fteqw/engine/client/renderer.c

2636 lines
73 KiB
C

#include "quakedef.h"
#include "winquake.h"
#ifdef RGLQUAKE
#include "gl_draw.h"
#endif
#ifdef SWQUAKE
#include "sw_draw.h"
#endif
qboolean vid_isfullscreen;
#define VIDCOMMANDGROUP "Video config"
#define GRAPHICALNICETIES "Graphical Nicaties" //or eyecandy, which ever you prefer.
#define BULLETENVARS "BulletenBoard controls"
#define GLRENDEREROPTIONS "GL Renderer Options"
#define SWRENDEREROPTIONS "SW Renderer Options"
#define SCREENOPTIONS "Screen Options"
unsigned short d_8to16table[256];
unsigned int d_8to24bgrtable[256];
unsigned int d_8to24rgbtable[256];
unsigned int *d_8to32table = d_8to24bgrtable; //palette lookups while rendering r_pixbytes=4
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(RGLQUAKE)
void GL_Texturemode_Callback (struct cvar_s *var, char *oldvalue);
void GL_Texture_Anisotropic_Filtering_Callback (struct cvar_s *var, char *oldvalue);
#endif
//
cvar_t r_novis = SCVAR("r_novis", "0");
cvar_t r_drawviewmodel = SCVAR("r_drawviewmodel","1");
cvar_t r_drawviewmodelinvis = SCVAR("r_drawviewmodelinvis", "0");
cvar_t r_netgraph = SCVAR("r_netgraph","0");
cvar_t r_speeds = SCVARF("r_speeds","0", CVAR_CHEAT);
cvar_t r_waterwarp = SCVARF("r_waterwarp","1", CVAR_ARCHIVE);
cvar_t r_drawentities = SCVAR("r_drawentities","1");
cvar_t r_fullbright = SCVARF("r_fullbright","0", CVAR_CHEAT);
cvar_t r_ambient = SCVARF("r_ambient", "0", CVAR_CHEAT);
#if defined(SWQUAKE)
cvar_t r_draworder = SCVARF("r_draworder","0", CVAR_CHEAT);
cvar_t r_timegraph = SCVAR("r_timegraph","0");
cvar_t r_zgraph = SCVAR("r_zgraph","0");
cvar_t r_graphheight = SCVAR("r_graphheight","15");
cvar_t r_clearcolor = SCVAR("r_clearcolor","218");
cvar_t r_aliasstats = SCVAR("r_polymodelstats","0");
cvar_t r_dspeeds = SCVAR("r_dspeeds","0");
//cvar_t r_drawflat = SCVARF("r_drawflat", "0", CVAR_CHEAT);
cvar_t r_reportsurfout = SCVAR("r_reportsurfout", "0");
cvar_t r_maxsurfs = SCVAR("r_maxsurfs", "0");
cvar_t r_numsurfs = SCVAR("r_numsurfs", "0");
cvar_t r_reportedgeout = SCVAR("r_reportedgeout", "0");
cvar_t r_maxedges = SCVAR("r_maxedges", "0");
cvar_t r_numedges = SCVAR("r_numedges", "0");
cvar_t r_aliastransbase = SCVAR("r_aliastransbase", "200");
cvar_t r_aliastransadj = SCVAR("r_aliastransadj", "100");
cvar_t d_smooth = SCVAR("d_smooth", "0");
cvar_t sw_surfcachesize = SCVARF("sw_surfcachesize", "0", CVAR_RENDERERLATCH);
#endif
cvar_t gl_skyboxdist = SCVAR("gl_skyboxdist", "2300");
cvar_t r_vertexdlights = SCVAR("r_vertexdlights", "1");
cvar_t cl_cursor = SCVAR("cl_cursor", "");
cvar_t cl_cursorsize = SCVAR("cl_cursorsize", "32");
cvar_t cl_cursorbias = SCVAR("cl_cursorbias", "4");
extern cvar_t r_dodgytgafiles;
extern cvar_t r_dodgypcxfiles;
cvar_t r_nolerp = SCVAR("r_nolerp", "0");
cvar_t r_nolightdir = SCVAR("r_nolightdir", "0");
cvar_t r_sirds = SCVARF("r_sirds", "0", CVAR_SEMICHEAT);//whack in a value of 2 and you get easily visible players.
