#include "quakedef.h" #include "winquake.h" #include "pr_common.h" refdef_t r_refdef; vec3_t r_origin, vpn, vright, vup; entity_t r_worldentity; entity_t *currententity; int sh_shadowframe; //index for msurf->shadowframe void R_InitParticleTexture (void); qboolean vid_isfullscreen; #define VIDCOMMANDGROUP "Video config" #define GRAPHICALNICETIES "Graphical Nicaties" //or eyecandy, which ever you prefer. #ifdef PEXT_BULLETENS #define BULLETENVARS "BulletenBoard controls" #endif #define GLRENDEREROPTIONS "GL Renderer Options" #define SCREENOPTIONS "Screen Options" unsigned int d_8to24rgbtable[256]; extern int gl_anisotropy_factor; // callbacks used for cvars void SCR_Viewsize_Callback (struct cvar_s *var, char *oldvalue); void SCR_Fov_Callback (struct cvar_s *var, char *oldvalue); #if defined(GLQUAKE) void GL_Texturemode_Callback (struct cvar_s *var, char *oldvalue); void GL_Texturemode2d_Callback (struct cvar_s *var, char *oldvalue); void GL_Texture_Anisotropic_Filtering_Callback (struct cvar_s *var, char *oldvalue); #endif cvar_t _vid_wait_override = FCVAR ("vid_wait", "_vid_wait_override", "", CVAR_ARCHIVE); cvar_t _windowed_mouse = SCVARF ("_windowed_mouse","1", CVAR_ARCHIVE); cvar_t con_ocranaleds = SCVAR ("con_ocranaleds", "2"); cvar_t d_palconvwrite = SCVAR ("d_palconvwrite", "1"); cvar_t d_palremapsize = SCVARF ("d_palremapsize", "64", CVAR_RENDERERLATCH); cvar_t cl_cursor = SCVAR ("cl_cursor", ""); cvar_t cl_cursorsize = SCVAR ("cl_cursorsize", "32"); cvar_t cl_cursorbias = SCVAR ("cl_cursorbias", "4"); cvar_t gl_nocolors = SCVAR ("gl_nocolors", "0"); cvar_t gl_part_flame = SCVAR ("gl_part_flame", "1"); //opengl library, blank means try default. static cvar_t gl_driver = SCVARF ("gl_driver", "", CVAR_ARCHIVE | CVAR_RENDERERLATCH); cvar_t gl_shadeq1_name = SCVAR ("gl_shadeq1_name", "*"); extern cvar_t r_vertexlight; cvar_t mod_md3flags = SCVAR ("mod_md3flags", "1"); cvar_t r_ambient = SCVARF ("r_ambient", "0", CVAR_CHEAT); cvar_t r_bloodstains = SCVAR ("r_bloodstains", "1"); cvar_t r_bouncysparks = SCVARF ("r_bouncysparks", "0", CVAR_ARCHIVE); cvar_t r_drawdisk = SCVAR ("r_drawdisk", "1"); cvar_t r_drawentities = SCVAR ("r_drawentities", "1"); cvar_t r_drawflat = SCVARF ("r_drawflat", "0", CVAR_SEMICHEAT | CVAR_RENDERERCALLBACK | CVAR_SHADERSYSTEM); cvar_t gl_miptexLevel = SCVAR ("gl_miptexLevel", "0"); cvar_t r_drawviewmodel = SCVAR ("r_drawviewmodel", "1"); cvar_t r_drawviewmodelinvis = SCVAR ("r_drawviewmodelinvis", "0"); #ifdef MINIMAL cvar_t r_dynamic = SCVARF ("r_dynamic", "0", CVAR_ARCHIVE); #else cvar_t r_dynamic = SCVARF ("r_dynamic", "1", CVAR_ARCHIVE); #endif cvar_t r_fastsky = SCVARF ("r_fastsky", "0", CVAR_SHADERSYSTEM); cvar_t r_fastskycolour = SCVARF ("r_fastskycolour", "0", CVAR_RENDERERCALLBACK|CVAR_SHADERSYSTEM); cvar_t r_fb_bmodels = SCVARF("gl_fb_bmodels", "1", CVAR_SEMICHEAT|CVAR_RENDERERLATCH); cvar_t r_fb_models = FCVAR ("r_fb_models", "gl_fb_models", "1", CVAR_SEMICHEAT|CVAR_RENDERERLATCH); cvar_t r_skin_overlays = SCVARF ("r_skin_overlays", "1", CVAR_SEMICHEAT|CVAR_RENDERERLATCH); cvar_t r_flashblend = SCVARF ("gl_flashblend", "0", CVAR_ARCHIVE); cvar_t r_floorcolour = SCVARF ("r_floorcolour", "255 255 255", CVAR_RENDERERCALLBACK|CVAR_SHADERSYSTEM); cvar_t r_floortexture = SCVARF ("r_floortexture", "", CVAR_RENDERERCALLBACK|CVAR_SHADERSYSTEM); cvar_t r_fullbright = SCVARF ("r_fullbright", "0", CVAR_CHEAT|CVAR_SHADERSYSTEM); cvar_t r_fullbrightSkins = SCVARF ("r_fullbrightSkins", "1", CVAR_SEMICHEAT|CVAR_SHADERSYSTEM); cvar_t r_lightmap_saturation = SCVAR ("r_lightmap_saturation", "1"); cvar_t r_lightstylesmooth = SCVAR ("r_lightstylesmooth", "0"); cvar_t r_lightstylespeed = SCVAR ("r_lightstylespeed", "10"); cvar_t r_loadlits = SCVAR ("r_loadlit", "1"); cvar_t r_menutint = SCVARF ("r_menutint", "0.68 0.4 0.13", CVAR_RENDERERCALLBACK); cvar_t r_netgraph = SCVAR ("r_netgraph", "0"); cvar_t r_nolerp = SCVAR ("r_nolerp", "0"); cvar_t r_nolightdir = SCVAR ("r_nolightdir", "0"); cvar_t r_novis = SCVAR ("r_novis", "0"); cvar_t r_part_rain = SCVARF ("r_part_rain", "0", CVAR_ARCHIVE); //whack in a value of 2 and you get easily visible players. cvar_t r_skyboxname = SCVARF ("r_skybox", "", CVAR_RENDERERCALLBACK | CVAR_SHADERSYSTEM); cvar_t r_speeds = SCVAR ("r_speeds", "0"); cvar_t r_stainfadeammount = SCVAR ("r_stainfadeammount", "1"); cvar_t r_stainfadetime = SCVAR ("r_stainfadetime", "1"); cvar_t r_stains = SCVARFC("r_stains", "0.75", CVAR_ARCHIVE, Cvar_Limiter_ZeroToOne_Callback); cvar_t r_wallcolour = SCVARF ("r_wallcolour", "255 255 255", CVAR_RENDERERCALLBACK|CVAR_SHADERSYSTEM);//FIXME: broken cvar_t r_walltexture = SCVARF ("r_walltexture", "", CVAR_RENDERERCALLBACK|CVAR_SHADERSYSTEM); //FIXME: broken cvar_t r_wateralpha = SCVARF ("r_wateralpha", "1", CVAR_SHADERSYSTEM); cvar_t r_waterwarp = SCVARF ("r_waterwarp", "1", CVAR_ARCHIVE); cvar_t r_replacemodels = SCVARF ("r_replacemodels", "md3 md2", CVAR_ARCHIVE); //otherwise it would defeat the point. cvar_t scr_allowsnap = SCVARF ("scr_allowsnap", "1", CVAR_NOTFROMSERVER); cvar_t scr_centersbar = SCVAR ("scr_centersbar", "0"); cvar_t scr_centertime = SCVAR ("scr_centertime", "2"); cvar_t scr_chatmodecvar = SCVAR ("scr_chatmode", "0"); cvar_t scr_conalpha = SCVARC ("scr_conalpha", "0.7", Cvar_Limiter_ZeroToOne_Callback); cvar_t scr_consize = SCVAR ("scr_consize", "0.5"); cvar_t scr_conspeed = SCVAR ("scr_conspeed", "300"); // 10 - 170 cvar_t scr_fov = SCVARFC("fov", "90", CVAR_ARCHIVE, SCR_Fov_Callback); cvar_t scr_printspeed = SCVAR ("scr_printspeed", "8"); cvar_t scr_showpause = SCVAR ("showpause", "1"); cvar_t scr_showturtle = SCVAR ("showturtle", "0"); cvar_t scr_turtlefps = SCVAR ("scr_turtlefps", "10"); cvar_t scr_sshot_compression = SCVAR ("scr_sshot_compression", "75"); cvar_t scr_sshot_type = SCVAR ("scr_sshot_type", "jpg"); cvar_t scr_viewsize = SCVARFC("viewsize", "100", CVAR_ARCHIVE, SCR_Viewsize_Callback); cvar_t vid_conautoscale = SCVARF ("vid_conautoscale", "0", CVAR_ARCHIVE | CVAR_RENDERERCALLBACK); cvar_t vid_conheight = SCVARF ("vid_conheight", "0", CVAR_ARCHIVE); cvar_t vid_conwidth = SCVARF ("vid_conwidth", "0", CVAR_ARCHIVE | CVAR_RENDERERCALLBACK); //see R_RestartRenderer_f for the effective default 'if (newr.renderer == -1)'. cvar_t vid_renderer = SCVARF ("vid_renderer", "", CVAR_ARCHIVE | CVAR_RENDERERLATCH); static cvar_t vid_allow_modex = SCVARF ("vid_allow_modex", "1", CVAR_ARCHIVE | CVAR_RENDERERLATCH); //FIXME: remove static cvar_t vid_bpp = SCVARF ("vid_bpp", "32", CVAR_ARCHIVE | CVAR_RENDERERLATCH); static cvar_t vid_desktopsettings = SCVARF ("vid_desktopsettings", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH); #ifdef NPQTV static cvar_t vid_fullscreen_npqtv = SCVARF ("vid_fullscreen", "1", CVAR_ARCHIVE | CVAR_RENDERERLATCH); cvar_t vid_fullscreen = SCVARF ("vid_fullscreen_embedded", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH); #else static cvar_t vid_fullscreen = SCVARF ("vid_fullscreen", "1", CVAR_ARCHIVE | CVAR_RENDERERLATCH); #endif cvar_t vid_height = SCVARF ("vid_height", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH); static cvar_t vid_multisample = SCVARF ("vid_multisample", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH); static cvar_t vid_refreshrate = SCVARF ("vid_displayfrequency", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH); cvar_t vid_wndalpha = SCVAR ("vid_wndalpha", "1"); //more readable defaults to match conwidth/conheight. cvar_t vid_width = SCVARF ("vid_width", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH); extern cvar_t bul_backcol; extern cvar_t bul_forcemode; extern cvar_t bul_norender; extern cvar_t bul_nowater; extern cvar_t bul_rippleamount; extern cvar_t bul_ripplespeed; extern