitWireBox (vec3_t mins, vec3_t maxs)
{
glBegin (GL_QUAD_STRIP);
glVertex3f (mins[0], mins[1], mins[2]);
glVertex3f (mins[0], mins[1], maxs[2]);
glVertex3f (maxs[0], mins[1], mins[2]);
glVertex3f (maxs[0], mins[1], maxs[2]);
glVertex3f (maxs[0], maxs[1], mins[2]);
glVertex3f (maxs[0], maxs[1], maxs[2]);
glVertex3f (mins[0], maxs[1], mins[2]);
glVertex3f (mins[0], maxs[1], maxs[2]);
glVertex3f (mins[0], mins[1], mins[2]);
glVertex3f (mins[0], mins[1], maxs[2]);
glEnd ();
}
/*
================
R_ShowBoundingBoxes -- johnfitz
draw bounding boxes -- the server-side boxes, not the renderer cullboxes
================
*/
void R_ShowBoundingBoxes (void)
{
extern edict_t *sv_player;
vec3_t mins,maxs;
edict_t *ed;
int i;
if (!r_showbboxes.value || cl.maxclients > 1 || !r_drawentities.value || !sv.active)
return;
glDisable (GL_DEPTH_TEST);
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
GL_PolygonOffset (OFFSET_SHOWTRIS);
glDisable (GL_TEXTURE_2D);
glDisable (GL_CULL_FACE);
glColor3f (1,1,1);
for (i=0, ed=NEXT_EDICT(sv.edicts) ; i<sv.num_edicts ; i++, ed=NEXT_EDICT(ed))
{
if (ed == sv_player)
continue; //don't draw player's own bbox
// if (r_showbboxes.value != 2)
// if (!SV_VisibleToClient (sv_player, ed, sv.worldmodel))
// continue; //don't draw if not in pvs
if (ed->v.mins[0] == ed->v.maxs[0] && ed->v.mins[1] == ed->v.maxs[1] && ed->v.mins[2] == ed->v.maxs[2])
{
//point entity
R_EmitWirePoint (ed->v.origin);
}
else
{
//box entity
VectorAdd (ed->v.mins, ed->v.origin, mins);
VectorAdd (ed->v.maxs, ed->v.origin, maxs);
R_EmitWireBox (mins, maxs);
}
}
glColor3f (1,1,1);
glEnable (GL_TEXTURE_2D);
glEnable (GL_CULL_FACE);
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
GL_PolygonOffset (OFFSET_NONE);
glEnable (GL_DEPTH_TEST);
Sbar_Changed (); //so we don't get dots collecting on the statusbar
}
/*
================
R_ShowTris -- johnfitz
================
*/
void R_ShowTris (void)
{
extern cvar_t r_particles;
int i;
if (r_showtris.value < 1 || r_showtris.value > 2 || cl.maxclients > 1)
return;
if (r_showtris.value == 1)
glDisable (GL_DEPTH_TEST);
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
GL_PolygonOffset (OFFSET_SHOWTRIS);
glDisable (GL_TEXTURE_2D);
glColor3f (1,1,1);
// glEnable (GL_BLEND);
// glBlendFunc (GL_ONE, GL_ONE);
if (r_drawworld.value)
{
R_DrawWorld_ShowTris ();
}
if (r_drawentities.value)
{
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = cl_visedicts[i];
if (currententity == &cl_entities[cl.viewentity]) // chasecam
currententity->angles[0] *= 0.3;
switch (currententity->model->type)
{
case mod_brush:
R_DrawBrushModel_ShowTris (currententity);
break;
case mod_alias:
R_DrawAliasModel_ShowTris (currententity);
break;
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
default:
break;
}
}
// viewmodel
currententity = &cl.viewent;
if (r_drawviewmodel.value
&& !chase_active.value
&& cl.stats[STAT_HEALTH] > 0
&& !(cl.items & IT_INVISIBILITY)
&& currententity->model
&& currententity->model->type == mod_alias)
{
glDepthRange (0, 0.3);
R_DrawAliasModel_ShowTris (currententity);
glDepthRange (0, 1);
}
}
if (r_particles.value)
{
R_DrawParticles_ShowTris ();
}
// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glDisable (GL_BLEND);
glColor3f (1,1,1);
glEnable (GL_TEXTURE_2D);
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
GL_PolygonOffset (OFFSET_NONE);