cvar_t r_loadlits = SCVAR("r_loadlit", "1");
cvar_t r_stains = SCVARFC("r_stains", "0.75", CVAR_ARCHIVE, Cvar_Limiter_ZeroToOne_Callback);
cvar_t r_stainfadetime = SCVAR("r_stainfadetime", "1");
cvar_t r_stainfadeammount = SCVAR("r_stainfadeammount", "1");
cvar_t _windowed_mouse = SCVARF("_windowed_mouse","1", CVAR_ARCHIVE);
cvar_t _vid_wait_override = FCVAR("vid_wait", "_vid_wait_override", "", CVAR_ARCHIVE);
static cvar_t vid_stretch = SCVARF("vid_stretch","1", CVAR_ARCHIVE|CVAR_RENDERERLATCH);
//cvar_t _windowed_mouse = SCVARF("_windowed_mouse","1", CVAR_ARCHIVE);
static cvar_t gl_driver = SCVARF("gl_driver","", CVAR_ARCHIVE|CVAR_RENDERERLATCH); //opengl library
cvar_t vid_renderer = SCVARF("vid_renderer", "", CVAR_ARCHIVE|CVAR_RENDERERLATCH); //see R_RestartRenderer_f for the effective default 'if (newr.renderer == -1)'.
static cvar_t vid_bpp = SCVARF("vid_bpp", "32", CVAR_ARCHIVE|CVAR_RENDERERLATCH);
static cvar_t vid_allow_modex = SCVARF("vid_allow_modex", "1", CVAR_ARCHIVE|CVAR_RENDERERLATCH);
static cvar_t vid_fullscreen = SCVARF("vid_fullscreen", "1", CVAR_ARCHIVE|CVAR_RENDERERLATCH);
static cvar_t vid_width = SCVARF("vid_width", "640", CVAR_ARCHIVE|CVAR_RENDERERLATCH); //more readable defaults to match conwidth/conheight.
static cvar_t vid_height = SCVARF("vid_height", "480", CVAR_ARCHIVE|CVAR_RENDERERLATCH);
static cvar_t vid_refreshrate = SCVARF("vid_displayfrequency", "0", CVAR_ARCHIVE|CVAR_RENDERERLATCH);
static cvar_t vid_multisample = SCVARF("vid_multisample", "0", CVAR_ARCHIVE|CVAR_RENDERERLATCH);
static cvar_t vid_desktopsettings = SCVARF("vid_desktopsettings", "0", CVAR_ARCHIVE|CVAR_RENDERERLATCH);
#if defined(RGLQUAKE)
cvar_t gl_texturemode = SCVARFC("gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE|CVAR_RENDERERCALLBACK, GL_Texturemode_Callback);
cvar_t gl_texture_anisotropic_filtering = SCVARFC("gl_texture_anisotropic_filtering", "0", CVAR_ARCHIVE|CVAR_RENDERERCALLBACK, GL_Texture_Anisotropic_Filtering_Callback);
cvar_t gl_conback = SCVARF("gl_conback", "", CVAR_RENDERERCALLBACK);
cvar_t gl_font = SCVARF("gl_font", "", CVAR_RENDERERCALLBACK);
//gl blends. Set this to 1 to stop the outside of your conchars from being visible
cvar_t gl_fontinwardstep = SCVAR("gl_fontinwardstep", "0");
cvar_t gl_smoothfont = SCVAR("gl_smoothfont", "1");
cvar_t gl_smoothcrosshair = SCVAR("gl_smoothcrosshair", "1");
#endif
cvar_t gl_motionblur = SCVARF("gl_motionblur", "0", CVAR_ARCHIVE);
cvar_t gl_motionblurscale = SCVAR("gl_motionblurscale", "1");
cvar_t gl_part_flame = SCVAR("gl_part_flame", "1");
cvar_t r_part_rain = SCVARF("r_part_rain", "0", CVAR_ARCHIVE);
