fteqw/engine/gl/gl_rmain.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
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"
#ifdef RGLQUAKE
#include "glquake.h"
void R_RenderBrushPoly (msurface_t *fa);
#define PROJECTION_DISTANCE 200
#define MAX_STENCIL_ENTS 128
extern int gl_canstencil;
PFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB;
PFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB;
extern struct mleaf_s *GLMod_PointInLeaf (float *p, struct model_s *model);
#define Q2RF_WEAPONMODEL 4 // only draw through eyes
#define Q2RF_DEPTHHACK 16
entity_t r_worldentity;
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
float r_wateralphaval; //allowed or not...
mplane_t frustum[4];
int c_brush_polys, c_alias_polys;
qboolean envmap; // true during envmap command capture
int particletexture; // little dot for particles
int explosiontexture;
int balltexture;
int playertextures; // up to 16 color translated skins
int mirrortexturenum; // quake texturenum, not gltexturenum
qboolean mirror;
mplane_t *mirror_plane;
msurface_t *r_mirror_chain;
qboolean r_inmirror; //or out-of-body
void R_DrawAliasModel (entity_t *e);
//
// view origin
//
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
float r_world_matrix[16];
float r_base_world_matrix[16];
//
// screen size info
//
refdef_t r_refdef;
mleaf_t *r_viewleaf, *r_oldviewleaf;
mleaf_t *r_viewleaf2, *r_oldviewleaf2;
int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
texture_t *r_notexture_mip;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
void GLR_MarkLeaves (void);
cvar_t r_norefresh = {"r_norefresh","0"};
//cvar_t r_drawentities = {"r_drawentities","1"};
//cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
//cvar_t r_speeds = {"r_speeds","0"};
//cvar_t r_fullbright = {"r_fullbright","0"};
cvar_t r_lightmap = {"r_lightmap","0", NULL, CVAR_CHEAT};
cvar_t r_mirroralpha = {"r_mirroralpha","1", NULL, CVAR_CHEAT};
cvar_t r_wateralpha = {"r_wateralpha","1", NULL};
//cvar_t r_waterwarp = {"r_waterwarp", "0"};
cvar_t r_novis = {"r_novis","0"};
//cvar_t r_netgraph = {"r_netgraph","0"};
extern cvar_t gl_part_flame;
extern cvar_t gl_part_torch;
cvar_t gl_clear = {"gl_clear","0"};
cvar_t gl_cull = {"gl_cull","1"};
cvar_t gl_smoothmodels = {"gl_smoothmodels","1"};
cvar_t gl_affinemodels = {"gl_affinemodels","0"};
cvar_t gl_polyblend = {"gl_polyblend","1"};
cvar_t gl_playermip = {"gl_playermip","0"};
cvar_t gl_keeptjunctions = {"gl_keeptjunctions","1"};
cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"};
cvar_t gl_finish = {"gl_finish","0"};
cvar_t gl_contrast = {"gl_contrast", "1"};
cvar_t gl_dither = {"gl_dither", "1"};
cvar_t gl_maxdist = {"gl_maxdist", "8192"};
extern cvar_t gl_motionblur;
extern cvar_t gl_ati_truform;
extern cvar_t gl_ati_truform_type;
extern cvar_t gl_ati_truform_tesselation;
#ifdef R_XFLIP
cvar_t r_xflip = {"leftisright", "0"};
#endif
extern cvar_t gl_ztrick;
extern cvar_t scr_fov;
// post processing stuff
int sceneblur_texture;
int scenepp_texture;
int scenepp_texture_warp;
int scenepp_texture_edge;
int scenepp_ww_program;
int scenepp_ww_parm_texture0i;
int scenepp_ww_parm_texture1i;
int scenepp_ww_parm_texture2i;
int scenepp_ww_parm_ampscalef;
// KrimZon - init post processing - called in GL_CheckExtensions, when they're called
// I put it here so that only this file need be changed when messing with the post
// processing shaders
void GL_InitSceneProcessingShaders (void)
{
char *genericvert = "\
varying vec2 v_texCoord0;\
varying vec2 v_texCoord1;\
varying vec2 v_texCoord2;\
void main (void)\
{\
vec4 v = vec4( gl_Vertex.x, gl_Vertex.y, gl_Vertex.z, 1.0 );\
gl_Position = gl_ModelViewProjectionMatrix * v;\
v_texCoord0 = gl_MultiTexCoord0.xy;\
v_texCoord1 = gl_MultiTexCoord1.xy;\
v_texCoord2 = gl_MultiTexCoord2.xy;\
}\
";
char *wwfrag = "\
varying vec2 v_texCoord0;\
varying vec2 v_texCoord1;\
varying vec2 v_texCoord2;\
uniform sampler2D theTexture0;\
uniform sampler2D theTexture1;\
uniform sampler2D theTexture2;\
uniform float ampscale;\
void main (void)\
{\
float amptemp;\
vec3 edge;\
edge = texture2D( theTexture2, v_texCoord2 ).rgb;\
amptemp = ampscale * edge.x;\
vec3 offset;\
offset = texture2D( theTexture1, v_texCoord1 ).rgb;\
offset.x = (offset.x - 0.5) * 2.0;\
offset.y = (offset.y - 0.5) * 2.0;\
vec2 temp;\
temp.x = v_texCoord0.x + offset.x * amptemp;\
temp.y = v_texCoord0.y + offset.y * amptemp;\
gl_FragColor = texture2D( theTexture0, temp );\
}\
";
if (qglGetError())
Con_Printf("GL Error before initing shader object\n");
scenepp_ww_program = GLSlang_CreateProgram(NULL, genericvert, wwfrag);
if (!scenepp_ww_program)
return;
scenepp_ww_parm_texture0i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture0");
scenepp_ww_parm_texture1i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture1");
scenepp_ww_parm_texture2i = GLSlang_GetUniformLocation(scenepp_ww_program, "theTexture2");
scenepp_ww_parm_ampscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "ampscale");
GLSlang_UseProgram(scenepp_ww_program);
GLSlang_SetUniform1i(scenepp_ww_parm_texture0i, 0);
GLSlang_SetUniform1i(scenepp_ww_parm_texture1i, 1);
GLSlang_SetUniform1i(scenepp_ww_parm_texture2i, 2);
GLSlang_UseProgram(0);
if (qglGetError())
Con_Printf("GL Error initing shader object\n");
}
#define PP_WARP_TEX_SIZE 64
#define PP_AMP_TEX_SIZE 64
#define PP_AMP_TEX_BORDER 4
void GL_SetupSceneProcessingTextures (void)
{
int i, x, y;
unsigned char pp_warp_tex[PP_WARP_TEX_SIZE*PP_WARP_TEX_SIZE*3];
unsigned char pp_edge_tex[PP_AMP_TEX_SIZE*PP_AMP_TEX_SIZE*3];
sceneblur_texture = texture_extension_number++;
if (!gl_config.arb_shader_objects)
return;
scenepp_texture = texture_extension_number++;
scenepp_texture_warp = texture_extension_number++;
scenepp_texture_edge = texture_extension_number++;
// init warp texture - this specifies offset in
for (y=0; y<PP_WARP_TEX_SIZE; y++)
{
for (x=0; x<PP_WARP_TEX_SIZE; x++)
{
float fx, fy;
i = (x + y*PP_WARP_TEX_SIZE) * 3;
fx = sin(((double)y / PP_WARP_TEX_SIZE) * M_PI * 2);
fy = cos(((double)x / PP_WARP_TEX_SIZE) * M_PI * 2);
pp_warp_tex[i ] = (fx+1.0f)*127.0f;
pp_warp_tex[i+1] = (fy+1.0f)*127.0f;
pp_warp_tex[i+2] = 0;
}
}
GL_Bind(scenepp_texture_warp);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D(GL_TEXTURE_2D, 0, 3, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, pp_warp_tex);
