Fixed fisheye, should compile now

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3324 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
Lance 2009-07-20 02:50:00 +00:00
parent cdf2b2670e
commit 233ffe7ccd
1 changed files with 25 additions and 20 deletions

View File

@ -8,7 +8,7 @@ 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.
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
@ -58,7 +58,7 @@ float r_wateralphaval; //allowed or not...
int c_brush_polys, c_alias_polys;
qboolean envmap; // true during envmap command capture
qboolean envmap; // true during envmap command capture
int particletexture; // little dot for particles
int particlecqtexture; // little dot for particles
@ -370,7 +370,7 @@ void GL_SetupSceneProcessingTextures (void)
scenepp_texture_warp = GL_AllocNewTexture();
scenepp_texture_edge = GL_AllocNewTexture();
// init warp texture - this specifies offset in
// 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++)
@ -394,7 +394,7 @@ void GL_SetupSceneProcessingTextures (void)
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
// 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++)
@ -606,7 +606,7 @@ void R_DrawSpriteModel (entity_t *e)
mesh.xyz_array = vertcoords;
mesh.normals_array = NULL;
R_IBrokeTheArrays();
mb.entity = e;
@ -677,7 +677,7 @@ void R_DrawSpriteModel (entity_t *e)
extern int gldepthfunc;
qglDepthFunc(gldepthfunc);
qglDepthMask(0);
if (gldepthmin == 0.5)
if (gldepthmin == 0.5)
qglCullFace ( GL_BACK );
else
qglCullFace ( GL_FRONT );
@ -725,7 +725,7 @@ void R_DrawSpriteModel (entity_t *e)
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->right, right, point);
qglVertex3fv (point);
qglEnd ();
qglDisable(GL_BLEND);
@ -827,7 +827,7 @@ void GLR_DrawEntitiesOnList (void)
if (r_refdef.flags & Q2RDF_NOWORLDMODEL || !cl.worldmodel || cl.worldmodel->type != mod_brush || cl.worldmodel->fromgame == fg_doom)
R_DrawGAliasModel (currententity);
break;
#ifdef HALFLIFEMODELS
case mod_halflife:
R_DrawHLModel (currententity);
@ -881,7 +881,7 @@ void R_PolyBlend (void)
qglEnable (GL_BLEND);
qglDisable (GL_DEPTH_TEST);
qglDisable (GL_TEXTURE_2D);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglLoadIdentity ();
@ -1024,7 +1024,7 @@ void GLR_SetupFrame (void)
{
}
else if (r_viewleaf->contents == Q1CONTENTS_EMPTY)
{ //look down a bit
{ //look down a bit
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = GLMod_PointInLeaf (cl.worldmodel, temp);
@ -1035,7 +1035,7 @@ void GLR_SetupFrame (void)
}
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 (cl.worldmodel, temp);
@ -1046,7 +1046,7 @@ void GLR_SetupFrame (void)
}
else
r_viewleaf2 = NULL;
if (r_viewleaf)
V_SetContentsColor (r_viewleaf->contents);
}
@ -1377,7 +1377,7 @@ void R_Mirror (void)
//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->nextalphasurface)
{
if (s->plane->dist != r_mirror_chain->plane->dist || s->plane->signbits != r_mirror_chain->plane->signbits
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)
@ -1508,7 +1508,7 @@ Thus the final mirror matrix for any given plane p*<nx,ny,nz>+k=0 is:
view[14] = oldorg[2];
view[15] = 1;
Matrix4_Multiply(mirror, view, result);
Matrix4_Multiply(mirror, view, result);
vpn[0] = result[0];
vpn[1] = result[1];
@ -1545,9 +1545,9 @@ Thus the final mirror matrix for any given plane p*<nx,ny,nz>+k=0 is:
gldepthmin = 0;
gldepthmax = 0.5;
qglDepthRange (gldepthmin, gldepthmax);
qglDepthFunc (gldepthfunc);
qglDepthFunc (gldepthfunc);
memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t));
memcpy(r_refdef.vieworg, oldorg, sizeof(vec3_t));
@ -1822,7 +1822,7 @@ static void R_RenderWaterWarp(void)
qglMTexCoord2fSGIS (mtexid1, xmin, ymax);
qglMTexCoord2fSGIS (mtexid1+1, 0, 1);
qglVertex2f(0, glheight);
qglEnd();
qglDisable(GL_TEXTURE_2D);
@ -1975,7 +1975,7 @@ qboolean R_RenderScene_Fish(void)
GL_SetShaderState2D(false);
// render normal view
R_RenderScene ();
R_RenderScene ();
GLR_DrawWaterSurfaces ();
GLR_DrawAlphaSurfaces ();
@ -2105,12 +2105,15 @@ void GLR_RenderView (void)
c_alias_polys = 0;
}
#ifdef FISH
if (ffov.value && cls.allow_fish && !(r_refdef.flags & Q2RDF_NOWORLDMODEL) && R_RenderScene_Fish())
{
//fisheye does its own rendering.
}
else
{
#endif
mirror = false;
R_Clear ();
@ -2122,14 +2125,16 @@ void GLR_RenderView (void)
GL_SetShaderState2D(false);
// render normal view
R_RenderScene ();
R_RenderScene ();
GLR_DrawWaterSurfaces ();
GLR_DrawAlphaSurfaces ();
// render mirror view
R_Mirror ();
#ifdef FISH
}
#endif
R_BloomBlend();
@ -2146,7 +2151,7 @@ void GLR_RenderView (void)
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);
// Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
}
if (qglGetError())