cvar_t r_bouncysparks = SCVARF("r_bouncysparks", "0", CVAR_ARCHIVE);
cvar_t r_fullbrightSkins = SCVARF("r_fullbrightSkins", "0", CVAR_SEMICHEAT);
cvar_t r_fb_models = FCVAR("r_fb_models", "gl_fb_models", "1", CVAR_SEMICHEAT|CVAR_RENDERERLATCH);
cvar_t r_fb_bmodels = SCVARF("gl_fb_bmodels", "1", CVAR_SEMICHEAT|CVAR_RENDERERLATCH);
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 gl_nocolors = SCVAR("gl_nocolors","0");
cvar_t gl_load24bit = SCVARF("gl_load24bit", "1", CVAR_ARCHIVE);
cvar_t vid_conwidth = SCVARF("vid_conwidth", "640", CVAR_ARCHIVE|CVAR_RENDERERCALLBACK);
cvar_t vid_conheight = SCVARF("vid_conheight", "480", CVAR_ARCHIVE);
cvar_t vid_conautoscale = SCVARF("vid_conautoscale", "0", CVAR_ARCHIVE|CVAR_RENDERERCALLBACK);
cvar_t gl_nobind = SCVAR("gl_nobind", "0");
cvar_t gl_max_size = SCVAR("gl_max_size", "1024");
cvar_t gl_picmip = SCVAR("gl_picmip", "0");
cvar_t gl_picmip2d = SCVAR("gl_picmip2d", "0");
cvar_t r_drawdisk = SCVAR("r_drawdisk", "1");
cvar_t gl_compress = SCVARF("gl_compress", "0", CVAR_ARCHIVE);
cvar_t gl_savecompressedtex = SCVAR("gl_savecompressedtex", "0");
extern cvar_t gl_dither;
extern cvar_t gl_maxdist;
cvar_t gl_mindist = SCVARF("gl_mindist", "4", CVAR_CHEAT); //by setting to 64 or something, you can use this as a wallhack
cvar_t gl_detail = SCVARF("gl_detail", "0", CVAR_ARCHIVE);
cvar_t gl_detailscale = SCVAR("gl_detailscale", "5");
cvar_t gl_overbright = SCVARF("gl_overbright", "0", CVAR_ARCHIVE);
cvar_t gl_overbright_all = SCVARF("gl_overbright_all", "0", CVAR_ARCHIVE);
cvar_t r_shadows = SCVARF("r_shadows", "0", CVAR_ARCHIVE|CVAR_RENDERERLATCH);
cvar_t r_shadow_realtime_world = SCVARF("r_shadow_realtime_world", "0", CVAR_CHEAT|CVAR_ARCHIVE);
cvar_t r_shadow_realtime_world_lightmaps = SCVARF("r_shadow_realtime_world_lightmaps", "0.8", CVAR_CHEAT);
cvar_t r_noaliasshadows = SCVARF("r_noaliasshadows", "0", CVAR_ARCHIVE);
cvar_t gl_maxshadowlights = SCVARF("gl_maxshadowlights", "2", CVAR_ARCHIVE);
cvar_t gl_bump = SCVARF("gl_bump", "0", CVAR_ARCHIVE|CVAR_RENDERERLATCH);
cvar_t r_shadow_glsl_offsetmapping = SCVAR("r_shadow_glsl_offsetmapping", "0");
cvar_t r_shadow_glsl_offsetmapping_scale = SCVAR("r_shadow_glsl_offsetmapping_scale", "-0.04");
cvar_t r_shadow_glsl_offsetmapping_bias = SCVAR("r_shadow_glsl_offsetmapping_bias", "0.04");
#ifdef SPECULAR
cvar_t gl_specular = SCVAR("gl_specular", "0");
#endif
//cvar_t gl_lightmapmode = SCVARF("gl_lightmapmode", "", CVAR_ARCHIVE);
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 mod_md3flags = SCVAR("mod_md3flags", "1");
cvar_t gl_lateswap = SCVAR("gl_lateswap", "0");
cvar_t gl_mylumassuck = SCVAR("gl_mylumassuck", "0");