// TODO: init edge texture - this is ampscale * 2, with ampscale calculated
// init warp texture - this specifies offset in
for (y=0; y<PP_AMP_TEX_SIZE; y++)
{
for (x=0; x<PP_AMP_TEX_SIZE; x++)
{
float fx = 1, fy = 1;
i = (x + y*PP_AMP_TEX_SIZE) * 3;
if (x < PP_AMP_TEX_BORDER)
{
fx = (float)x / PP_AMP_TEX_BORDER;
}
if (x > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER)
{
fx = (PP_AMP_TEX_SIZE - (float)x) / PP_AMP_TEX_BORDER;
}
if (y < PP_AMP_TEX_BORDER)
{
fy = (float)y / PP_AMP_TEX_BORDER;
}
if (y > PP_AMP_TEX_SIZE - PP_AMP_TEX_BORDER)
{
fy = (PP_AMP_TEX_SIZE - (float)y) / PP_AMP_TEX_BORDER;
}
if (fx < fy)
{
fy = fx;
}
pp_edge_tex[i ] = fy * 255;
pp_edge_tex[i+1] = 0;
pp_edge_tex[i+2] = 0;
}
}
GL_Bind(scenepp_texture_edge);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, PP_WARP_TEX_SIZE, PP_WARP_TEX_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, pp_edge_tex);
}
/*
=================
R_CullBox
Returns true if the box is completely outside the frustom
=================
*/
qboolean R_CullBox (vec3_t mins, vec3_t maxs)
{
int i;
for (i=0 ; i<4 ; i++)
if (BOX_ON_PLANE_SIDE (mins, maxs, &frustum[i]) == 2)
return true;
return false;
}
qboolean R_CullSphere (vec3_t org, float radius)
{
//four frustrum planes all point inwards in an expanding 'cone'.
int i;
float d;
for (i=0 ; i<4 ; i++)
{
d = DotProduct(frustum[i].normal, org)-frustum[i].dist;
if (d <= -radius)
return true;
}
return false;
}
void R_RotateForEntity (entity_t *e)
{
float m[16];
if (e->flags & Q2RF_WEAPONMODEL)
{ //rotate to view first
m[0] = cl.viewent[r_refdef.currentplayernum].axis[0][0];
m[1] = cl.viewent[r_refdef.currentplayernum].axis[0][1];
m[2] = cl.viewent[r_refdef.currentplayernum].axis[0][2];
m[3] = 0;
m[4] = cl.viewent[r_refdef.currentplayernum].axis[1][0];
m[5] = cl.viewent[r_refdef.currentplayernum].axis[1][1];
m[6] = cl.viewent[r_refdef.currentplayernum].axis[1][2];
m[7] = 0;
m[8] = cl.viewent[r_refdef.currentplayernum].axis[2][0];
m[9] = cl.viewent[r_refdef.currentplayernum].axis[2][1];
m[10] = cl.viewent[r_refdef.currentplayernum].axis[2][2];
m[11] = 0;
m[12] = cl.viewent[r_refdef.currentplayernum].origin[0];
m[13] = cl.viewent[r_refdef.currentplayernum].origin[1];
m[14] = cl.viewent[r_refdef.currentplayernum].origin[2];
m[15] = 1;
qglMultMatrixf(m);
}
m[0] = e->axis[0][0];
m[1] = e->axis[0][1];
m[2] = e->axis[0][2];
m[3] = 0;
m[4] = e->axis[1][0];
m[5] = e->axis[1][1];
m[6] = e->axis[1][2];
m[7] = 0;
m[8] = e->axis[2][0];
m[9] = e->axis[2][1];
m[10] = e->axis[2][2];
m[11] = 0;
m[12] = e->origin[0];
m[13] = e->origin[1];
m[14] = e->origin[2];
m[15] = 1;
qglMultMatrixf(m);
}
/*
=============================================================
SPRITE MODELS
=============================================================
*/
/*
================
R_GetSpriteFrame
================
*/
mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
{
msprite_t *psprite;
mspritegroup_t *pspritegroup;
mspriteframe_t *pspriteframe;
int i, numframes, frame;
float *pintervals, fullinterval, targettime, time;
psprite = currententity->model->cache.data;
frame = currententity->frame;
if ((frame >= psprite->numframes) || (frame < 0))
{
Con_Printf ("R_DrawSprite: no such frame %d (%s)\n", frame, currententity->model->name);
frame = 0;
}
if (psprite->frames[frame].type == SPR_SINGLE)
{
pspriteframe = psprite->frames[frame].frameptr;
}
else if (psprite->frames[frame].type == SPR_ANGLED)
{
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pspriteframe = pspritegroup->frames[(int)((r_refdef.viewangles[1]-currententity->angles[1])/360*8 + 0.5-4)&7];
}
else
{
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pintervals = pspritegroup->intervals;
numframes = pspritegroup->numframes;
fullinterval = pintervals[numframes-1];
time = cl.time + currententity->syncbase;
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
// are positive, so we don't have to worry about division by 0
targettime = time - ((int)(time / fullinterval)) * fullinterval;
for (i=0 ; i<(numframes-1) ; i++)
{
if (pintervals[i] > targettime)
break;
}
pspriteframe = pspritegroup->frames[i];
}
return pspriteframe;
}
/*
=================
R_DrawSpriteModel
=================
*/
void R_DrawSpriteModel (entity_t *e)
{
vec3_t point;
mspriteframe_t *frame;
vec3_t forward, right, up;
msprite_t *psprite;
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = currententity->model->cache.data;
// frame = 0x05b94140;
if (psprite->type == SPR_ORIENTED)
{ // bullet marks on walls
AngleVectors (currententity->angles, forward, right, up);
}
else if (psprite->type == SPR_FACING_UPRIGHT)
{
up[0] = 0;up[1] = 0;up[2]=1;
right[0] = e->origin[1] - r_origin[1];
right[1] = -(e->origin[0] - r_origin[0]);
right[2] = 0;
VectorNormalize (right);
}
else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT)
{
up[0] = 0;up[1] = 0;up[2]=1;
VectorCopy (vright, right);
}
else
{ // normal sprite
VectorCopy(vup, up);
VectorCopy(vright, right);
}
up[0]*=currententity->scale;
up[1]*=currententity->scale;
up[2]*=currententity->scale;
right[0]*=currententity->scale;
right[1]*=currententity->scale;
right[2]*=currententity->scale;
qglColor4f (1,1,1, e->alpha);
GL_DisableMultitexture();
GL_Bind(frame->gl_texturenum);
{
extern int gldepthfunc;
qglDepthFunc(gldepthfunc);
qglDepthMask(1);
if (gldepthmin == 0.5)
qglCullFace ( GL_BACK );
else
qglCullFace ( GL_FRONT );
GL_TexEnv(GL_MODULATE);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglDisable (GL_ALPHA_TEST);
qglDisable(GL_BLEND);
}
if (e->flags & Q2RF_ADDATIVE)
{
qglEnable(GL_BLEND);
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
else if (e->alpha<1)
{
qglEnable(GL_BLEND);
qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
qglEnable (GL_ALPHA_TEST);
qglDisable(GL_CULL_FACE);
qglBegin (GL_QUADS);
qglTexCoord2f (0, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->left, right, point);
qglVertex3fv (point);
qglTexCoord2f (0, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->left, right, point);
qglVertex3fv (point);
qglTexCoord2f (1, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->right, right, point);
qglVertex3fv (point);
qglTexCoord2f (1, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->right, right, point);
qglVertex3fv (point);
qglEnd ();
qglDisable(GL_BLEND);
qglDisable (GL_ALPHA_TEST);
if (e->flags & Q2RF_ADDATIVE) //back to regular blending for us!