cvar_t bul_scrollspeedx; extern cvar_t bul_scrollspeedy; extern cvar_t bul_sparkle; extern cvar_t bul_text1; extern cvar_t bul_text2; extern cvar_t bul_text3; extern cvar_t bul_text4; extern cvar_t bul_text5; extern cvar_t bul_text6; extern cvar_t bul_textpalette; extern cvar_t r_dodgytgafiles; extern cvar_t r_dodgypcxfiles; extern cvar_t r_drawentities; extern cvar_t r_drawviewmodel; extern cvar_t r_drawworld; extern cvar_t r_fullbright; extern cvar_t r_mirroralpha; extern cvar_t r_netgraph; extern cvar_t r_norefresh; extern cvar_t r_novis; extern cvar_t r_shadows; extern cvar_t r_speeds; extern cvar_t r_waterwarp; extern cvar_t r_polygonoffset_submodel_factor; extern cvar_t r_polygonoffset_submodel_offset; void R_BulletenForce_f (void); rendererstate_t currentrendererstate; #if defined(GLQUAKE) cvar_t vid_gl_context_version = SCVAR ("vid_gl_context_version", ""); cvar_t vid_gl_context_forwardcompatible = SCVAR ("vid_gl_context_breakeverything", "0"); //not useful, yet, hence the name cvar_t vid_gl_context_debug = SCVAR ("vid_gl_context_debug", "0"); //for my ati drivers, debug 1 only works if version >= 3 #endif #if defined(GLQUAKE) || defined(D3DQUAKE) cvar_t gl_ati_truform = SCVAR ("gl_ati_truform", "0"); cvar_t gl_ati_truform_type = SCVAR ("gl_ati_truform_type", "1"); cvar_t gl_ati_truform_tesselation = SCVAR ("gl_ati_truform_tesselation", "3"); cvar_t gl_blend2d = SCVAR ("gl_blend2d", "1"); cvar_t gl_blendsprites = SCVAR ("gl_blendsprites", "1"); cvar_t gl_bump = SCVARF ("gl_bump", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH); cvar_t gl_compress = SCVARF ("gl_compress", "0", CVAR_ARCHIVE); cvar_t gl_conback = SCVARF ("gl_conback", "", CVAR_RENDERERCALLBACK); cvar_t gl_contrast = SCVAR ("gl_contrast", "1"); cvar_t gl_detail = SCVARF ("gl_detail", "0", CVAR_ARCHIVE); cvar_t gl_detailscale = SCVAR ("gl_detailscale", "5"); cvar_t gl_font = SCVARF ("gl_font", "", CVAR_RENDERERCALLBACK); cvar_t gl_fontinwardstep = SCVAR ("gl_fontinwardstep", "0"); cvar_t gl_lateswap = SCVAR ("gl_lateswap", "0"); cvar_t gl_lerpimages = SCVAR ("gl_lerpimages", "1"); cvar_t gl_lightmap_shift = SCVARF ("gl_lightmap_shift", "0", CVAR_ARCHIVE | CVAR_LATCH); //cvar_t gl_lightmapmode = SCVARF("gl_lightmapmode", "", // CVAR_ARCHIVE); cvar_t gl_load24bit = SCVARF ("gl_load24bit", "1", CVAR_ARCHIVE); cvar_t gl_max_size = SCVAR ("gl_max_size", "1024"); cvar_t gl_maxshadowlights = SCVARF ("gl_maxshadowlights", "2", CVAR_ARCHIVE); cvar_t gl_menutint_shader = SCVAR ("gl_menutint_shader", "1"); //by setting to 64 or something, you can use this as a wallhack cvar_t gl_mindist = SCVARF ("gl_mindist", "4", CVAR_CHEAT); cvar_t gl_motionblur = SCVARF ("gl_motionblur", "0", CVAR_ARCHIVE); cvar_t gl_motionblurscale = SCVAR ("gl_motionblurscale", "1"); cvar_t gl_mylumassuck = SCVAR ("gl_mylumassuck", "0"); cvar_t gl_nobind = SCVAR ("gl_nobind", "0"); cvar_t gl_overbright = SCVARF ("gl_overbright", "0", CVAR_ARCHIVE); cvar_t gl_overbright_all = SCVARF ("gl_overbright_all", "0", CVAR_ARCHIVE); cvar_t gl_picmip = SCVAR ("gl_picmip", "0"); cvar_t gl_picmip2d = SCVAR ("gl_picmip2d", "0"); cvar_t gl_nohwblend = SCVAR ("gl_nohwblend","1"); cvar_t gl_savecompressedtex = SCVAR ("gl_savecompressedtex", "0"); cvar_t gl_schematics = SCVAR ("gl_schematics", "0"); cvar_t gl_skyboxdist = SCVAR ("gl_skyboxdist", "0"); //0 = guess. cvar_t gl_smoothcrosshair = SCVAR ("gl_smoothcrosshair", "1"); //gl blends. Set this to 1 to stop the outside of your conchars from being visible cvar_t gl_smoothfont = SCVARF ("gl_smoothfont", "1", CVAR_RENDERERCALLBACK); #ifdef SPECULAR cvar_t gl_specular = SCVAR ("gl_specular", "0"); #endif // The callbacks are not in D3D yet (also ugly way of seperating this) #ifdef GLQUAKE cvar_t gl_texture_anisotropic_filtering = SCVARFC("gl_texture_anisotropic_filtering", "0", CVAR_ARCHIVE | CVAR_RENDERERCALLBACK, GL_Texture_Anisotropic_Filtering_Callback); cvar_t gl_texturemode = SCVARFC("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE | CVAR_RENDERERCALLBACK, GL_Texturemode_Callback); cvar_t gl_texturemode2d = SCVARFC("gl_texturemode2d", "GL_LINEAR", CVAR_ARCHIVE | CVAR_RENDERERCALLBACK, GL_Texturemode2d_Callback); #endif cvar_t gl_triplebuffer = SCVARF ("gl_triplebuffer", "1", CVAR_ARCHIVE); cvar_t gl_ztrick = SCVAR ("gl_ztrick", "0"); cvar_t r_noaliasshadows = SCVARF ("r_noaliasshadows", "0", CVAR_ARCHIVE); cvar_t r_shadow_bumpscale_basetexture = SCVAR ("r_shadow_bumpscale_basetexture", "4"); cvar_t r_shadow_bumpscale_bumpmap = SCVAR ("r_shadow_bumpscale_bumpmap", "10"); cvar_t r_shadow_glsl_offsetmapping = SCVAR ("r_shadow_glsl_offsetmapping", "0"); cvar_t r_shadow_glsl_offsetmapping_bias = SCVAR ("r_shadow_glsl_offsetmapping_bias", "0.04"); cvar_t r_shadow_glsl_offsetmapping_scale = SCVAR ("r_shadow_glsl_offsetmapping_scale", "-0.04"); cvar_t r_shadow_realtime_world = SCVARF ("r_shadow_realtime_world", "0", CVAR_ARCHIVE); cvar_t r_shadow_realtime_world_shadows = SCVARF ("r_shadow_realtime_world_shadows", "1", CVAR_ARCHIVE); cvar_t r_shadow_realtime_dlight = SCVARF ("r_shadow_realtime_dlight", "1", CVAR_ARCHIVE); cvar_t r_shadow_realtime_dlight_shadows = SCVARF ("r_shadow_realtime_dlight_shadows", "1", CVAR_ARCHIVE); cvar_t r_shadow_realtime_world_lightmaps = SCVARF ("r_shadow_realtime_world_lightmaps", "0.8", 0); cvar_t r_shadows = SCVARF ("r_shadows", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH); cvar_t r_vertexdlights = SCVAR ("r_vertexdlights", "0"); cvar_t vid_preservegamma = SCVAR ("vid_preservegamma", "0"); cvar_t vid_hardwaregamma = SCVARF ("vid_hardwaregamma", "1", CVAR_ARCHIVE | CVAR_RENDERERLATCH); cvar_t vid_desktopgamma = SCVARF ("vid_desktopgamma", "0", CVAR_ARCHIVE | CVAR_RENDERERLATCH); extern cvar_t gl_dither; extern cvar_t gl_maxdist; extern cvar_t r_waterlayers; #endif #if defined(GLQUAKE) || defined(D3DQUAKE) void GLD3DRenderer_Init(void) { Cvar_Register (&gl_mindist, GLRENDEREROPTIONS); Cvar_Register (&gl_load24bit, GRAPHICALNICETIES); } #endif #if defined(GLQUAKE) void GLRenderer_Init(void) { extern cvar_t gl_contrast; //gl-specific video vars Cvar_Register (&vid_gl_context_version, GLRENDEREROPTIONS); Cvar_Register (&vid_gl_context_debug, GLRENDEREROPTIONS); Cvar_Register (&vid_gl_context_forwardcompatible, GLRENDEREROPTIONS); //screen Cvar_Register (&gl_triplebuffer, GLRENDEREROPTIONS); Cvar_Register (&vid_preservegamma, GLRENDEREROPTIONS); Cvar_Register (&vid_hardwaregamma, GLRENDEREROPTIONS); Cvar_Register (&vid_desktopgamma, GLRENDEREROPTIONS); //renderer Cvar_Register (&r_mirroralpha, GLRENDEREROPTIONS); Cvar_Register (&r_norefresh, GLRENDEREROPTIONS); Cvar_Register (&gl_clear, GLRENDEREROPTIONS); Cvar_Register (&gl_cull, GLRENDEREROPTIONS); Cvar_Register (&gl_smoothmodels, GRAPHICALNICETIES); Cvar_Register (&gl_affinemodels, GLRENDEREROPTIONS); Cvar_Register (&gl_nohwblend, GLRENDEREROPTIONS); Cvar_Register (&r_flashblend, GLRENDEREROPTIONS); Cvar_Register (&gl_playermip, GLRENDEREROPTIONS); Cvar_Register (&gl_nocolors, GLRENDEREROPTIONS); Cvar_Register (&gl_finish, GLRENDEREROPTIONS); Cvar_Register (&gl_lateswap, GLRENDEREROPTIONS); Cvar_Register (&gl_lerpimages, GLRENDEREROPTIONS); Cvar_Register (&r_shadows, GLRENDEREROPTIONS); Cvar_Register (&r_noaliasshadows, GLRENDEREROPTIONS); Cvar_Register (&gl_maxshadowlights, GLRENDEREROPTIONS); Cvar_Register (&r_shadow_bumpscale_basetexture, GLRENDEREROPTIONS); Cvar_Register (&r_shadow_bumpscale_bumpmap, GLRENDEREROPTIONS); Cvar_Register (&r_shadow_realtime_world, GLRENDEREROPTIONS); Cvar_Register (&r_shadow_realtime_world_shadows, GLRENDEREROPTIONS); Cvar_Register (&r_shadow_realtime_dlight, GLRENDEREROPTIONS); Cvar_Register (&r_shadow_realtime_dlight_shadows, GLRENDEREROPTIONS); Cvar_Register (&r_shadow_realtime_world_lightmaps, GLRENDEREROPTIONS); Cvar_Register (&gl_keeptjunctions, GLRENDEREROPTIONS); Cvar_Register (&gl_reporttjunctions, GLRENDEREROPTIONS); Cvar_Register (&gl_ztrick, GLRENDEREROPTIONS); Cvar_Register (&gl_motionblur, GLRENDEREROPTIONS); Cvar_Register (&gl_motionblurscale, GLRENDEREROPTIONS); Cvar_Register (&gl_max_size, GLRENDEREROPTIONS); Cvar_Register (&gl_maxdist, GLRENDEREROPTIONS); Cvar_Register (&vid_multisample, GLRENDEREROPTIONS); Cvar_Register (&gl_fontinwardstep, GRAPHICALNICETIES); Cvar_Register (&gl_font, GRAPHICALNICETIES); Cvar_Register (&gl_smoothfont, GRAPHICALNICETIES); Cvar_Register (&gl_smoothcrosshair, GRAPHICALNICETIES); Cvar_Register (&gl_bump, GRAPHICALNICETIES); Cvar_Register (&r_shadow_glsl_offsetmapping, GRAPHICALNICETIES); Cvar_Register (&r_shadow_glsl_offsetmapping_scale, GRAPHICALNICETIES); Cvar_Register (&r_shadow_glsl_offsetmapping_bias, GRAPHICALNICETIES); Cvar_Register (&gl_contrast, GLRENDEREROPTIONS); #ifdef R_XFLIP Cvar_Register (&r_xflip, GLRENDEREROPTIONS); #endif Cvar_Register (&gl_specular, GRAPHICALNICETIES); // Cvar_Register (&gl_lightmapmode, GLRENDEREROPTIONS); #ifdef WATERLAYERS Cvar_Register (&r_waterlayers, GRAPHICALNICETIES); #endif Cvar_Register (&r_polygonoffset_submodel_factor, GLRENDEREROPTIONS); Cvar_Register (&r_polygonoffset_submodel_offset, GLRENDEREROPTIONS); Cvar_Register (&gl_nobind, GLRENDEREROPTIONS); Cvar_Register (&gl_picmip, GLRENDEREROPTIONS); Cvar_Register (&gl_picmip2d, GLRENDEREROPTIONS); Cvar_Register (&r_drawdisk, GLRENDEREROPTIONS); Cvar_Register (&gl_texturemode, GLRENDEREROPTIONS); Cvar_Register (&gl_texturemode2d, GLRENDEREROPTIONS); Cvar_Register (&gl_texture_anisotropic_filtering, GLRENDEREROPTIONS); Cvar_Register (&gl_savecompressedtex, GLRENDEREROPTIONS); Cvar_Register (&gl_compress, GLRENDEREROPTIONS); Cvar_Register (&gl_driver, GLRENDEREROPTIONS); Cvar_Register (&gl_detail, GRAPHICALNICETIES); Cvar_Register (&gl_detailscale, GRAPHICALNICETIES); Cvar_Register (&gl_overbright, GRAPHICALNICETIES); Cvar_Register (&gl_overbright_all, GRAPHICALNICETIES); Cvar_Register (&gl_dither, GRAPHICALNICETIES); Cvar_Register (&r_fb_bmodels, GRAPHICALNICETIES); Cvar_Register (&gl_ati_truform, GRAPHICALNICETIES); Cvar_Register (&gl_ati_truform_type, GRAPHICALNICETIES); Cvar_Register (&gl_ati_truform_tesselation, GRAPHICALNICETIES); Cvar_Register (&gl_skyboxdist, GLRENDEREROPTIONS); Cvar_Register (&r_wallcolour, GLRENDEREROPTIONS); Cvar_Register (&r_floorcolour, GLRENDEREROPTIONS); Cvar_Register (&r_walltexture, GLRENDEREROPTIONS); Cvar_Register (&r_floortexture, GLRENDEREROPTIONS); Cvar_Register (&r_vertexdlights, GLRENDEREROPTIONS); Cvar_Register (&gl_schematics, GLRENDEREROPTIONS); Cvar_Register (&r_vertexlight, GLRENDEREROPTIONS); Cvar_Register (&gl_shadeq1_name, GLRENDEREROPTIONS); Cvar_Register (&gl_blend2d, GLRENDEREROPTIONS); Cvar_Register (&gl_blendsprites, GLRENDEREROPTIONS); Cvar_Register (&gl_mylumassuck, GLRENDEREROPTIONS); Cvar_Register (&gl_lightmap_shift, GLRENDEREROPTIONS); Cvar_Register (&gl_menutint_shader, GLRENDEREROPTIONS); R_BloomRegister(); } #endif void R_InitTextures (void) { int x,y, m; qbyte *dest; // create a simple checkerboard texture for the default r_notexture_mip = Z_Malloc (sizeof(texture_t) + 16*16+8*8+4*4+2*2); r_notexture_mip->pixbytes = 1; r_notexture_mip->width = r_notexture_mip->height = 16; r_notexture_mip->offsets[0] = sizeof(texture_t); r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16; r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8; r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4; for (m=0 ; m<4 ; m++) { dest = (qbyte *)r_notexture_mip + r_notexture_mip->offsets[m]; for (y=0 ; y< (16>>m) ; y++) for (x=0 ; x< (16>>m) ; x++) { if ( (y< (8>>m) ) ^ (x< (8>>m) ) ) *dest++ = 0; else *dest++ = 0xff; } } } void R_SetRenderer_f (void); void Renderer_Init(void) { currentrendererstate.bpp = -1; //no previous. currentrendererstate.renderer = -1; qrenderer = -1; Cmd_AddCommand("setrenderer", R_SetRenderer_f); Cmd_AddCommand("vid_restart", R_RestartRenderer_f); #if defined(GLQUAKE) || defined(D3DQUAKE) GLD3DRenderer_Init(); #endif #if defined(GLQUAKE) GLRenderer_Init(); #endif Cvar_Register (&gl_conback, GRAPHICALNICETIES); Cvar_Register (&r_novis, GLRENDEREROPTIONS); //but register ALL vid_ commands. Cvar_Register (&_vid_wait_override, VIDCOMMANDGROUP); Cvar_Register (&_windowed_mouse, VIDCOMMANDGROUP); Cvar_Register (&vid_renderer, VIDCOMMANDGROUP); Cvar_Register (&vid_wndalpha, VIDCOMMANDGROUP); #ifdef NPQTV Cvar_Register (&vid_fullscreen_npqtv, VIDCOMMANDGROUP); #endif Cvar_Register (&vid_fullscreen, VIDCOMMANDGROUP); Cvar_Register (&vid_bpp, VIDCOMMANDGROUP); Cvar_Register (&vid_conwidth, VIDCOMMANDGROUP); Cvar_Register (&vid_conheight, VIDCOMMANDGROUP); Cvar_Register (&vid_conautoscale, VIDCOMMANDGROUP); Cvar_Register (&vid_allow_modex, VIDCOMMANDGROUP); Cvar_Register (&vid_width, VIDCOMMANDGROUP); Cvar_Register (&vid_height, VIDCOMMANDGROUP); Cvar_Register (&vid_refreshrate, VIDCOMMANDGROUP); Cvar_Register (&vid_desktopsettings, VIDCOMMANDGROUP); Cvar_Register (&r_skyboxname, GRAPHICALNICETIES); Cvar_Register(&r_dodgytgafiles, "Bug fixes"); Cvar_Register(&r_dodgypcxfiles, "Bug fixes"); Cvar_Register(&r_loadlits, GRAPHICALNICETIES); Cvar_Register(&r_lightstylesmooth, GRAPHICALNICETIES); Cvar_Register(&r_lightstylespeed, GRAPHICALNICETIES); Cvar_Register(&r_stains, GRAPHICALNICETIES); Cvar_Register(&r_stainfadetime, GRAPHICALNICETIES); Cvar_Register(&r_stainfadeammount, GRAPHICALNICETIES); Cvar_Register(&scr_viewsize, SCREENOPTIONS); Cvar_Register(&scr_fov, SCREENOPTIONS); Cvar_Register(&scr_chatmodecvar, SCREENOPTIONS); Cvar_Register (&scr_sshot_type, SCREENOPTIONS); Cvar_Register (&scr_sshot_compression, SCREENOPTIONS); Cvar_Register(&cl_cursor, SCREENOPTIONS); Cvar_Register(&cl_cursorsize, SCREENOPTIONS); Cvar_Register(&cl_cursorbias, SCREENOPTIONS); //screen Cvar_Register (&scr_conspeed, SCREENOPTIONS); Cvar_Register (&scr_conalpha, SCREENOPTIONS); Cvar_Register (&scr_showturtle, SCREENOPTIONS); Cvar_Register (&scr_turtlefps, SCREENOPTIONS); Cvar_Register (&scr_showpause, SCREENOPTIONS); Cvar_Register (&scr_centertime, SCREENOPTIONS); Cvar_Register (&scr_printspeed, SCREENOPTIONS); Cvar_Register (&scr_allowsnap, SCREENOPTIONS); Cvar_Register (&scr_consize, SCREENOPTIONS); Cvar_Register (&scr_centersbar, SCREENOPTIONS); Cvar_Register(&r_bloodstains, GRAPHICALNICETIES); Cvar_Register(&r_fullbrightSkins, GRAPHICALNICETIES); Cvar_Register (&mod_md3flags, GRAPHICALNICETIES); //renderer Cvar_Register (&r_fullbright, SCREENOPTIONS); Cvar_Register (&r_drawentities, GRAPHICALNICETIES); Cvar_Register (&r_drawviewmodel, GRAPHICALNICETIES); Cvar_Register (&r_drawviewmodelinvis, GRAPHICALNICETIES); Cvar_Register (&r_waterwarp, GRAPHICALNICETIES); Cvar_Register (&r_speeds, SCREENOPTIONS); Cvar_Register (&r_netgraph, SCREENOPTIONS); Cvar_Register (&r_dynamic, GRAPHICALNICETIES); Cvar_Register (&r_lightmap_saturation, GRAPHICALNICETIES); Cvar_Register (&r_nolerp, GRAPHICALNICETIES); Cvar_Register (&r_nolightdir, GRAPHICALNICETIES); Cvar_Register (&r_fastsky, GRAPHICALNICETIES); Cvar_Register (&r_fastskycolour, GRAPHICALNICETIES); Cvar_Register (&r_wateralpha, GRAPHICALNICETIES); Cvar_Register (&gl_miptexLevel, GRAPHICALNICETIES); Cvar_Register (&r_drawflat, GRAPHICALNICETIES); Cvar_Register (&r_menutint, GRAPHICALNICETIES); Cvar_Register (&r_fb_models, GRAPHICALNICETIES); Cvar_Register (&r_replacemodels, GRAPHICALNICETIES); #ifdef PEXT_BULLETENS //bulletens