cvar_t scr_sshot_type = SCVAR("scr_sshot_type", "jpg");
cvar_t scr_sshot_compression = SCVAR("scr_sshot_compression", "75");
cvar_t scr_centersbar = SCVAR("scr_centersbar", "0");
cvar_t scr_consize = SCVAR("scr_consize", "0.5");
cvar_t scr_conalpha = SCVARC("scr_conalpha", "0.7", Cvar_Limiter_ZeroToOne_Callback);
cvar_t scr_viewsize = SCVARFC("viewsize","100", CVAR_ARCHIVE, SCR_Viewsize_Callback);
cvar_t scr_fov = SCVARFC("fov","90", CVAR_ARCHIVE, SCR_Fov_Callback); // 10 - 170
cvar_t scr_conspeed = SCVAR("scr_conspeed","300");
cvar_t scr_centertime = SCVAR("scr_centertime","2");
cvar_t scr_showram = SCVAR("showram","1");
cvar_t scr_showturtle = SCVAR("showturtle","0");
cvar_t scr_showpause = SCVAR("showpause","1");
cvar_t scr_printspeed = SCVAR("scr_printspeed","8");
cvar_t scr_allowsnap = SCVARF("scr_allowsnap", "1", CVAR_NOTFROMSERVER); //otherwise it would defeat the point.
cvar_t con_ocranaleds = SCVAR("con_ocranaleds", "2");
cvar_t scr_chatmodecvar = SCVAR("scr_chatmode", "0");
#ifdef Q3SHADERS
cvar_t gl_shadeq3 = SCVARF("gl_shadeq3", "1", CVAR_SEMICHEAT); //use if you want.
cvar_t gl_shadeq2 = SCVARF("gl_shadeq2", "0", CVAR_SEMICHEAT); //use if you want.
extern cvar_t r_vertexlight;
cvar_t gl_shadeq1 = SCVARF("gl_shadeq1", "0", CVAR_SEMICHEAT);
cvar_t gl_shadeq1_name = SCVAR("gl_shadeq1_name", "*");
#endif
cvar_t gl_blend2d = SCVAR("gl_blend2d", "1");
cvar_t gl_blendsprites = SCVAR("gl_blendsprites", "1");
cvar_t r_bloodstains = SCVAR("r_bloodstains", "1");
extern cvar_t r_norefresh;
extern cvar_t r_drawentities;
extern cvar_t r_drawworld;
extern cvar_t r_drawviewmodel;
extern cvar_t r_speeds;
extern cvar_t r_waterwarp;
extern cvar_t r_fullbright;
extern cvar_t r_shadows;
extern cvar_t r_mirroralpha;
cvar_t r_wateralpha = SCVAR("r_wateralpha","1");
cvar_t r_dynamic = SCVARF("r_dynamic","1", CVAR_ARCHIVE);
cvar_t r_flashblend = SCVARF("gl_flashblend","0", CVAR_ARCHIVE);
cvar_t r_lightstylesmooth = SCVAR("r_lightstylesmooth", "0");
cvar_t r_lightstylespeed = SCVAR("r_lightstylespeed", "10");
extern cvar_t r_novis;
extern cvar_t r_netgraph;
cvar_t r_drawflat = SCVARF("r_drawflat","0", CVAR_SEMICHEAT|CVAR_RENDERERCALLBACK);
cvar_t r_drawflat_nonworldmodel = SCVAR("r_drawflat_nonworldmodel", "0");
cvar_t r_wallcolour = SCVARF("r_wallcolour","255 255 255", CVAR_RENDERERCALLBACK);
cvar_t r_floorcolour = SCVARF("r_floorcolour","255 255 255", CVAR_RENDERERCALLBACK);
cvar_t r_walltexture = SCVARF("r_walltexture","", CVAR_RENDERERCALLBACK);
cvar_t r_floortexture = SCVARF("r_floortexture","", CVAR_RENDERERCALLBACK);
cvar_t d_palconvwrite = SCVAR("d_palconvwrite", "1");