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
#if 0
extern int gldepthfunc;
typedef struct decal_s {
vec3_t origin;
vec3_t normal;
int modelindex;
float endtime;
float starttime;
float size;
struct decal_s *next;
} decal_t;
decal_t *firstdecal;
void vectoangles(vec3_t vec, vec3_t ang);
void R_DrawDecals(void)
{
// vec3_t point;
// vec3_t right, up;
entity_t ent;
extern int cl_spikeindex;
extern model_t mod_known[];
decal_t *dec = firstdecal;
// glDisable(GL_TEXTURE_2D);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
// glDepthFunc(GL_LEQUAL);
// glDisable(GL_CULL_TEST);
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_Bind(particletexture);
// glDepthMask(0);
// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 0, 0.5);
// glClearStencil(0x0);
// glEnable(GL_STENCIL_TEST);
memset(&ent, 0, sizeof(ent));
while(dec)
{
// if (dec->modelindex)
{
ent.origin[0] = dec->origin[0];
ent.origin[1] = dec->origin[1];
ent.origin[2] = dec->origin[2];
ent.angles[0] = -dec->normal[0];
ent.angles[1] = -dec->normal[1];
ent.angles[2] = -dec->normal[2];
vectoangles(ent.angles, ent.angles);
ent.model = &mod_known[cl_spikeindex];//dec->modelindex;
currententity = &ent;
switch(currententity->model->type)
{
case mod_alias:
R_DrawAliasModel(currententity);
break;
case mod_alias3:
R_DrawAlias3Model(currententity);
break;
}
dec = dec->next;
continue;
}
/*
PerpendicularVector(up, dec->normal);
CrossProduct(dec->normal, up, right);
#if 0
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc (GL_ALWAYS, 0x1, 0x1);
glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE);
glBegin(GL_QUADS);
glVertex2f (-1.0, 0.0);
glVertex2f (0.0, 1.0);
glVertex2f (1.0, 0.0);
glVertex2f (0.0, -1.0);
glEnd();
glStencilFunc (GL_EQUAL, 0x1, 0x1); //where we drew to the stencil buffer.
glStencilOp (GL_ZERO, GL_KEEP, GL_KEEP);
#endif
// glColor4f(1, 1, 1, (dec->starttime-dec->endtime) * (cl.time-dec->starttime));
glBegin (GL_QUADS);
glTexCoord2f (0, 0.5);
VectorMA (dec->origin, dec->size, up, point);
VectorMA (point, -dec->size, right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
VectorMA (dec->origin, -dec->size, up, point);
VectorMA (point, -dec->size, right, point);
glVertex3fv (point);
glTexCoord2f (0.5, 0);
VectorMA (dec->origin, -dec->size, up, point);
VectorMA (point, dec->size, right, point);
glVertex3fv (point);
glTexCoord2f (0.5, 0.5);
VectorMA (dec->origin, dec->size, up, point);
VectorMA (point, dec->size, right, point);
glVertex3fv (point);
glEnd ();
dec = dec->next;
*/
}
// glDisable(GL_STENCIL_TEST);
// glDepthMask(1);
glEnable(GL_TEXTURE_2D);
glDisable (GL_BLEND);
// glDepthFunc(gldepthfunc);
}
void TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
void GLR_AddDecals(vec3_t org)
{
decal_t *dec;
vec3_t end, impact, norm;
vec3_t dir[] = {
{0, 0, 10},
{0, 0, -10},
{0, 10, 0},
{0, -10, 0},
{10, 0, 0},
{-10, 0, 0}
};
int i;
#define STOP_EPSILON 0.01
return;
for (i = 0; i < 6; i++)
{
VectorAdd(org, dir[i], end);
TraceLineN(org, end, impact, norm);
if (!((end[0]==impact[0] && end[1]==impact[1] && end[2]==impact[2]) || (!impact[0] && !impact[1] && !impact[2])))
{
dec = Z_Malloc(sizeof(decal_t));
VectorCopy(norm, dec->normal);
// VectorCopy(impact, dec->origin);
VectorMA(impact, STOP_EPSILON, norm, dec->origin);
dec->next = firstdecal;
firstdecal = dec;
}
}
}
#endif
//==================================================================================
/*
=============
R_DrawEntitiesOnList
=============
*/
void GLR_DrawEntitiesOnList (void)
{
int i, j;
if (!r_drawentities.value)
return;
// draw sprites seperately, because of alpha blending
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (r_inmirror)
{
if (currententity->flags & Q2RF_WEAPONMODEL)
continue;
}
else
{
j = currententity->keynum;
while(j)
{
if (j == (cl.viewentity[r_refdef.currentplayernum]?cl.viewentity[r_refdef.currentplayernum]:(cl.playernum[r_refdef.currentplayernum]+1)))
break;
j = cl.lerpents[j].tagent;
}
if (j)
continue;
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
continue;
if (!Cam_DrawPlayer(0, currententity->keynum-1))
continue;
}
if (currententity->flags & Q2RF_BEAM)
{
R_DrawBeam(currententity);
continue;
}
if (!currententity->model)
continue;
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->particleeffect>=0)
{
if (currententity->model->particleengulphs)
{
if (gl_part_flame.value)
{
P_TorchEffect(currententity->origin, currententity->model->particleeffect);
currententity->model = NULL;
continue;
}
}
else
{
if (gl_part_torch.value)
{
P_TorchEffect(currententity->origin, currententity->model->particleeffect);
}
}
}
}
switch (currententity->model->type)
{
case mod_alias:
if (r_refdef.flags & 1 || !cl.worldmodel || cl.worldmodel->fromgame == fg_doom)
R_DrawGAliasModel (currententity);
break;
#ifdef HALFLIFEMODELS
case mod_halflife:
R_DrawHLModel (currententity);
break;
#endif
case mod_brush:
if (cl.worldmodel->fromgame == fg_doom)
PPL_BaseBModelTextures (currententity);
break;
default:
break;
}
}
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (r_inmirror)
{
if (currententity->flags & Q2RF_WEAPONMODEL)
continue;
}
else
{
j = currententity->keynum;
while(j)
{
if (j == (cl.viewentity[r_refdef.currentplayernum]?cl.viewentity[r_refdef.currentplayernum]:(cl.playernum[r_refdef.currentplayernum]+1)))
break;
j = cl.lerpents[j].tagent;
}
if (j)
continue;
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
continue;
if (!Cam_DrawPlayer(0, currententity->keynum-1))
continue;
}
if (currententity->flags & Q2RF_BEAM)
{
R_DrawBeam(currententity);
continue;
}
if (!currententity->model)
continue;
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->particleeffect>=0)
{
if (currententity->model->particleengulphs)
{
if (gl_part_flame.value)
{
continue;
}
}
}
}