Cvar_Register(&bul_nowater, BULLETENVARS); Cvar_Register(&bul_rippleamount, BULLETENVARS); Cvar_Register(&bul_ripplespeed, BULLETENVARS); Cvar_Register(&bul_forcemode, BULLETENVARS); Cvar_Register(&bul_sparkle, BULLETENVARS); Cvar_Register(&bul_textpalette, BULLETENVARS); Cvar_Register(&bul_scrollspeedy, BULLETENVARS); Cvar_Register(&bul_scrollspeedx, BULLETENVARS); Cvar_Register(&bul_backcol, BULLETENVARS); Cvar_Register(&bul_text6, BULLETENVARS); //reverse order, to get forwards ordered console vars. Cvar_Register(&bul_text5, BULLETENVARS); Cvar_Register(&bul_text4, BULLETENVARS); Cvar_Register(&bul_text3, BULLETENVARS); Cvar_Register(&bul_text2, BULLETENVARS); Cvar_Register(&bul_text1, BULLETENVARS); Cvar_Register(&bul_norender, BULLETENVARS); //find this one first... Cmd_AddCommand("bul_make", R_BulletenForce_f); #endif // misc Cvar_Register(&con_ocranaleds, "Console controls"); P_InitParticleSystem(); R_InitTextures(); RQ_Init(); } mpic_t *(*Draw_SafePicFromWad) (char *name); mpic_t *(*Draw_SafeCachePic) (char *path); void (*Draw_Init) (void); void (*Draw_Shutdown) (void); //void (*Draw_TinyCharacter) (int x, int y, unsigned int num); void (*Draw_Crosshair) (void); void (*Draw_ScalePic) (int x, int y, int width, int height, mpic_t *pic); void (*Draw_SubPic) (int x, int y, int width, int height, mpic_t *pic, int srcx, int srcy, int srcwidth, int srcheight); void (*Draw_TransPicTranslate) (int x, int y, int w, int h, qbyte *image, qbyte *translation); void (*Draw_ConsoleBackground) (int firstline, int lastline, qboolean forceopaque); void (*Draw_EditorBackground) (void); void (*Draw_TileClear) (int x, int y, int w, int h); void (*Draw_Fill) (int x, int y, int w, int h, unsigned int c); void (*Draw_FillRGB) (int x, int y, int w, int h, float r, float g, float b); void (*Draw_FadeScreen) (void); void (*Draw_BeginDisc) (void); void (*Draw_EndDisc) (void); void (*Draw_Image) (float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic); //gl-style scaled/coloured/subpic void (*Draw_ImageColours) (float r, float g, float b, float a); void (*R_Init) (void); void (*R_DeInit) (void); void (*R_RenderView) (void); // must set r_refdef first void (*R_NewMap) (void); void (*R_PreNewMap) (void); int (*R_LightPoint) (vec3_t point); void (*R_PushDlights) (void); void (*R_AddStain) (vec3_t org, float red, float green, float blue, float radius); void (*R_LessenStains) (void); void (*Media_ShowFrameBGR_24_Flip) (qbyte *framedata, int inwidth, int inheight); //input is bottom up... void (*Media_ShowFrameRGBA_32) (qbyte *framedata, int inwidth, int inheight); //top down void (*Media_ShowFrame8bit) (qbyte *framedata, int inwidth, int inheight, qbyte *palette); //paletted topdown (framedata is 8bit indexes into palette) void (*Mod_Init) (void); void (*Mod_ClearAll) (void); struct model_s *(*Mod_ForName) (char *name, qboolean crash); struct model_s *(*Mod_FindName) (char *name); void *(*Mod_Extradata) (struct model_s *mod); // handles caching void (*Mod_TouchModel) (char *name); void (*Mod_NowLoadExternal) (void); void (*Mod_Think) (void); //qboolean (*Mod_GetTag) (struct model_s *model, int tagnum, int frame, int frame2, float f2ness, float f1time, float f2time, float *transforms); //int (*Mod_TagNumForName) (struct model_s *model, char *name); int (*Mod_SkinForName) (struct model_s *model, char *name); int (*Mod_FrameForName) (struct model_s *model, char *name); float (*Mod_GetFrameDuration) (struct model_s *model, int framenum); qboolean (*VID_Init) (rendererstate_t *info, unsigned char *palette); void (*VID_DeInit) (void); void (*VID_LockBuffer) (void); void (*VID_UnlockBuffer) (void); void (*D_BeginDirectRect) (int x, int y, qbyte *pbitmap, int width, int height); void (*D_EndDirectRect) (int x, int y, int width, int height); void (*VID_ForceLockState) (int lk); int (*VID_ForceUnlockedAndReturnState) (void); void (*VID_SetPalette) (unsigned char *palette); void (*VID_ShiftPalette) (unsigned char *palette); char *(*VID_GetRGBInfo) (int prepad, int *truevidwidth, int *truevidheight); void (*VID_SetWindowCaption) (char *msg); void (*SCR_UpdateScreen) (void); r_qrenderer_t qrenderer; char *q_renderername = "Non-Selected renderer"; rendererinfo_t dedicatedrendererinfo = { //ALL builds need a 'none' renderer, as 0. "Dedicated server", { "none", "dedicated", "terminal", "sv" }, QR_NONE, NULL, //Draw_PicFromWad; //Not supported NULL, //Draw_SafeCachePic; NULL, //Draw_Init; NULL, //Draw_Shutdown; NULL, //Draw_Crosshair; NULL, //Draw_SubPic; NULL, //Draw_TransPicTranslate; NULL, //Draw_ConsoleBackground; NULL, //Draw_EditorBackground; NULL, //Draw_TileClear; NULL, //Draw_Fill; NULL, //Draw_FillRGB; NULL, //Draw_FadeScreen; NULL, //Draw_BeginDisc; NULL, //Draw_EndDisc; NULL, //I'm lazy. NULL, //Draw_Image NULL, //Draw_ImageColours NULL, //R_Init; NULL, //R_DeInit; NULL, //R_RenderView; NULL, //R_NewMap; NULL, //R_PreNewMap NULL, //R_LightPoint; NULL, //R_PushDlights; NULL, //R_AddStain; NULL, //R_LessenStains; NULL, //Media_ShowFrameBGR_24_Flip; NULL, //Media_ShowFrameRGBA_32; NULL, //Media_ShowFrame8bit; #if defined(GLQUAKE) || defined(D3DQUAKE) RMod_Init, RMod_ClearAll, RMod_ForName, RMod_FindName, RMod_Extradata, RMod_TouchModel, RMod_NowLoadExternal, RMod_Think, NULL, //Mod_GetTag NULL, //fixme: server will need this one at some point. NULL, NULL, Mod_FrameDuration, #else #error "Need logic here!" #endif NULL, //VID_Init, NULL, //VID_DeInit, NULL, //VID_LockBuffer, NULL, //VID_UnlockBuffer, NULL, //D_BeginDirectRect, NULL, //D_EndDirectRect, NULL, //VID_ForceLockState, NULL, //VID_ForceUnlockedAndReturnState, NULL, //VID_SetPalette, NULL, //VID_ShiftPalette, NULL, //VID_GetRGBInfo, NULL, //set caption NULL, //SCR_UpdateScreen; "" }; rendererinfo_t *pdedicatedrendererinfo = &dedicatedrendererinfo; rendererinfo_t openglrendererinfo; rendererinfo_t d3drendererinfo; rendererinfo_t d3d7rendererinfo; rendererinfo_t d3d9rendererinfo; rendererinfo_t *rendererinfo[] = { #ifndef NPQTV &dedicatedrendererinfo, #endif #ifdef GLQUAKE &openglrendererinfo, &d3drendererinfo, #endif #ifdef D3DQUAKE &d3drendererinfo, &d3d7rendererinfo, &d3d9rendererinfo, #endif }; typedef struct vidmode_s { const char *description; int width, height; } vidmode_t; vidmode_t vid_modes[] = { { "320x200", 320, 200}, { "320x240", 320, 240}, { "400x300", 400, 300}, { "512x384", 512, 384}, { "640x480", 640, 480}, { "800x600", 800, 600}, { "960x720", 960, 720}, { "1024x768 (XGA: 14-15inch LCD Native)", 1024, 768}, { "1152x864", 1152, 864}, { "1280x960", 1280, 960}, { "1280x1024 (SXGA: 17-19inch LCD Native)", 1280, 1024}, { "1440x900 (WXGA: 19inch Widescreen LCD Native Resolution)", 1440, 900}, { "1600x1200 (UXGA: 20+inch LCD Native Resolution)", 1600, 1200}, //sw height is bound to 200 to 1024 { "1680x1050 (WSXGA: 20inch Widescreen LCD Native)", 1680, 1050}, { "1920x1200 (WUXGA: 24inch Widescreen LCD Native)", 1920, 1200}, { "2048x1536", 2048, 1536}, //too much width will disable water warping (>1280) (but at that resolution, it's almost unnoticable) { "2560x1600 (30inch Widescreen LCD Native)", 2560, 1600} }; #define NUMVIDMODES sizeof(vid_modes)/sizeof(vid_modes[0]) qboolean M_Vid_GetMove(int num, int *w, int *h) { if ((unsigned)num >= NUMVIDMODES) return false; *w = vid_modes[num].width; *h = vid_modes[num].height; return true; } typedef struct { menucombo_t *renderer; menucombo_t *modecombo; menucombo_t *conscalecombo; menucombo_t *bppcombo; menucombo_t *texturefiltercombo; menuedit_t *customwidth; menuedit_t *customheight; } videomenuinfo_t; menuedit_t *MC_AddEdit(menu_t *menu, int x, int y, char *text, char *def); void CheckCustomMode(struct menu_s *menu) { videomenuinfo_t *info = menu->data; if (info->modecombo->selectedoption && info->conscalecombo->selectedoption) { //hide the custom options info->customwidth->common.ishidden = true; info->customheight->common.ishidden = true; } else { info->customwidth->common.ishidden = false; info->customheight->common.ishidden = false; } if (!info->bppcombo->selectedoption) info->bppcombo->selectedoption = 1; info->conscalecombo->common.ishidden = false; } qboolean M_VideoApply (union menuoption_s *op,struct menu_s *menu,int key) { videomenuinfo_t *info = menu->data; int selectedbpp; if (key != K_ENTER) return false; if (info->modecombo->selectedoption) { //set a prefab Cbuf_AddText(va("vid_width %i\n", vid_modes[info->modecombo->selectedoption-1].width), RESTRICT_LOCAL); Cbuf_AddText(va("vid_height %i\n", vid_modes[info->modecombo->selectedoption-1].height), RESTRICT_LOCAL); } else { //use the custom one Cbuf_AddText(va("vid_width %s\n", info->customwidth->text), RESTRICT_LOCAL); Cbuf_AddText(va("vid_height %s\n", info->customheight->text), RESTRICT_LOCAL); } if (info->conscalecombo->selectedoption) //I am aware that this handicaps the menu a bit, but it should be easier for n00bs. { //set a prefab Cbuf_AddText(va("vid_conwidth %i\n", vid_modes[info->conscalecombo->selectedoption-1].width), RESTRICT_LOCAL); Cbuf_AddText(va("vid_conheight %i\n", vid_modes[info->conscalecombo->selectedoption-1].height), RESTRICT_LOCAL); } else { //use the custom one Cbuf_AddText(va("vid_conwidth %s\n", info->customwidth->text), RESTRICT_LOCAL); Cbuf_AddText(va("vid_conheight %s\n", info->customheight->text), RESTRICT_LOCAL); } selectedbpp = 16; switch(info->bppcombo->selectedoption) { case 0: if (info->renderer->selectedoption) selectedbpp = 16; else selectedbpp = 8; break; case 1: selectedbpp = 16; break; case 2: selectedbpp = 32; break; } switch(info->texturefiltercombo->selectedoption) { case 0: Cbuf_AddText("gl_texturemode gl_nearest_mipmap_nearest\n", RESTRICT_LOCAL); break; case 1: Cbuf_AddText("gl_texturemode gl_linear_mipmap_nearest\n", RESTRICT_LOCAL); break; case 2: Cbuf_AddText("gl_texturemode gl_linear_mipmap_linear\n", RESTRICT_LOCAL); break; } Cbuf_AddText(va("vid_bpp %i\n", selectedbpp), RESTRICT_LOCAL); switch(info->renderer->selectedoption) { #ifdef GLQUAKE case 0: Cbuf_AddText("setrenderer gl\n", RESTRICT_LOCAL); break; #endif #ifdef D3DQUAKE case 1: Cbuf_AddText("setrenderer d3d9\n", RESTRICT_LOCAL); break; #endif } M_RemoveMenu(menu); Cbuf_AddText("menu_video\n", RESTRICT_LOCAL); return true; } void M_Menu_Video_f (void) { extern cvar_t r_stains, v_contrast; #if defined(GLQUAKE) extern cvar_t r_bloom; #endif extern cvar_t r_bouncysparks; static const char *modenames[128] = {"Custom"}; static const char *rendererops[] = { #ifdef GLQUAKE "OpenGL", #endif #ifdef D3DQUAKE "DirectX9", #endif NULL }; static const char *bppnames[] = { "8", "16", "32", NULL }; static const char *texturefilternames[] = { "Nearest", "Bilinear", "Trilinear", NULL }; videomenuinfo_t *info; menu_t *menu; int prefabmode; int prefab2dmode; int currentbpp; #ifdef GLQUAKE int currenttexturefilter; #endif int i, y; prefabmode = -1; prefab2dmode = -1; for (i = 0; i < sizeof(vid_modes)/sizeof(vidmode_t); i++) { if (vid_modes[i].width == vid_width.value && vid_modes[i].height == vid_height.value) prefabmode = i; if (vid_modes[i].width == vid_conwidth.value && vid_modes[i].height == vid_conheight.value) prefab2dmode = i; modenames[i+1] = vid_modes[i].description; } modenames[i+1] = NULL; key_dest = key_menu; m_state = m_complex; menu = M_CreateMenu(sizeof(videomenuinfo_t)); info = menu->data; #if defined(GLQUAKE) && defined(USE_D3D) if (!strcmp(vid_renderer.string, "d3d9")) i = 1; else #endif i = 0; if (vid_bpp.value >= 32) currentbpp = 2; else if (vid_bpp.value >= 16) currentbpp = 1; else currentbpp = 0; #ifdef GLQUAKE if (!Q_strcasecmp(gl_texturemode.string, "gl_nearest_mipmap_nearest")) currenttexturefilter = 0; else if (!Q_strcasecmp(gl_texturemode.string, "gl_linear_mipmap_linear")) currenttexturefilter = 2; else if (!Q_strcasecmp(gl_texturemode.string, "gl_linear_mipmap_nearest")) currenttexturefilter = 1; else currenttexturefilter = 1; #endif MC_AddCenterPicture(menu, 4, 24, "vidmodes"); y = 32; info->renderer = MC_AddCombo(menu, 16, y, " Renderer ", rendererops, i); y+=8; info->bppcombo = MC_AddCombo(menu, 16, y, " Color Depth ", bppnames, currentbpp); y+=8; info->modecombo = MC_AddCombo(menu, 16, y, " Video Size ", modenames, prefabmode+1); y+=8; info->conscalecombo = MC_AddCombo(menu, 16, y, " 2d Size ", modenames, prefab2dmode+1); y+=8; MC_AddCheckBox(menu, 16, y, " Fullscreen ", &vid_fullscreen,0); y+=8; y+=4;info->customwidth = MC_AddEdit(menu, 16, y, " Custom width ", vid_width.string); y+=8; y+=4;info->customheight = MC_AddEdit(menu, 16, y, " Custom height", vid_height.string); y+=12; y+=8; MC_AddCommand(menu, 16, y, " Apply", M_VideoApply); y+=8; y+=8; MC_AddCheckBox(menu, 16, y, " Stain maps", &r_stains,0); y+=8; MC_AddCheckBox(menu, 16, y, " Bouncy sparks", &r_bouncysparks,0); y+=8; MC_AddCheckBox(menu, 16, y, " Rain", &r_part_rain,0); y+=8; #ifdef GLQUAKE MC_AddCheckBox(menu, 16, y, " GL Bumpmapping", &gl_bump,0); y+=8; MC_AddCheckBox(menu, 16, y, " Bloom", &r_bloom,0); y+=8; #endif MC_AddCheckBox(menu, 16, y, " Dynamic lights", &r_dynamic,0); y+=8; MC_AddSlider(menu, 16, y, " Screen size", &scr_viewsize, 30, 120, 0.1);y+=8; MC_AddSlider(menu, 16, y, " Gamma", &v_gamma, 0.3, 1, 0.05); y+=8; MC_AddSlider(menu, 16, y, " Contrast", &v_contrast, 1, 3, 0.05); y+=8; #ifdef GLQUAKE info->texturefiltercombo = MC_AddCombo(menu, 16, y, " Texture Filter ", texturefilternames, currenttexturefilter); y+=8; MC_AddSlider(menu, 16, y, "Anisotropy Level", &gl_texture_anisotropic_filtering, 1, 16, 1); y+=8; //urm, this shouldn't really be a slider, but should be a combo instead #endif menu->cursoritem = (menuoption_t*)MC_AddWhiteText(menu, 152, 32, NULL, false); menu->selecteditem = (union menuoption_s *)info->renderer; menu->event = CheckCustomMode; } void R_SetRenderer(int wanted) { rendererinfo_t *ri; if (wanted<0) { //-1 is used so we know when we've applied something instead of never setting anything. wanted=0; qrenderer = -1; } else qrenderer = rendererinfo[wanted]->rtype; ri = rendererinfo[wanted]; q_renderername = ri->name[0]; Draw_SafePicFromWad = ri->Draw_SafePicFromWad; //Not supported Draw_SafeCachePic = ri->Draw_SafeCachePic; Draw_Init = ri->Draw_Init; Draw_Shutdown = ri->Draw_Shutdown; Draw_Crosshair = ri->Draw_Crosshair; Draw_SubPic = ri->Draw_SubPic; Draw_TransPicTranslate = ri->Draw_TransPicTranslate; Draw_ConsoleBackground = ri->Draw_ConsoleBackground; Draw_EditorBackground = ri->Draw_EditorBackground; Draw_TileClear = ri->Draw_TileClear; Draw_Fill = ri->Draw_Fill; Draw_FillRGB = ri->Draw_FillRGB; Draw_FadeScreen = ri->Draw_FadeScreen; Draw_BeginDisc = ri->Draw_BeginDisc; Draw_EndDisc = ri->Draw_EndDisc; Draw_ScalePic = ri->Draw_ScalePic; Draw_Image = ri->Draw_Image; Draw_ImageColours = ri->Draw_ImageColours; R_Init = ri->R_Init; R_DeInit = ri->R_DeInit; R_RenderView = ri->R_RenderView; R_NewMap = ri->R_NewMap; R_PreNewMap = ri->R_PreNewMap; R_LightPoint = ri->R_LightPoint; R_PushDlights = ri->R_PushDlights; R_AddStain = ri->R_AddStain; R_LessenStains = ri->R_LessenStains; VID_Init = ri->VID_Init; VID_DeInit = ri->VID_DeInit; VID_LockBuffer = ri->VID_LockBuffer; VID_UnlockBuffer = ri->VID_UnlockBuffer; D_BeginDirectRect = ri->D_BeginDirectRect; D_EndDirectRect = ri->D_EndDirectRect; VID_ForceLockState = ri->VID_ForceLockState; VID_ForceUnlockedAndReturnState = ri->VID_ForceUnlockedAndReturnState; VID_SetPalette = ri->VID_SetPalette; VID_ShiftPalette = ri->VID_ShiftPalette; VID_GetRGBInfo = ri->VID_GetRGBInfo; VID_SetWindowCaption = ri->VID_SetWindowCaption; Media_ShowFrame8bit = ri->Media_ShowFrame8bit; Media_ShowFrameRGBA_32 = ri->Media_ShowFrameRGBA_32; Media_ShowFrameBGR_24_Flip = ri->Media_ShowFrameBGR_24_Flip; Mod_Init = ri->Mod_Init; Mod_Think = ri->Mod_Think; Mod_ClearAll = ri->Mod_ClearAll; Mod_ForName = ri->Mod_ForName; Mod_FindName = ri->Mod_FindName; Mod_Extradata = ri->Mod_Extradata; Mod_TouchModel = ri->Mod_TouchModel; Mod_NowLoadExternal = ri->Mod_NowLoadExternal; // Mod_GetTag = ri->Mod_GetTag; // Mod_TagNumForName = ri->Mod_TagNumForName; Mod_SkinForName = ri->Mod_SkinForName; Mod_FrameForName = ri->Mod_FrameForName; Mod_GetFrameDuration = ri->Mod_GetFrameDuration; SCR_UpdateScreen = ri->SCR_UpdateScreen; } static qbyte default_quakepal[768] = { 0,0,0,15,15,15,31,31,31,47,47,47,63,63,63,75,75,75,91,91,91,107,107,107,123,123,123,139,139,139,155,155,155,171,171,171,187,187,187,203,203,203,219,219,219,235,235,235,15,11,7,23,15,11,31,23,11,39,27,15,47,35,19,55,43,23,63,47,23,75,55,27,83,59,27,91,67,31,99,75,31,107,83,31,115,87,31,123,95,35,131,103,35,143,111,35,11,11,15,19,19,27,27,27,39,39,39,51,47,47,63,55,55,75,63,63,87,71,71,103,79,79,115,91,91,127,99,99, 139,107,107,151,115,115,163,123,123,175,131,131,187,139,139,203,0,0,0,7,7,0,11,11,0,19,19,0,27,27,0,35,35,0,43,43,7,47,47,7,55,55,7,63,63,7,71,71,7,75,75,11,83,83,11,91,91,11,99,99,11,107,107,15,7,0,0,15,0,0,23,0,0,31,0,0,39,0,0,47,0,0,55,0,0,63,0,0,71,0,0,79,0,0,87,0,0,95,0,0,103,0,0,111,0,0,119,0,0,127,0,0,19,19,0,27,27,0,35,35,0,47,43,0,55,47,0,67, 55,0,75,59,7,87,67,7,95,71,7,107,75,11,119,83,15,131,87,19,139,91,19,151,95,27,163,99,31,175,103,35,35,19,7,47,23,11,59,31,15,75,35,19,87,43,23,99,47,31,115,55,35,127,59,43,143,67,51,159,79,51,175,99,47,191,119,47,207,143,43,223,171,39,239,203,31,255,243,27,11,7,0,27,19,0,43,35,15,55,43,19,71,51,27,83,55,35,99,63,43,111,71,51,127,83,63,139,95,71,155,107,83,167,123,95,183,135,107,195,147,123,211,163,139,227,179,151, 171,139,163,159,127,151,147,115,135,139,103,123,127,91,111,119,83,99,107,75,87,95,63,75,87,55,67,75,47,55,67,39,47,55,31,35,43,23,27,35,19,19,23,11,11,15,7,7,187,115,159,175,107,143,163,95,131,151,87,119,139,79,107,127,75,95,115,67,83,107,59,75,95,51,63,83,43,55,71,35,43,59,31,35,47,23,27,35,19,19,23,11,11,15,7,7,219,195,187,203,179,167,191,163,155,175,151,139,163,135,123,151,123,111,135,111,95,123,99,83,107,87,71,95,75,59,83,63, 51,67,51,39,55,43,31,39,31,23,27,19,15,15,11,7,111,131,123,103,123,111,95,115,103,87,107,95,79,99,87,71,91,79,63,83,71,55,75,63,47,67,55,43,59,47,35,51,39,31,43,31,23,35,23,15,27,19,11,19,11,7,11,7,255,243,27,239,223,23,219,203,19,203,183,15,187,167,15,171,151,11,155,131,7,139,115,7,123,99,7,107,83,0,91,71,0,75,55,0,59,43,0,43,31,0,27,15,0,11,7,0,0,0,255,11,11,239,19,19,223,27,27,207,35,35,191,43, 43,175,47,47,159,47,47,143,47,47,127,47,47,111,47,47,95,43,43,79,35,35,63,27,27,47,19,19,31,11,11,15,43,0,0,59,0,0,75,7,0,95,7,0,111,15,0,127,23,7,147,31,7,163,39,11,183,51,15,195,75,27,207,99,43,219,127,59,227,151,79,231,171,95,239,191,119,247,211,139,167,123,59,183,155,55,199,195,55,231,227,87,127,191,255,171,231,255,215,255,255,103,0,0,139,0,0,179,0,0,215,0,0,255,0,0,255,243,147,255,247,199,255,255,255,159,91,83 }; qbyte default_conchar[11356] = { #include "lhfont.h" }; qboolean R_ApplyRenderer_Load (rendererstate_t *newr); void D3DSucks(void) { SCR_DeInit(); if (!R_ApplyRenderer_Load(NULL))//¤trendererstate)) Sys_Error("Failed to reload content after mode switch\n"); } void R_ShutdownRenderer(void) { CL_AllowIndependantSendCmd(false); //FIXME: figure out exactly which parts are going to affect the model loading. IN_Shutdown(); if (R_DeInit) { TRACE(("dbg: R_ApplyRenderer: R_DeInit\n")); R_DeInit(); } if (VID_DeInit) { TRACE(("dbg: R_ApplyRenderer: VID_DeInit\n")); VID_DeInit(); } TRACE(("dbg: R_ApplyRenderer: SCR_DeInit\n")); SCR_DeInit(); COM_FlushTempoaryPacks(); S_Shutdown(); } qboolean R_ApplyRenderer (rendererstate_t *newr) { if (newr->bpp == -1) return false; R_ShutdownRenderer(); if (qrenderer == QR_NONE || qrenderer==-1) { if (newr->renderer == QR_NONE && qrenderer != -1) return true; //no point Sys_CloseTerminal (); } R_SetRenderer(newr->renderer); return R_ApplyRenderer_Load(newr); } qboolean R_ApplyRenderer_Load (rendererstate_t *newr) { int i, j; extern model_t *loadmodel; extern int host_hunklevel; Cache_Flush(); Hunk_FreeToLowMark(host_hunklevel); //is this a good idea? TRACE(("dbg: R_ApplyRenderer: old renderer closed\n")); pmove.numphysent = 0; if (qrenderer) //graphics stuff only when not dedicated { qbyte *data; #ifndef CLIENTONLY isDedicated = false; #endif if (newr) Con_Printf("Setting mode %i*%i*%i*%i\n", newr->width, newr->height, newr->bpp, newr->rate); if (host_basepal) BZ_Free(host_basepal); if (host_colormap) BZ_Free(host_colormap); host_basepal = (qbyte *)FS_LoadMallocFile ("gfx/palette.lmp"); if (!host_basepal) { qbyte *pcx=NULL; host_basepal = BZ_Malloc(768); pcx = COM_LoadTempFile("pics/colormap.pcx"); if (!pcx || !ReadPCXPalette(pcx, com_filesize, host_basepal)) { memcpy(host_basepal, default_quakepal, 768); } else { host_colormap = BZ_Malloc(256*VID_GRADES); if (ReadPCXData(pcx, com_filesize, 256, VID_GRADES, host_colormap)) goto q2colormap; //skip the colormap.lmp file as we already read it } } host_colormap = (qbyte *)FS_LoadMallocFile ("gfx/colormap.lmp"); if (!host_colormap) { vid.fullbright=0; } else { j = VID_GRADES-1; data = host_colormap + j*256; vid.fullbright=0; for (i = 255; i >= 0; i--) { if (host_colormap[i] == data[i]) vid.fullbright++; else break; } } if (vid.fullbright < 2) vid.fullbright = 0; //transparent colour doesn't count. q2colormap: TRACE(("dbg: R_ApplyRenderer: Palette loaded\n")); #ifdef _WIN32 #ifndef _SDL if (hwnd_dialog) { DestroyWindow (hwnd_dialog); hwnd_dialog = NULL; } #endif #endif if (newr) if (!VID_Init(newr, host_basepal)) { return false; } TRACE(("dbg: R_ApplyRenderer: vid applied\n")); W_LoadWadFile("gfx.wad"); TRACE(("dbg: R_ApplyRenderer: wad loaded\n")); Draw_Init(); TRACE(("dbg: R_ApplyRenderer: draw inited\n")); R_Init(); R_InitParticleTexture (); TRACE(("dbg: R_ApplyRenderer: renderer inited\n")); SCR_Init(); TRACE(("dbg: R_ApplyRenderer: screen inited\n")); Sbar_Flush(); IN_ReInit(); } else { #ifdef CLIENTONLY Sys_Error("Tried setting dedicated mode\n"); //we could support this, but there's no real reason to actually do so. //fixme: despite the checks in the setrenderer command, we can still get here via a config using vid_renderer. #else TRACE(("dbg: R_ApplyRenderer: isDedicated = true\n")); isDedicated = true; if (cls.state) { int os = sv.state; sv.state = ss_dead; //prevents server from being killed off too. CL_Disconnect(); sv.state = os; } Sys_InitTerminal(); Con_PrintToSys(); #endif } TRACE(("dbg: R_ApplyRenderer: initing mods\n")); Mod_Init(); #ifdef PEXT_BULLETENS TRACE(("dbg: R_ApplyRenderer: initing bulletein boards\n")); WipeBulletenTextures(); #endif // host_hunklevel = Hunk_LowMark(); if (R_PreNewMap) if (cl.worldmodel) { TRACE(("dbg: R_ApplyRenderer: R_PreNewMap (how handy)\n")); R_PreNewMap(); } #ifndef CLIENTONLY if (sv.world.worldmodel) { wedict_t *ent; #ifdef Q2SERVER q2edict_t *q2ent; #endif TRACE(("dbg: R_ApplyRenderer: reloading server map\n")); sv.world.worldmodel = Mod_ForName (sv.modelname, false); TRACE(("dbg: R_ApplyRenderer: loaded\n")); if (sv.world.worldmodel->needload) { SV_Error("Bsp went missing on render restart\n"); } TRACE(("dbg: R_ApplyRenderer: doing that funky phs thang\n")); SV_CalcPHS (); TRACE(("dbg: R_ApplyRenderer: clearing world\n")); World_ClearWorld (&sv.world); if (svs.gametype == GT_PROGS) { for (i = 0; i < MAX_MODELS; i++) { if (sv.strings.model_precache[i] && *sv.strings.model_precache[i] && (!strcmp(sv.strings.model_precache[i] + strlen(sv.strings.model_precache[i]) - 4, ".bsp") || i-1 < sv.world.worldmodel->numsubmodels)) sv.world.models[i] = Mod_FindName(sv.strings.model_precache[i]); else sv.world.models[i] = NULL; } ent = sv.world.edicts; // ent->v->model = PR_NewString(svprogfuncs, sv.worldmodel->name); //FIXME: is this a problem for normal ents? for (i=0 ; iisfree) continue; if (ent->area.prev) { ent->area.prev = ent->area.next = NULL; World_LinkEdict (&sv.world, ent, false); // relink ents so touch functions continue to work. } } } #ifdef Q2SERVER else if (svs.gametype == GT_QUAKE2) { for (i = 0; i < MAX_MODELS; i++) { if (sv.strings.configstring[Q2CS_MODELS+i] && *sv.strings.configstring[Q2CS_MODELS+i] && (!strcmp(sv.strings.configstring[Q2CS_MODELS+i] + strlen(sv.strings.configstring[Q2CS_MODELS+i]) - 4, ".bsp") || i-1 < sv.world.worldmodel->numsubmodels)) sv.world.models[i] = Mod_FindName(sv.strings.configstring[Q2CS_MODELS+i]); else sv.world.models[i] = NULL; } q2ent = ge->edicts; for (i=0 ; inum_edicts ; i++, q2ent = (q2edict_t *)((char *)q2ent + ge->edict_size)) { if (!q2ent) continue; if (!q2ent->inuse) continue; if (q2ent->area.prev) { q2ent->area.prev = q2ent->area.next = NULL; WorldQ2_LinkEdict (&sv.world, q2ent); // relink ents so touch functions continue to work. } } } #endif else SV_UnspawnServer(); } #endif #ifdef PLUGINS Plug_ResChanged(); #endif TRACE(("dbg: R_ApplyRenderer: starting on client state\n")); if (cl.worldmodel) { int staticmodelindex[MAX_STATIC_ENTITIES]; for (i = 0; i < cl.num_statics; i++) //static entities contain pointers to the model index. { staticmodelindex[i] = 0; for (j = 1; j < MAX_MODELS; j++) if (cl_static_entities[i].model == cl.model_precache[j]) { staticmodelindex[i] = j; break; } } cl.worldmodel = NULL; cl_numvisedicts = 0; cl_numstrisidx = 0; cl_numstrisvert = 0; cl_numstris = 0; TRACE(("dbg: R_ApplyRenderer: reloading ALL models\n")); for (i=1 ; ineedload) { CL_Disconnect (); #ifdef VM_UI UI_Reset(); #endif memcpy(¤trendererstate, newr, sizeof(currentrendererstate)); return true; } TRACE(("dbg: R_ApplyRenderer: checking any wad textures\n")); Mod_NowLoadExternal(); TRACE(("dbg: R_ApplyRenderer: R_NewMap\n")); R_NewMap(); TRACE(("dbg: R_ApplyRenderer: efrags\n")); for (i = 0; i < cl.num_statics; i++) //make the static entities reappear. { cl_static_entities[i].model = cl.model_precache[staticmodelindex[i]]; if (staticmodelindex[i]) //make sure it's worthwhile. { R_AddEfrags(&cl_static_entities[i]); } } } #ifdef VM_UI else UI_Reset(); #endif switch (qrenderer) { case QR_NONE: Con_Printf( "\n" "-----------------------------\n" "Dedicated console created\n"); break; case QR_OPENGL: Con_Printf( "\n" "-----------------------------\n" "OpenGL renderer initialized\n"); break; case QR_DIRECT3D: Con_Printf( "\n" "-----------------------------\n" "Direct3d renderer initialized\n"); break; } TRACE(("dbg: R_ApplyRenderer: S_Restart_f\n")); if (!isDedicated) S_DoRestart(); TRACE(("dbg: R_ApplyRenderer: done\n")); if (newr) memcpy(¤trendererstate, newr, sizeof(currentrendererstate)); return true; } #define DEFAULT_WIDTH 640 #define DEFAULT_HEIGHT 480 #define DEFAULT_BPP 32 void R_RestartRenderer_f (void) { int i, j; rendererstate_t oldr; rendererstate_t newr; #ifdef MENU_DAT MP_Shutdown(); #endif memset(&newr, 0, sizeof(newr)); TRACE(("dbg: R_RestartRenderer_f\n")); Media_CaptureDemoEnd(); Cvar_ApplyLatches(CVAR_RENDERERLATCH); newr.width = vid_width.value; newr.height = vid_height.value; newr.multisample = vid_multisample.value; newr.bpp = vid_bpp.value; newr.fullscreen = vid_fullscreen.value; newr.rate = vid_refreshrate.value; Q_strncpyz(newr.glrenderer, gl_driver.string, sizeof(newr.glrenderer)); newr.renderer = -1; for (i = 0; i < sizeof(rendererinfo)/sizeof(rendererinfo[0]); i++) { if (!rendererinfo[i]->description) continue; //not valid in this build. :( for (j = 4-1; j >= 0; j--) { if (!rendererinfo[i]->name[j]) continue; if (!stricmp(rendererinfo[i]->name[j], vid_renderer.string)) { newr.renderer = i; break; } } } if (newr.renderer == -1) { Con_Printf("vid_renderer unset or invalid. Using default.\n"); //gotta do this after main hunk is saved off. #if defined(GLQUAKE) Cmd_ExecuteString("setrenderer gl\n", RESTRICT_LOCAL); #elif defined(D3DQUAKE) Cmd_ExecuteString("setrenderer d3d9\n", RESTRICT_LOCAL); #endif return; } // use desktop settings if set to 0 and not dedicated if (newr.renderer != QR_NONE) { int dbpp, dheight, dwidth, drate; if ((!newr.fullscreen && !vid_desktopsettings.value) || !Sys_GetDesktopParameters(&dwidth, &dheight, &dbpp, &drate)) { // force default values for systems not supporting desktop parameters dwidth = DEFAULT_WIDTH; dheight = DEFAULT_HEIGHT; dbpp = DEFAULT_BPP; drate = 0; } if (vid_desktopsettings.value) { newr.width = dwidth; newr.height = dheight; newr.bpp = dbpp; newr.rate = drate; } else { if (newr.width <= 0 || newr.height <= 0) { newr.width = dwidth; newr.height = dheight; } if (newr.bpp <= 0) newr.bpp = dbpp; } } TRACE(("dbg: R_RestartRenderer_f renderer %i\n", newr.renderer)); memcpy(&oldr, ¤trendererstate, sizeof(rendererstate_t)); if (!R_ApplyRenderer(&newr)) { TRACE(("dbg: R_RestartRenderer_f failed\n")); if (R_ApplyRenderer(&oldr)) { TRACE(("dbg: R_RestartRenderer_f old restored\n")); Con_Printf(CON_ERROR "Video mode switch failed. Old mode restored.\n"); //go back to the old mode, the new one failed. } else { qboolean failed = true; if (newr.rate != 0) { Con_Printf(CON_NOTICE "Trying default refresh rate\n"); newr.rate = 0; failed = !R_ApplyRenderer(&newr); } if (failed && newr.width != DEFAULT_WIDTH && newr.height != DEFAULT_HEIGHT) { Con_Printf(CON_NOTICE "Trying %i*%i\n", DEFAULT_WIDTH, DEFAULT_HEIGHT); newr.width = DEFAULT_WIDTH; newr.height = DEFAULT_HEIGHT; failed = !R_ApplyRenderer(&newr); } if (failed) { newr.renderer = QR_NONE; if (R_ApplyRenderer(&newr)) { TRACE(("dbg: R_RestartRenderer_f going to dedicated\n")); Con_Printf(CON_ERROR "Video mode switch failed. Old mode wasn't supported either. Console forced.\n\nChange the following vars to something useable, and then use the setrenderer command.\n"); Con_Printf("%s: %s\n", vid_width.name, vid_width.string); Con_Printf("%s: %s\n", vid_height.name, vid_height.string); Con_Printf("%s: %s\n", vid_bpp.name, vid_bpp.string); Con_Printf("%s: %s\n", vid_refreshrate.name, vid_refreshrate.string); Con_Printf("%s: %s\n", vid_renderer.name, vid_renderer.string); } else Sys_Error("Couldn't fall back to previous renderer\n"); } } } Cvar_ApplyCallbacks(CVAR_RENDERERCALLBACK); SCR_EndLoadingPlaque(); TRACE(("dbg: R_RestartRenderer_f success\n")); #ifdef MENU_DAT MP_Init(); #endif CL_InitDlights(); } void R_SetRenderer_f (void) { int i, j; int best; char *param = Cmd_Argv(1); if (Cmd_Argc() == 1 || !stricmp(param, "help")) { Con_Printf ("\nValid setrenderer parameters are:\n"); for (i = 0; i < sizeof(rendererinfo)/sizeof(rendererinfo[0]); i++) { if (rendererinfo[i]->description) Con_Printf("%s: %s\n", rendererinfo[i]->name[0], rendererinfo[i]->description); } return; } best = -1; for (i = 0; i < sizeof(rendererinfo)/sizeof(rendererinfo[0]); i++) { if (!rendererinfo[i]->description) continue; //not valid in this build. :( for (j = 4-1; j >= 0; j--) { if (!rendererinfo[i]->name[j]) continue; if (!stricmp(rendererinfo[i]->name[j], param)) { best = i; break; } } } #ifdef CLIENTONLY if (best == 0) { Con_Printf("Client-only builds cannot use dedicated modes.