cvar_t d_palremapsize = SCVARF("d_palremapsize", "64", CVAR_RENDERERLATCH);
cvar_t r_lightmap_saturation = SCVAR("r_lightmap_saturation", "1");
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_scrollspeedx;
extern cvar_t bul_scrollspeedy;
extern cvar_t bul_backcol;
extern cvar_t bul_textpalette;
extern cvar_t bul_norender;
extern cvar_t bul_sparkle;
extern cvar_t bul_forcemode;
extern cvar_t bul_ripplespeed;
extern cvar_t bul_rippleamount;
extern cvar_t bul_nowater;
void R_BulletenForce_f (void);
rendererstate_t currentrendererstate;
cvar_t r_skyboxname = SCVARF("r_skybox", "", CVAR_RENDERERCALLBACK);
cvar_t r_fastsky = SCVAR("r_fastsky", "0");
cvar_t r_fastskycolour = SCVAR("r_fastskycolour", "0");
cvar_t r_menutint = SCVARF("r_menutint", "0.68 0.4 0.13", CVAR_RENDERERCALLBACK);
#if defined(RGLQUAKE) || defined(D3DQUAKE)
void GLD3DRenderer_Init(void)
{
Cvar_Register (&gl_load24bit, GRAPHICALNICETIES);
}
#endif
#if defined(RGLQUAKE)
cvar_t gl_schematics = SCVAR("gl_schematics","0");
cvar_t gl_ztrick = SCVAR("gl_ztrick","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_menutint_shader = SCVAR("gl_menutint_shader", "1");
extern cvar_t r_waterlayers;
cvar_t gl_triplebuffer = SCVARF("gl_triplebuffer", "1", CVAR_ARCHIVE);
cvar_t vid_hardwaregamma = SCVARF("vid_hardwaregamma", "1", CVAR_ARCHIVE|CVAR_RENDERERLATCH);
cvar_t vid_desktopgamma = SCVARF("vid_desktopgamma", "0", CVAR_ARCHIVE|CVAR_RENDERERLATCH);
void GLRenderer_Init(void)
{
extern cvar_t gl_contrast;
//screen
Cvar_Register (&gl_triplebuffer, 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_polyblend, 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_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 (&gl_mindist, GLRENDEREROPTIONS);
Cvar_Register (&vid_multisample, GLRENDEREROPTIONS);
Cvar_Register (&gl_fontinwardstep, GRAPHICALNICETIES);
Cvar_Register (&gl_font, GRAPHICALNICETIES);
Cvar_Register (&gl_conback, 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 (&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_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);
#ifdef Q3SHADERS
Cvar_Register (&r_vertexlight, GLRENDEREROPTIONS);
Cvar_Register (&gl_shadeq1, GLRENDEREROPTIONS);
Cvar_Register (&gl_shadeq1_name, GLRENDEREROPTIONS);
Cvar_Register (&gl_shadeq2, GLRENDEREROPTIONS);
Cvar_Register (&gl_shadeq3, GLRENDEREROPTIONS);
Cvar_Register (&gl_blend2d, GLRENDEREROPTIONS);
#endif
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
#if defined(SWQUAKE)
extern cvar_t d_subdiv16;
extern cvar_t d_mipcap;
extern cvar_t d_mipscale;
extern cvar_t d_smooth;
void SWRenderer_Init(void)
{