switch (currententity->model->type)
{
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
default :
break;
}
}
}
/*
=============
R_DrawViewModel
=============
*/
void GLR_DrawViewModel (void)
{
/*
// float ambient[4], diffuse[4];
// int j;
// int lnum;
// vec3_t dist;
// float add;
// dlight_t *dl;
// int ambientlight, shadelight;
static struct model_s *oldmodel[MAX_SPLITS];
static float lerptime[MAX_SPLITS];
static int prevframe[MAX_SPLITS];
#ifdef SIDEVIEWS
extern qboolean r_secondaryview;
if (r_secondaryview==1)
return;
#endif
if (!r_drawviewmodel.value || !Cam_DrawViewModel(r_refdef.currentplayernum))
return;
if (envmap)
return;
#ifdef Q2CLIENT
if (cls.q2server)
return;
#endif
if (!r_drawentities.value)
return;
if (cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_INVISIBILITY)
return;
if (cl.stats[r_refdef.currentplayernum][STAT_HEALTH] <= 0)
return;
currententity = &cl.viewent[r_refdef.currentplayernum];
if (!currententity->model)
return;
// if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->particleeffect>=0)
{
if (currententity->model->particleengulphs)
{
if (gl_part_flame.value)
{
P_TorchEffect(currententity->origin, currententity->model->particleeffect);
currententity->model = NULL;
return;
}
}
else
{
if (gl_part_torch.value)
{
P_TorchEffect(currententity->origin, currententity->model->particleeffect);
}
}
}
}
#ifdef PEXT_SCALE
currententity->scale = 1;
#endif
if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1)
currententity->alpha = r_drawviewmodel.value;
else
currententity->alpha = 1;
if (currententity->frame != prevframe[r_refdef.currentplayernum])
{
currententity->oldframe = prevframe[r_refdef.currentplayernum];
lerptime[r_refdef.currentplayernum] = realtime;
}
prevframe[r_refdef.currentplayernum] = currententity->frame;
if (currententity->model != oldmodel[r_refdef.currentplayernum])
{
oldmodel[r_refdef.currentplayernum] = currententity->model;
currententity->oldframe = currententity->frame;
lerptime[r_refdef.currentplayernum] = realtime;
}
currententity->lerptime = 1-(realtime-lerptime[r_refdef.currentplayernum])*10;
if (currententity->lerptime<0)currententity->lerptime=0;
if (currententity->lerptime>1)currententity->lerptime=1;
currententity->flags = Q2RF_WEAPONMODEL|Q2RF_DEPTHHACK;
switch(currententity->model->type)
{
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
case mod_alias:
R_DrawGAliasModel (currententity);
break;
#ifdef HALFLIFEMODELS
case mod_halflife:
R_DrawHLModel (currententity);
break;
#else
case mod_halflife: //no gcc warning please
break;
#endif
//we don't support these as view models
case mod_brush:
case mod_dummy:
break;
}
*/
}
/*
============
R_PolyBlend
============
*/
void GLV_CalcBlendServer (float colors[4]);
void R_PolyBlend (void)
{
float shift[4];
extern qboolean gammaworks;
if ((!v_blend[3] || gammaworks) && !cl.cshifts[CSHIFT_SERVER].percent)
return;
GLV_CalcBlendServer(shift); //figure out the shift we need (normally just the server specified one)
//Con_Printf("R_PolyBlend(): %4.2f %4.2f %4.2f %4.2f\n",shift[0], shift[1], shift[2], shift[3]);
GL_DisableMultitexture();
qglDisable (GL_ALPHA_TEST);
qglEnable (GL_BLEND);
qglDisable (GL_DEPTH_TEST);
qglDisable (GL_TEXTURE_2D);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglLoadIdentity ();
qglRotatef (-90, 1, 0, 0); // put Z going up
qglRotatef (90, 0, 0, 1); // put Z going up
qglColor4fv (shift);
qglBegin (GL_QUADS);
qglVertex3f (10, 100, 100);
qglVertex3f (10, -100, 100);
qglVertex3f (10, -100, -100);
qglVertex3f (10, 100, -100);
qglEnd ();
qglDisable (GL_BLEND);
qglEnable (GL_TEXTURE_2D);
qglEnable (GL_ALPHA_TEST);
}
void GLR_BrightenScreen (void)
{
extern float vid_gamma;
float f;
RSpeedMark();
if (gl_contrast.value <= 1.0)
return;
f = gl_contrast.value;
f = min (f, 3);
f = pow (f, vid_gamma);
qglDisable (GL_TEXTURE_2D);
qglEnable (GL_BLEND);
qglBlendFunc (GL_DST_COLOR, GL_ONE);
qglBegin (GL_QUADS);
while (f > 1) {
if (f >= 2)
qglColor3f (1,1,1);
else
qglColor3f (f - 1, f - 1, f - 1);
qglVertex2f (0, 0);
qglVertex2f (vid.width, 0);
qglVertex2f (vid.width, vid.height);
qglVertex2f (0, vid.height);
f *= 0.5;
}
qglEnd ();
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglEnable (GL_TEXTURE_2D);
qglDisable (GL_BLEND);
qglColor3f(1, 1, 1);
RSpeedEnd(RSPEED_PALETTEFLASHES);
}
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;
}
void R_SetFrustum (void)
{
int i;
if ((int)r_novis.value & 4)
return;
/* removed - assumes fov_x == fov_y
if (r_refdef.fov_x == 90)
{
// front side is visible
VectorAdd (vpn, vright, frustum[0].normal);
VectorSubtract (vpn, vright, frustum[1].normal);
VectorAdd (vpn, vup, frustum[2].normal);
VectorSubtract (vpn, vup, frustum[3].normal);
}
else
*/
{
// rotate VPN right by FOV_X/2 degrees
RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
// rotate VPN left by FOV_X/2 degrees
RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
// rotate VPN up by FOV_X/2 degrees
RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
// rotate VPN down by FOV_X/2 degrees
RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
}
for (i=0 ; i<4 ; i++)
{
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}
/*
===============
R_SetupFrame
===============
*/
void GLR_SetupFrame (void)
{
// don't allow cheats in multiplayer
r_wateralphaval = r_wateralpha.value;
if (!cls.allow_watervis)
r_wateralphaval = 1;
GLR_AnimateLight ();
r_framecount++;
// build the transformation matrix for the given view angles
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
// current viewleaf
if (r_refdef.flags & 1)
{
}
#ifdef Q2BSPS
else if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3))
{
static mleaf_t fakeleaf;
mleaf_t *leaf;
r_viewleaf = &fakeleaf; //so we can use quake1 rendering routines for q2 bsps.