if (r_showtris.value == 1)
glEnable (GL_DEPTH_TEST);
Sbar_Changed (); //so we don't get dots collecting on the statusbar
}
/*
================
R_DrawShadows
================
*/
void R_DrawShadows (void)
{
int i;
if (!r_shadows.value || !r_drawentities.value || r_drawflat_cheatsafe || r_lightmap_cheatsafe)
return;
// Use stencil buffer to prevent self-intersecting shadows, from Baker (MarkV)
if (gl_stencilbits)
{
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_EQUAL, 0, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
glEnable(GL_STENCIL_TEST);
}
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = cl_visedicts[i];
if (currententity->model->type != mod_alias)
continue;
if (currententity == &cl.viewent)
return;
GL_DrawAliasShadow (currententity);
}
if (gl_stencilbits)
{
glDisable(GL_STENCIL_TEST);
}
}
/*
================
R_RenderScene
================
*/
void R_RenderScene (void)
{
R_SetupScene (); //johnfitz -- this does everything that should be done once per call to RenderScene
Fog_EnableGFog (); //johnfitz
Sky_DrawSky (); //johnfitz
R_DrawWorld ();
S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawShadows (); //johnfitz -- render entity shadows
R_DrawEntitiesOnList (false); //johnfitz -- false means this is the pass for nonalpha entities
R_DrawWorld_Water (); //johnfitz -- drawn here since they might have transparency
R_DrawEntitiesOnList (true); //johnfitz -- true means this is the pass for alpha entities
R_RenderDlights (); //triangle fan dlights -- johnfitz -- moved after water
R_DrawParticles ();
Fog_DisableGFog (); //johnfitz
R_DrawViewModel (); //johnfitz -- moved here from R_RenderView
R_ShowTris (); //johnfitz
R_ShowBoundingBoxes (); //johnfitz
}
static GLuint r_scaleview_texture;
static int r_scaleview_texture_width, r_scaleview_texture_height;
/*
=============
R_ScaleView_DeleteTexture
=============
*/
void R_ScaleView_DeleteTexture (void)
{
glDeleteTextures (1, &r_scaleview_texture);
r_scaleview_texture = 0;
}
/*
================
R_ScaleView
The r_scale cvar allows rendering the 3D view at 1/2, 1/3, or 1/4 resolution.
This function scales the reduced resolution 3D view back up to fill
r_refdef.vrect. This is for emulating a low-resolution pixellated look,
or possibly as a perforance boost on slow graphics cards.
================
*/
void R_ScaleView (void)
{
float smax, tmax;
int scale;
int srcx, srcy, srcw, srch;
// copied from R_SetupGL()
scale = CLAMP(1, (int)r_scale.value, 4);
srcx = glx + r_refdef.vrect.x;
srcy = gly + glheight - r_refdef.vrect.y - r_refdef.vrect.height;
srcw = r_refdef.vrect.width / scale;
srch = r_refdef.vrect.height / scale;
if (scale == 1)
return;
// make sure texture unit 0 is selected
GL_DisableMultitexture ();
// create (if needed) and bind the render-to-texture texture
if (!r_scaleview_texture)
{
glGenTextures (1, &r_scaleview_texture);
r_scaleview_texture_width = 0;
r_scaleview_texture_height = 0;
}
glBindTexture (GL_TEXTURE_2D, r_scaleview_texture);
// resize render-to-texture texture if needed
if (r_scaleview_texture_width < srcw
|| r_scaleview_texture_height < srch)
{
r_scaleview_texture_width = srcw;
r_scaleview_texture_height = srch;
if (!gl_texture_NPOT)
{
r_scaleview_texture_width = TexMgr_Pad(r_scaleview_texture_width);
r_scaleview_texture_height = TexMgr_Pad(r_scaleview_texture_height);
}
glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA, r_scaleview_texture_width, r_scaleview_texture_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
// copy the framebuffer to the texture
glBindTexture (GL_TEXTURE_2D, r_scaleview_texture);
glCopyTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, srcx, srcy, srcw, srch);
// draw the texture back to the framebuffer
glDisable (GL_ALPHA_TEST);
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable (GL_BLEND);
glViewport (srcx, srcy, r_refdef.vrect.width, r_refdef.vrect.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
// correction factor if we lack NPOT textures, normally these are 1.0f
smax = srcw/(float)r_scaleview_texture_width;
tmax = srch/(float)r_scaleview_texture_height;
glBegin (GL_QUADS);
glTexCoord2f (0, 0);
glVertex2f (-1, -1);
glTexCoord2f (smax, 0);
glVertex2f (1, -1);
glTexCoord2f (smax, tmax);
glVertex2f (1, 1);
glTexCoord2f (0, tmax);
glVertex2f (-1, 1);
glEnd ();
// clear cached binding
GL_ClearBindings ();
}
/*
================
R_RenderView
================
*/
void R_RenderView (void)
{
double time1, time2;
if (r_norefresh.value)
return;
if (!cl.worldmodel)
Sys_Error ("R_RenderView: NULL worldmodel");
time1 = 0; /* avoid compiler warning */
if (r_speeds.value)
{
glFinish ();
time1 = Sys_DoubleTime ();
//johnfitz -- rendering statistics
rs_brushpolys = rs_aliaspolys = rs_skypolys = rs_particles = rs_fogpolys = rs_megatexels =
rs_dynamiclightmaps = rs_aliaspasses = rs_skypasses = rs_brushpasses = 0;
}
else if (gl_finish.value)
glFinish ();
R_SetupView (); //johnfitz -- this does everything that should be done once per frame
//johnfitz -- stereo rendering -- full of hacky goodness
if (r_stereo.value)
{
float eyesep = CLAMP(-8.0f, r_stereo.value, 8.0f);
float fdepth = CLAMP(32.0f, r_stereodepth.value, 1024.0f);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
//render left eye (red)
glColorMask(1, 0, 0, 1);
VectorMA (r_refdef.vieworg, -0.5f * eyesep, vright, r_refdef.vieworg);
frustum_skew = 0.5 * eyesep * NEARCLIP / fdepth;
srand((int) (cl.time * 1000)); //sync random stuff between eyes
R_RenderScene ();
//render right eye (cyan)
glClear (GL_DEPTH_BUFFER_BIT);
glColorMask(0, 1, 1, 1);
VectorMA (r_refdef.vieworg, 1.0f * eyesep, vright, r_refdef.vieworg);
frustum_skew = -frustum_skew;
srand((int) (cl.time * 1000)); //sync random stuff between eyes
R_RenderScene ();
//restore
glColorMask(1, 1, 1, 1);
VectorMA (r_refdef.vieworg, -0.5f * eyesep, vright, r_refdef.vieworg);
frustum_skew = 0.0f;
}
else
{
R_RenderScene ();
}
//johnfitz
R_ScaleView ();
//johnfitz -- modified r_speeds output
time2 = Sys_DoubleTime ();
if (r_pos.value)
Con_Printf ("x %i y %i z %i (pitch %i yaw %i roll %i)\n",
(int)cl_entities[cl.viewentity].origin[0],
(int)cl_entities[cl.viewentity].origin[1],
(int)cl_entities[cl.viewentity].origin[2],
(int)cl.viewangles[PITCH],
(int)cl.viewangles[YAW],
(int)cl.viewangles[ROLL]);
else if (r_speeds.value == 2)
Con_Printf ("%3i ms %4i/%4i wpoly %4i/%4i epoly %3i lmap %4i/%4i sky %1.1f mtex\n",
(int)((time2-time1)*1000),
rs_brushpolys,
rs_brushpasses,
rs_aliaspolys,
rs_aliaspasses,
rs_dynamiclightmaps,
rs_skypolys,
rs_skypasses,
TexMgr_FrameUsage ());
else if (r_speeds.value)
Con_Printf ("%3i ms %4i wpoly %4i epoly %3i lmap\n",
(int)((time2-time1)*1000),
rs_brushpolys,
rs_aliaspolys,
rs_dynamiclightmaps);
//johnfitz
}
|