Cvar_Register (&d_subdiv16, SWRENDEREROPTIONS);
Cvar_Register (&d_mipcap, SWRENDEREROPTIONS);
Cvar_Register (&d_mipscale, SWRENDEREROPTIONS);
Cvar_Register (&d_smooth, SWRENDEREROPTIONS);
Cvar_Register (&r_maxsurfs, SWRENDEREROPTIONS);
Cvar_Register (&r_numsurfs, SWRENDEREROPTIONS);
Cvar_Register (&r_maxedges, SWRENDEREROPTIONS);
Cvar_Register (&r_numedges, SWRENDEREROPTIONS);
Cvar_Register (&r_sirds, SWRENDEREROPTIONS);
Cvar_Register (&r_aliastransbase, SWRENDEREROPTIONS);
Cvar_Register (&r_aliastransadj, SWRENDEREROPTIONS);
Cvar_Register (&r_reportedgeout, SWRENDEREROPTIONS);
Cvar_Register (&r_aliasstats, SWRENDEREROPTIONS);
Cvar_Register (&r_clearcolor, SWRENDEREROPTIONS);
Cvar_Register (&r_timegraph, SWRENDEREROPTIONS);
Cvar_Register (&r_draworder, SWRENDEREROPTIONS);
Cvar_Register (&r_zgraph, SWRENDEREROPTIONS);
Cvar_Register (&r_graphheight, SWRENDEREROPTIONS);
Cvar_Register (&r_aliasstats, SWRENDEREROPTIONS);
Cvar_Register (&r_dspeeds, SWRENDEREROPTIONS);
Cvar_Register (&r_ambient, SWRENDEREROPTIONS);
Cvar_Register (&r_ambient, SWRENDEREROPTIONS);
Cvar_Register (&r_reportsurfout, SWRENDEREROPTIONS);
Cvar_Register (&d_palconvwrite, SWRENDEREROPTIONS);
Cvar_Register (&d_palremapsize, SWRENDEREROPTIONS);
Cvar_Register (&sw_surfcachesize, SWRENDEREROPTIONS);
}
#endif
void R_InitTextures (void)
{
int x,y, m;
qbyte *dest;
// create a simple checkerboard texture for the default
r_notexture_mip = BZ_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;
Cmd_AddCommand("setrenderer", R_SetRenderer_f);
Cmd_AddCommand("vid_restart", R_RestartRenderer_f);
#if defined(RGLQUAKE) || defined(D3DQUAKE)
GLD3DRenderer_Init();
#endif
#if defined(RGLQUAKE)
GLRenderer_Init();
#endif
#if defined(SWQUAKE)
SWRenderer_Init();
#endif
Cvar_Register (&r_novis, GLRENDEREROPTIONS);
//but register ALL vid_ commands.
Cvar_Register (&_vid_wait_override, VIDCOMMANDGROUP);
Cvar_Register (&vid_stretch, VIDCOMMANDGROUP);
Cvar_Register (&_windowed_mouse, VIDCOMMANDGROUP);
Cvar_Register (&vid_renderer, VIDCOMMANDGROUP);
Cvar_Register (&vid_fullscreen, VIDCOMMANDGROUP);
// Cvar_Register (&vid_stretch, 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_showram, SCREENOPTIONS);
Cvar_Register (&scr_showturtle, 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 (&r_drawflat, GRAPHICALNICETIES);
Cvar_Register (&r_drawflat_nonworldmodel, GRAPHICALNICETIES);
Cvar_Register (&r_menutint, GRAPHICALNICETIES);
Cvar_Register (&r_fb_models, GRAPHICALNICETIES);
//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);
// misc
Cvar_Register(&con_ocranaleds, "Console controls");
Cvar_Register(&bul_norender, BULLETENVARS); //find this one first...