r_viewleaf->contents = Q1CONTENTS_EMPTY;
r_viewleaf2 = NULL;
r_oldviewcluster = r_viewcluster;
r_oldviewcluster2 = r_viewcluster2;
leaf = GLMod_PointInLeaf (r_origin, cl.worldmodel);
r_viewcluster = r_viewcluster2 = leaf->cluster;
// check above and below so crossing solid water doesn't draw wrong
if (!leaf->contents)
{ // look down a bit
vec3_t temp;
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = GLMod_PointInLeaf (temp, cl.worldmodel);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
else
{ // look up a bit
vec3_t temp;
VectorCopy (r_origin, temp);
temp[2] += 16;
leaf = GLMod_PointInLeaf (temp, cl.worldmodel);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
}
#endif
else
{
mleaf_t *leaf;
vec3_t temp;
r_oldviewleaf = r_viewleaf;
r_oldviewleaf2 = r_viewleaf2;
r_viewleaf = GLMod_PointInLeaf (r_origin, cl.worldmodel);
if (!r_viewleaf)
{
}
else if (r_viewleaf->contents == Q1CONTENTS_EMPTY)
{ //look down a bit
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = GLMod_PointInLeaf (temp, cl.worldmodel);
if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA)
r_viewleaf2 = leaf;
else
r_viewleaf2 = NULL;
}
else if (r_viewleaf->contents <= Q1CONTENTS_WATER && r_viewleaf->contents >= Q1CONTENTS_LAVA)
{ //in water, look up a bit.
VectorCopy (r_origin, temp);
temp[2] += 16;
leaf = GLMod_PointInLeaf (temp, cl.worldmodel);
if (leaf->contents == Q1CONTENTS_EMPTY)
r_viewleaf2 = leaf;
else
r_viewleaf2 = NULL;
}
else
r_viewleaf2 = NULL;
if (r_viewleaf)
V_SetContentsColor (r_viewleaf->contents);
}
GLV_CalcBlend ();
r_cache_thrash = false;
c_brush_polys = 0;
c_alias_polys = 0;
}
void MYgluPerspective( GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar )
{
#if 1 //for the sake of the d3d...
#else
GLfloat matrix[16];
#endif
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
#if 1 //for the sake of the d3d...
qglFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
#else
matrix[0] = (2*zNear) / (xmax - xmin);
matrix[4] = 0;
matrix[8] = (xmax + xmin) / (xmax - xmin);
matrix[12] = 0;
matrix[1] = 0;
matrix[5] = (2*zNear) / (ymax - ymin);
matrix[9] = (ymax + ymin) / (ymax - ymin);
matrix[13] = 0;
matrix[2] = 0;
matrix[6] = 0;
matrix[10] = - (zFar+zNear)/(zFar-zNear);
matrix[14] = - (2.0f*zFar*zNear)/(zFar-zNear);
matrix[3] = 0;
matrix[7] = 0;
matrix[11] = -1;
matrix[15] = 0;
qglMultMatrixf(matrix);
#endif
}
void GL_InfinatePerspective( GLdouble fovy, GLdouble aspect,
GLdouble zNear)
{
GLfloat matrix[16];
// nudge infinity in just slightly for lsb slop
GLfloat nudge = 1;// - 1.0 / (1<<23);
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
matrix[0] = (2*zNear) / (xmax - xmin);
matrix[4] = 0;
matrix[8] = (xmax + xmin) / (xmax - xmin);
matrix[12] = 0;
matrix[1] = 0;
matrix[5] = (2*zNear) / (ymax - ymin);
matrix[9] = (ymax + ymin) / (ymax - ymin);
matrix[13] = 0;
matrix[2] = 0;
matrix[6] = 0;
matrix[10] = -1 * nudge;
matrix[14] = -2*zNear * nudge;
matrix[3] = 0;
matrix[7] = 0;
matrix[11] = -1;
matrix[15] = 0;
qglMultMatrixf(matrix);
}
/*
=============
R_SetupGL
=============
*/
void R_SetupGL (void)
{
float screenaspect;
extern int glwidth, glheight;
int x, x2, y2, y, w, h;
//
// set up viewpoint
//
x = r_refdef.vrect.x * glwidth/vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
y2 = ((int)vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/(int)vid.height;
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < glwidth)
x2++;
if (y2 < 0)
y2--;
if (y < glheight)
y++;
w = x2 - x;
h = y - y2;
if (envmap)
{
x = y2 = 0;
w = h = 256;
}
qglViewport (glx + x, gly + y2, w, h);
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity ();
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
if ((!r_shadows.value || !gl_canstencil) && gl_maxdist.value>0)//gl_nv_range_clamp)
{
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
// yfov = (2.0 * tan (scr_fov.value/360*M_PI)) / screenaspect;
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov.value*2)/M_PI;
// MYgluPerspective (yfov, screenaspect, 4, 4096);
MYgluPerspective (r_refdef.fov_y, screenaspect, 4, gl_maxdist.value);
}
else
{
GL_InfinatePerspective(r_refdef.fov_y, screenaspect, 4);
}
if (mirror)
{
if (mirror_plane->normal[2])
qglScalef (1, -1, 1);
else
qglScalef (-1, 1, 1);
qglCullFace(GL_BACK);
}
else
{
#ifdef R_XFLIP
if (r_xflip.value)
{
qglScalef (1, -1, 1);
qglCullFace(GL_BACK);
}
else
#endif
qglCullFace(GL_FRONT);
}
qglMatrixMode(GL_MODELVIEW);
ML_ModelViewMatrixFromAxis(r_world_matrix, vpn, vright, vup, r_refdef.vieworg);
qglLoadMatrixf(r_world_matrix);
//
// set drawing parms
//
if (gl_cull.value)
qglEnable(GL_CULL_FACE);
else
qglDisable(GL_CULL_FACE);
qglDisable(GL_BLEND);
qglDisable(GL_ALPHA_TEST);
qglEnable(GL_DEPTH_TEST);
//#ifndef D3DQUAKE
// glClearDepth(1.0f);
//#endif
// if (gl_lightmap_format == GL_LUMINANCE)
// glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
/* else if (gl_lightmap_format == GL_INTENSITY)
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f (0,0,0,1);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (gl_lightmap_format == GL_RGBA)
{
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
}
*/
if (gl_dither.value)
{
qglEnable(GL_DITHER);
}
else
{
qglDisable(GL_DITHER);