\n"); return; } #endif if (best == -1) { Con_Printf("setrenderer: parameter not supported (%s)\n", param); return; } else { if (Cmd_Argc() == 3) Cvar_Set(&vid_bpp, Cmd_Argv(2)); } Cvar_Set(&vid_renderer, param); R_RestartRenderer_f(); } /* ================ 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->framestate.g[FS_REG].frame[0]; if ((frame >= psprite->numframes) || (frame < 0)) { Con_DPrintf ("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 = currententity->framestate.g[FS_REG].frametime[0]; // 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; } float r_projection_matrix[16]; float r_view_matrix[16]; void MYgluPerspective(double fovx, double fovy, double zNear, double zFar) { Matrix4_Projection_Far(r_projection_matrix, fovx, fovy, zNear, zFar); /* double xmin, xmax, ymin, ymax; ymax = zNear * tan( fovy * M_PI / 360.0 ); ymin = -ymax; xmax = zNear * tan( fovx * M_PI / 360.0 ); xmin = -xmax; r_projection_matrix[0] = (2*zNear) / (xmax - xmin); r_projection_matrix[4] = 0; r_projection_matrix[8] = (xmax + xmin) / (xmax - xmin); r_projection_matrix[12] = 0; r_projection_matrix[1] = 0; r_projection_matrix[5] = (2*zNear) / (ymax - ymin); r_projection_matrix[9] = (ymax + ymin) / (ymax - ymin); r_projection_matrix[13] = 0; r_projection_matrix[2] = 0; r_projection_matrix[6] = 0; r_projection_matrix[10] = - (zFar+zNear)/(zFar-zNear); r_projection_matrix[14] = - (2.0f*zFar*zNear)/(zFar-zNear); r_projection_matrix[3] = 0; r_projection_matrix[7] = 0; r_projection_matrix[11] = -1; r_projection_matrix[15] = 0; */ } void GL_InfinatePerspective(double fovx, double fovy, double zNear) { // nudge infinity in just slightly for lsb slop float nudge = 1;// - 1.0 / (1<<23); double xmin, xmax, ymin, ymax; ymax = zNear * tan( fovy * M_PI / 360.0 ); ymin = -ymax; xmax = zNear * tan( fovx * M_PI / 360.0 ); xmin = -xmax; r_projection_matrix[0] = (2*zNear) / (xmax - xmin); r_projection_matrix[4] = 0; r_projection_matrix[8] = (xmax + xmin) / (xmax - xmin); r_projection_matrix[12] = 0; r_projection_matrix[1] = 0; r_projection_matrix[5] = (2*zNear) / (ymax - ymin); r_projection_matrix[9] = (ymax + ymin) / (ymax - ymin); r_projection_matrix[13] = 0; r_projection_matrix[2] = 0; r_projection_matrix[6] = 0; r_projection_matrix[10] = -1 * nudge; r_projection_matrix[14] = -2*zNear * nudge; r_projection_matrix[3] = 0; r_projection_matrix[7] = 0; r_projection_matrix[11] = -1; r_projection_matrix[15] = 0; } void GL_ParallelPerspective(double xmin, double xmax, double ymax, double ymin, double znear, double zfar) { r_projection_matrix[0] = 2/(xmax-xmin); r_projection_matrix[4] = 0; r_projection_matrix[8] = 0; r_projection_matrix[12] = (xmax+xmin)/(xmax-xmin); r_projection_matrix[1] = 0; r_projection_matrix[5] = 2/(ymax-ymin); r_projection_matrix[9] = 0; r_projection_matrix[13] = (ymax+ymin)/(ymax-ymin); r_projection_matrix[2] = 0; r_projection_matrix[6] = 0; r_projection_matrix[10] = -2/(zfar-znear); r_projection_matrix[14] = (zfar+znear)/(zfar-znear); r_projection_matrix[3] = 0; r_projection_matrix[7] = 0; r_projection_matrix[11] = 0; r_projection_matrix[15] = 1; } /* =============== R_TextureAnimation Returns the proper texture for a given time and base texture =============== */ extern entity_t *currententity; texture_t *R_TextureAnimation (texture_t *base) { int reletive; int count; if (currententity->framestate.g[FS_REG].frame[0]) { if (base->alternate_anims) base = base->alternate_anims; } if (!base->anim_total) return base; reletive = (int)(cl.time*10) % base->anim_total; count = 0; while (base->anim_min > reletive || base->anim_max <= reletive) { base = base->anim_next; if (!base) Sys_Error ("R_TextureAnimation: broken cycle"); if (++count > 100) Sys_Error ("R_TextureAnimation: infinite cycle"); } return base; } mleaf_t *r_viewleaf, *r_oldviewleaf; mleaf_t *r_viewleaf2, *r_oldviewleaf2; int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2; int r_visframecount; mleaf_t *r_vischain; // linked list of visible leafs static qbyte curframevis[MAX_MAP_LEAFS/8]; /* =============== R_MarkLeaves =============== */ #ifdef Q3BSPS qbyte *R_MarkLeaves_Q3 (void) { static qbyte *vis; int i; int cluster; mleaf_t *leaf; if (r_oldviewcluster == r_viewcluster && !r_novis.value && r_viewcluster != -1) return vis; // development aid to let you run around and see exactly where // the pvs ends // if (r_lockpvs->value) // return; r_vischain = NULL; r_visframecount++; r_oldviewcluster = r_viewcluster; if (r_novis.value || r_viewcluster == -1 || !cl.worldmodel->vis ) { // mark everything for (i=0,leaf=cl.worldmodel->leafs ; inumleafs ; i++, leaf++) { if (!leaf->nummarksurfaces) { continue; } leaf->visframe = r_visframecount; leaf->vischain = r_vischain; r_vischain = leaf; } } else { vis = CM_ClusterPVS (cl.worldmodel, r_viewcluster, curframevis, sizeof(curframevis)); for (i=0,leaf=cl.worldmodel->leafs ; inumleafs ; i++, leaf++) { cluster = leaf->cluster; if (cluster == -1 || !leaf->nummarksurfaces) { continue; } if (vis[cluster>>3] & (1<<(cluster&7))) { leaf->visframe = r_visframecount; leaf->vischain = r_vischain; r_vischain = leaf; } } } return vis; } #endif #ifdef Q2BSPS qbyte *R_MarkLeaves_Q2 (void) { static qbyte *vis; mnode_t *node; int i; int cluster; mleaf_t *leaf; int c; if (r_oldviewcluster == r_viewcluster && r_oldviewcluster2 == r_viewcluster2) return vis; r_oldviewcluster = r_viewcluster; r_oldviewcluster2 = r_viewcluster2; if (r_novis.value == 2) return vis; r_visframecount++; if (r_novis.value || r_viewcluster == -1 || !cl.worldmodel->vis) { // mark everything for (i=0 ; inumleafs ; i++) cl.worldmodel->leafs[i].visframe = r_visframecount; for (i=0 ; inumnodes ; i++) cl.worldmodel->nodes[i].visframe = r_visframecount; return vis; } vis = CM_ClusterPVS (cl.worldmodel, r_viewcluster, curframevis, sizeof(curframevis)); // may have to combine two clusters because of solid water boundaries if (r_viewcluster2 != r_viewcluster) { vis = CM_ClusterPVS (cl.worldmodel, r_viewcluster2, NULL, sizeof(curframevis)); c = (cl.worldmodel->numleafs+31)/32; for (i=0 ; ileafs ; inumleafs ; i++, leaf++) { cluster = leaf->cluster; if (cluster == -1) continue; if (vis[cluster>>3] & (1<<(cluster&7))) { node = (mnode_t *)leaf; do { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; node = node->parent; } while (node); } } return vis; } #endif qbyte *R_CalcVis_Q1 (void) { unsigned int i; static qbyte *vis; r_visframecount++; if (r_oldviewleaf == r_viewleaf && r_oldviewleaf2 == r_viewleaf2) { } else { r_oldviewleaf = r_viewleaf; r_oldviewleaf2 = r_viewleaf2; if ((int)r_novis.value&1) { vis = curframevis; memset (vis, 0xff, (cl.worldmodel->numleafs+7)>>3); } else if (r_viewleaf2 && r_viewleaf2 != r_viewleaf) { int c; Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf2, curframevis, sizeof(curframevis)); vis = Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf, NULL, sizeof(curframevis)); c = (cl.worldmodel->numleafs+31)/32; for (i=0 ; inumleafs+7)>>3); } else if (r_viewleaf2 && r_viewleaf2 != r_viewleaf) { int c; Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf2, fatvis, sizeof(fatvis)); vis = Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf, NULL, 0); c = (cl.worldmodel->numleafs+31)/32; for (i=0 ; inumleafs ; i++) { if (vis[i>>3] & (1<<(i&7))) { node = (mnode_t *)&cl.worldmodel->leafs[i+1]; do { if (node->visframe == r_visframecount) break; node->visframe = r_visframecount; node = node->parent; } while (node); } } return vis; } mplane_t frustum[4]; /* ================= 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; } qboolean R_CullEntityBox(entity_t *e, vec3_t modmins, vec3_t modmaxs) { int i; vec3_t wmin, wmax; float fmin, fmax; //convert the model's bbox to the expanded maximum size of the entity, as drawn with this model. //The result is an axial box, which we pass to R_CullBox for (i = 0; i < 3; i++) { fmin = DotProduct(modmins, e->axis[i]); fmax = DotProduct(modmaxs, e->axis[i]); if (fmin > -16) fmin = -16; if (fmax < 16) fmax = 16; if (fmin < fmax) { wmin[i] = e->origin[i]+fmin; wmax[i] = e->origin[i]+fmax; } else { //box went inside out wmin[i] = e->origin[i]+fmax; wmax[i] = e->origin[i]+fmin; } } return R_CullBox(wmin, wmax); } 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<