}
GL_DisableMultitexture();
}
/*
================
R_RenderScene
r_refdef must be set before the first call
================
*/
void R_RenderScene (void)
{
qboolean GLR_DoomWorld(void);
if (!mirror)
GLR_SetupFrame ();
TRACE(("dbg: calling R_SetFrustrum\n"));
R_SetFrustum ();
TRACE(("dbg: calling R_SetupGL\n"));
R_SetupGL ();
if (!(r_refdef.flags & 1))
{
#ifdef DOOMWADS
if (!GLR_DoomWorld ())
#endif
{
TRACE(("dbg: calling GLR_MarkLeaves\n"));
GLR_MarkLeaves (); // done here so we know if we're in water
TRACE(("dbg: calling R_DrawWorld\n"));
R_DrawWorld (); // adds static entities to the list
}
}
S_ExtraUpdate (); // don't let sound get messed up if going slow
TRACE(("dbg: calling GLR_DrawEntitiesOnList\n"));
GLR_DrawEntitiesOnList ();
// R_DrawDecals();
TRACE(("dbg: calling GL_DisableMultitexture\n"));
GL_DisableMultitexture();
TRACE(("dbg: calling R_RenderDlights\n"));
R_RenderDlights ();
if (cl.worldmodel)
{
TRACE(("dbg: calling R_DrawParticles\n"));
P_DrawParticles ();
}
#ifdef GLTEST
Test_Draw ();
#endif
}
/*
=============
R_Clear
=============
*/
int gldepthfunc = GL_LEQUAL;
void R_Clear (void)
{
if (r_mirroralpha.value != 1.0)
{
if (gl_clear.value && !r_secondaryview)
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
qglClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 0.5;
gldepthfunc=GL_LEQUAL;
}
#ifdef SIDEVIEWS
else if (gl_ztrick.value && !gl_ztrickdisabled)
#else
else if (gl_ztrick.value)
#endif
{
static int trickframe;
if (gl_clear.value && !(r_refdef.flags & 1))
qglClear (GL_COLOR_BUFFER_BIT);
trickframe++;
if (trickframe & 1)
{
gldepthmin = 0;
gldepthmax = 0.49999;
gldepthfunc=GL_LEQUAL;
}
else
{
gldepthmin = 1;
gldepthmax = 0.5;
gldepthfunc=GL_GEQUAL;
}
}
else
{
if (gl_clear.value && !r_secondaryview)
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
qglClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 1;
gldepthfunc=GL_LEQUAL;
}
qglDepthFunc (gldepthfunc);
qglDepthRange (gldepthmin, gldepthmax);
}
//#if 0 //!!! FIXME, Zoid, mirror is disabled for now
/*
=============
R_Mirror
=============
*/
/*
void CL_AddFlagModels (entity_t *ent, int team);
void R_MirrorAddPlayerModels (void)
{
extern int cl_playerindex;
extern cvar_t cl_predict_players, cl_predict_players2;
player_state_t *state;
player_state_t exact;
player_info_t *info=cl.players + cl.playernum[0];
double playertime;
entity_t *ent;
int msec;
frame_t *frame;
int oldphysent;
extern cvar_t spectator;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
frame = &cl.frames[cl.parsecount&UPDATE_MASK];
state=&frame->playerstate[cl.playernum[0]];
if (!state->modelindex || spectator.value)
return;
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
ent->keynum = cl.playernum[0]+1;
ent->model = cl.model_precache[state->modelindex];
ent->skinnum = state->skinnum;
ent->frame = state->frame;
ent->oldframe = state->oldframe;
if (state->lerpstarttime)
{
ent->lerptime = 1-(realtime - state->lerpstarttime)*10;
if (ent->lerptime < 0)
ent->lerptime = 0;
}
else
ent->lerptime = 0;
ent->colormap = cl.players[cl.playernum[0]].translations;
if (state->modelindex == cl_playerindex)
ent->scoreboard = &cl.players[cl.playernum[0]]; // use custom skin
else
ent->scoreboard = NULL;
#ifdef PEXT_SCALE
ent->scale = state->scale;
if (!ent->scale)
ent->scale = 1;
#endif
#ifdef PEXT_TRANS
ent->alpha = state->trans;
if (!ent->alpha)
ent->alpha = 1;
#endif
//
// angles
//
ent->angles[PITCH] = -r_refdef.viewangles[PITCH]/3;
ent->angles[YAW] = r_refdef.viewangles[YAW];
// ent->angles[ROLL] = 0;
ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4;
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
VectorInverse(ent->axis[1]);
// only predict half the move to minimize overruns
msec = 500*(playertime - state->state_time);
if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value))
{
VectorCopy (state->origin, ent->origin);
//Con_DPrintf ("nopredict\n");
}
else
{
// predict players movement
if (msec > 255)
msec = 255;
state->command.msec = msec;
//Con_DPrintf ("predict: %i\n", msec);
oldphysent = pmove.numphysent;
CL_SetSolidPlayers (cl.playernum[0]);
CL_PredictUsercmd (0, state, &exact, &state->command);
pmove.numphysent = oldphysent;
VectorCopy (exact.origin, ent->origin);
}
VectorCopy(cl.simorg[0], ent->origin);
if (state->effects & QWEF_FLAG1)
CL_AddFlagModels (ent, 0);
else if (state->effects & QWEF_FLAG2)
CL_AddFlagModels (ent, 1);
if (info->vweapindex)
CL_AddVWeapModel(ent, info->vweapindex);
}
*/
void R_Mirror (void)
{
float d;
msurface_t *s, *prevs, *prevr, *rejects;
// entity_t *ent;
mplane_t *mirror_plane;
vec3_t oldangles, oldorg, oldvpn, oldvright, oldvup; //cache - for rear view mirror and stuff.
if (!mirror)
{
r_inmirror = false;
return;
}
r_inmirror = true;
memcpy(oldangles, r_refdef.viewangles, sizeof(vec3_t));
memcpy(oldorg, r_refdef.vieworg, sizeof(vec3_t));
memcpy(oldvpn, vpn, sizeof(vec3_t));
memcpy(oldvright, vright, sizeof(vec3_t));
memcpy(oldvup, vup, sizeof(vec3_t));
memcpy (r_base_world_matrix, r_world_matrix, sizeof(r_base_world_matrix));
while(r_mirror_chain)
{
s = r_mirror_chain;
r_mirror_chain = r_mirror_chain->texturechain;
//this loop figures out all surfaces with the same plane.
//yes, this can mean that the list is reversed a few times, but we do have depth testing to solve that anyway.
for(prevs = s,prevr=NULL,rejects=NULL;r_mirror_chain;r_mirror_chain=r_mirror_chain->texturechain)
{
if (s->plane->dist != r_mirror_chain->plane->dist || s->plane->signbits != r_mirror_chain->plane->signbits
|| s->plane->normal[0] != r_mirror_chain->plane->normal[0] || s->plane->normal[1] != r_mirror_chain->plane->normal[1] || s->plane->normal[2] != r_mirror_chain->plane->normal[2])
{ //reject
if (prevr)
prevr->texturechain = r_mirror_chain;
else
rejects = r_mirror_chain;
prevr = r_mirror_chain;
}
else
{ //matches
prevs->texturechain = r_mirror_chain;
prevs = r_mirror_chain;
}
}
prevs->texturechain = NULL;
if (prevr)
prevr->texturechain = NULL;
r_mirror_chain = rejects;
mirror_plane = s->plane;
//enable stencil writing
qglClearStencil(0);
qglEnable(GL_STENCIL_TEST);
qglStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); //replace where it passes
qglStencilFunc( GL_ALWAYS, 1, ~0 ); //always pass (where z passes set to 1)
qglColorMask( GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE );
qglDepthMask( GL_FALSE );
for (prevs = s; s; s=s->texturechain) //write the polys to the stencil buffer.
R_RenderBrushPoly (s);
qglColorMask( GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE );
qglDepthMask( GL_TRUE );
qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
qglStencilFunc( GL_EQUAL, 1, ~0 ); //pass if equal to 1
// oldvisents = cl_numvisedicts;
// R_MirrorAddPlayerModels(); //we need to add the player model. Invisible in mirror otherwise.
d = DotProduct (oldorg, mirror_plane->normal) - mirror_plane->dist;
VectorMA (oldorg, -2*d, mirror_plane->normal, r_refdef.vieworg);
memcpy(r_origin, r_refdef.vieworg, sizeof(vec3_t));
d = DotProduct (oldvpn, mirror_plane->normal);
VectorMA (oldvpn, -2*d, mirror_plane->normal, vpn);
d = DotProduct (oldvright, mirror_plane->normal);
VectorMA (oldvright, -2*d, mirror_plane->normal, vright);
d = DotProduct (oldvup, mirror_plane->normal);
VectorMA (oldvup, -2*d, mirror_plane->normal, vup);
r_refdef.viewangles[0] = -asin (vpn[2])/M_PI*180;
r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0])/M_PI*180;
r_refdef.viewangles[2] = -oldangles[2];
vpn[0]*=0.001;
vpn[1]*=0.001;
vpn[2]*=0.001;
/*
r_refdef.vieworg[0] = 400;
r_refdef.vieworg[1] = 575;
r_refdef.vieworg[2] = 64;
*/
// AngleVectors (r_refdef.viewangles, vpn, vright, vup);
gldepthmin = 0.5;
gldepthmax = 1;
qglDepthRange (gldepthmin, gldepthmax);
qglDepthFunc (GL_LEQUAL);
R_RenderScene ();
GLR_DrawWaterSurfaces ();
gldepthmin = 0;
gldepthmax = 0.5;
qglDepthRange (gldepthmin, gldepthmax);
qglDepthFunc (GL_LEQUAL);
memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t));
memcpy(r_refdef.vieworg, oldorg, sizeof(vec3_t));
qglMatrixMode(GL_PROJECTION);
if (mirror_plane->normal[2])
qglScalef (1,-1,1);
else
qglScalef (-1,1,1);
qglCullFace(GL_FRONT);
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf (r_base_world_matrix);
qglDisable(GL_STENCIL_TEST);
// blend on top
qglDisable(GL_ALPHA_TEST);
qglEnable (GL_BLEND);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglColor4f (1,1,1,r_mirroralpha.value);
for ( ; s ; s=s->texturechain)
{
qglEnable (GL_BLEND);
R_RenderBrushPoly (s);
}
cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
qglDisable (GL_BLEND);
qglColor4f (1,1,1,1);
//put things back for rear views
qglCullFace(GL_BACK);
// cl_numvisedicts = oldvisents;
}
memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t));
memcpy(r_refdef.vieworg, oldorg, sizeof(vec3_t));
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
r_inmirror = false;
}
//#endif
/*
================
R_RenderView
r_refdef must be set before the first call
================
*/
void GLR_RenderView (void)
{
extern msurface_t *r_alpha_surfaces;
double time1 = 0, time2;
if (qglGetError())
Con_Printf("GL Error before drawing scene\n");
if (r_norefresh.value || !glwidth || !glheight)
{
GL_DoSwap();
return;
}
if (!(r_refdef.flags & 1))
if (!r_worldentity.model || !cl.worldmodel)
{
GL_DoSwap();
return;
}
// Sys_Error ("R_RenderView: NULL worldmodel");
if (qglPNTrianglesiATI)
{
if (gl_ati_truform_type.value)
{ //linear
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
}
else
{ //quadric
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
}
qglPNTrianglesfATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, gl_ati_truform_tesselation.value);
}
if (gl_finish.value)
{
RSpeedMark();
qglFinish ();
RSpeedEnd(RSPEED_FINISH);
}
if (r_speeds.value)
{
time1 = Sys_DoubleTime ();
c_brush_polys = 0;
c_alias_polys = 0;
}
mirror = false;
R_Clear ();
/*
if (r_viewleaf)// && r_viewleaf->contents != CONTENTS_EMPTY)
{
// static fogcolour;
float fogcol[4]={0};
float fogperc;
float fogdist;
#pragma comment (lib, "opengl32.lib") //temp only.
fogperc=0;
fogdist=512;
switch(r_viewleaf->contents)
{
case CONTENTS_WATER:
fogcol[0] = 64/255.0;
fogcol[1] = 128/255.0;
fogcol[2] = 192/255.0;
fogperc=0.2;
fogdist=512;
break;
case CONTENTS_SLIME:
fogcol[0] = 32/255.0;
fogcol[1] = 192/255.0;
fogcol[2] = 92/255.0;
fogperc=1;
fogdist=256;
break;
case CONTENTS_LAVA:
fogcol[0] = 192/255.0;
fogcol[1] = 32/255.0;
fogcol[2] = 64/255.0;
fogperc=1;
fogdist=128;
break;
default:
fogcol[0] = 192/255.0;
fogcol[1] = 192/255.0;
fogcol[2] = 192/255.0;
fogperc=1;
fogdist=1024;
break;
}
if (fogperc)
{
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogfv(GL_FOG_COLOR, fogcol);
glFogf(GL_FOG_DENSITY, fogperc);
glFogf(GL_FOG_START, 1);
glFogf(GL_FOG_END, fogdist);
glEnable(GL_FOG);
}
}
*/
r_alpha_surfaces = NULL;
// render normal view
R_RenderScene ();
GLR_DrawViewModel ();
GLR_DrawWaterSurfaces ();
GLR_DrawAlphaSurfaces ();
// render mirror view
R_Mirror ();
R_PolyBlend ();
// glDisable(GL_FOG);
if (r_speeds.value)
{
// glFinish ();
time2 = Sys_DoubleTime ();
RQuantAdd(RQUANT_MSECS, (int)((time2-time1)*1000000));
RQuantAdd(RQUANT_WPOLYS, c_brush_polys);
RQuantAdd(RQUANT_EPOLYS, c_alias_polys);
// Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
}
if (qglGetError())
Con_Printf("GL Error drawing scene\n");
// SCENE POST PROCESSING
// we check if we need to use any shaders - currently it's just waterwarp
if (scenepp_ww_program)
if ((r_waterwarp.value && r_viewleaf && r_viewleaf->contents <= Q1CONTENTS_WATER))
{
float vwidth = 1, vheight = 1;
float vs, vt;
// get the powers of 2 for the size of the texture that will hold the scene
while (vwidth < glwidth)
{
vwidth *= 2;
}
while (vheight < glheight)
{
vheight *= 2;
}
// get the maxtexcoords while we're at it
vs = glwidth / vwidth;
vt = glheight / vheight;
// 2d mode, but upside down to quake's normal 2d drawing
// this makes grabbing the sreen a lot easier
qglViewport (glx, gly, glwidth, glheight);
qglMatrixMode(GL_PROJECTION);
// Push the matrices to go into 2d mode, that matches opengl's mode
qglPushMatrix();
qglLoadIdentity ();
// TODO: use actual window width and height
qglOrtho (0, glwidth, 0, glheight, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
qglDisable (GL_DEPTH_TEST);
qglDisable (GL_CULL_FACE);
qglDisable (GL_BLEND);
qglEnable (GL_ALPHA_TEST);
// copy the scene to texture
GL_Bind(scenepp_texture);
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (qglGetError())
Con_Printf("GL Error after qglCopyTexImage2D\n");
// Here we apply the shaders - currently just waterwarp
GLSlang_UseProgram(scenepp_ww_program);
//keep the amp proportional to the size of the scene in texture coords
// WARNING - waterwarp can change the amplitude, but if it's too big it'll exceed
// the size determined by the edge texture, after which black bits will be shown.
// Suggest clamping to a suitable range.
GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, (0.005 / 0.625) * vs*r_waterwarp.value);
if (qglGetError())
Con_Printf("GL Error after GLSlang_UseProgram\n");
{
float xmin, xmax, ymin, ymax;
xmin = cl.time * 0.25;
ymin = cl.time * 0.25;
xmax = xmin + 1;
ymax = ymin + 1/vt*vs;
GL_EnableMultitexture();
GL_Bind (scenepp_texture_warp);
GL_SelectTexture(mtexid1+1);
qglEnable(GL_TEXTURE_2D);
GL_Bind(scenepp_texture_edge);
qglBegin(GL_QUADS);
qglMTexCoord2fSGIS (mtexid0, 0, 0);
qglMTexCoord2fSGIS (mtexid1, xmin, ymin);
qglMTexCoord2fSGIS (mtexid1+1, 0, 0);
qglVertex2f(0, 0);
qglMTexCoord2fSGIS (mtexid0, vs, 0);
qglMTexCoord2fSGIS (mtexid1, xmax, ymin);
qglMTexCoord2fSGIS (mtexid1+1, 1, 0);
qglVertex2f(glwidth, 0);
qglMTexCoord2fSGIS (mtexid0, vs, vt);
qglMTexCoord2fSGIS (mtexid1, xmax, ymax);
qglMTexCoord2fSGIS (mtexid1+1, 1, 1);
qglVertex2f(glwidth, glheight);
qglMTexCoord2fSGIS (mtexid0, 0, vt);
qglMTexCoord2fSGIS (mtexid1, xmin, ymax);
qglMTexCoord2fSGIS (mtexid1+1, 0, 1);
qglVertex2f(0, glheight);
qglEnd();
qglDisable(GL_TEXTURE_2D);
GL_SelectTexture(mtexid1);
GL_DisableMultitexture();
}
// Disable shaders
GLSlang_UseProgram(0);
// After all the post processing, pop the matrices
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
if (qglGetError())
Con_Printf("GL Error after drawing with shaderobjects\n");
}
if (gl_motionblur.value>=0 && gl_motionblur.value < 1)
{
int vwidth = 1, vheight = 1;
float vs, vt;
while (vwidth < glwidth)
{
vwidth *= 2;
}
while (vheight < glheight)
{
vheight *= 2;
}
qglViewport (glx, gly, glwidth, glheight);
GL_Bind(sceneblur_texture);
// go 2d
qglMatrixMode(GL_PROJECTION);
qglPushMatrix();
qglLoadIdentity ();
qglOrtho (0, glwidth, 0, glheight, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
//blend the last frame onto the scene
//the maths is because our texture is over-sized (must be power of two)
vs = (float)glwidth / vwidth;
vt = (float)glheight / vheight;
qglDisable (GL_DEPTH_TEST);
qglDisable (GL_CULL_FACE);
qglDisable (GL_BLEND);
qglDisable (GL_ALPHA_TEST);
qglEnable(GL_BLEND);
qglColor4f(1, 1, 1, gl_motionblur.value);
qglBegin(GL_QUADS);
qglTexCoord2f(0, 0);
qglVertex2f(0, 0);
qglTexCoord2f(vs, 0);
qglVertex2f(glwidth, 0);
qglTexCoord2f(vs, vt);
qglVertex2f(glwidth, glheight);
qglTexCoord2f(0, vt);
qglVertex2f(0, glheight);
qglEnd();
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
//copy the image into the texture so that we can play with it next frame too!
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
}
#endif