Cmd_AddCommand("bul_make", R_BulletenForce_f);
P_InitParticles();
R_InitTextures();
RQ_Init();
}
mpic_t *(*Draw_SafePicFromWad) (char *name);
mpic_t *(*Draw_CachePic) (char *path);
mpic_t *(*Draw_SafeCachePic) (char *path);
void (*Draw_Init) (void);
void (*Draw_ReInit) (void);
void (*Draw_Character) (int x, int y, unsigned int num);
void (*Draw_ColouredCharacter) (int x, int y, unsigned int num);
void (*Draw_String) (int x, int y, const qbyte *str);
void (*Draw_Alt_String) (int x, int y, const qbyte *str);
void (*Draw_Crosshair) (void);
void (*Draw_DebugChar) (qbyte num);
void (*Draw_Pic) (int x, int y, mpic_t *pic);
void (*Draw_ScalePic) (int x, int y, int width, int height, mpic_t *pic);
void (*Draw_SubPic) (int x, int y, mpic_t *pic, int srcx, int srcy, int width, int height);
void (*Draw_TransPic) (int x, int y, mpic_t *pic);
void (*Draw_TransPicTranslate) (int x, int y, int w, int h, qbyte *image, qbyte *translation);
void (*Draw_ConsoleBackground) (int lines);
void (*Draw_EditorBackground) (int lines);
void (*Draw_TileClear) (int x, int y, int w, int h);
void (*Draw_Fill) (int x, int y, int w, int h, 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_ReInit) (void);
void (*R_RenderView) (void); // must set r_refdef first
qboolean (*R_CheckSky) (void);
void (*R_SetSky) (char *name, float rotate, vec3_t axis);
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);
qboolean (*VID_Init) (rendererstate_t *info, unsigned char *palette);
void (*VID_DeInit) (void);
void (*VID_HandlePause) (qboolean pause);
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=-1;
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_CachePic;
NULL, //Draw_SafeCachePic;
NULL, //Draw_Init;
NULL, //Draw_Init;
NULL, //Draw_Character;
NULL, //Draw_ColouredCharacter;
NULL, //Draw_String;
NULL, //Draw_Alt_String;
NULL, //Draw_Crosshair;
NULL, //Draw_DebugChar;
NULL, //Draw_Pic;
NULL, //Draw_SubPic;
NULL, //Draw_TransPic;
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_ReInit;
NULL, //R_RenderView;
NULL, //R_CheckSky;
NULL, //R_SetSky;
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;
#ifdef SWQUAKE
SWMod_Init,
SWMod_ClearAll,
SWMod_ForName,
SWMod_FindName,
SWMod_Extradata,
SWMod_TouchModel,
SWMod_NowLoadExternal,
SWMod_Think,
#elif defined(RGLQUAKE) || defined(D3DQUAKE)
GLMod_Init,
GLMod_ClearAll,
GLMod_ForName,
GLMod_FindName,
GLMod_Extradata,
GLMod_TouchModel,
GLMod_NowLoadExternal,
GLMod_Think,
#else
#error "Need logic here!"
#endif
NULL, //Mod_GetTag
NULL, //fixme: server will need this one at some point.
NULL,
NULL, //VID_Init,
NULL, //VID_DeInit,
NULL, //VID_HandlePause,
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;
#ifdef SWQUAKE
rendererinfo_t softwarerendererinfo = {
"Software rendering",
{
"sw",
"software",
},
QR_SOFTWARE,
SWDraw_PicFromWad,
SWDraw_CachePic,
SWDraw_SafeCachePic,
SWDraw_Init,
SWDraw_Init,
SWDraw_Character,
SWDraw_ColouredCharacter,
SWDraw_String,
SWDraw_Alt_String,
SWDraw_Crosshair,
SWDraw_DebugChar,
SWDraw_Pic,
NULL,//SWDraw_ScaledPic,
SWDraw_SubPic,
SWDraw_TransPic,
SWDraw_TransPicTranslate,
SWDraw_ConsoleBackground,
SWDraw_EditorBackground,
SWDraw_TileClear,
SWDraw_Fill,
SWDraw_FillRGB,
SWDraw_FadeScreen,
SWDraw_BeginDisc,
SWDraw_EndDisc,
SWDraw_Image,
SWDraw_ImageColours,
SWR_Init,
SWR_DeInit,
NULL,//SWR_ReInit,
SWR_RenderView,
SWR_CheckSky,
SWR_SetSky,
SWR_NewMap,
NULL,
SWR_LightPoint,
SWR_PushDlights,
SWR_AddStain,
SWR_LessenStains,
MediaSW_ShowFrameBGR_24_Flip,
MediaSW_ShowFrameRGBA_32,
MediaSW_ShowFrame8bit,
SWMod_Init,
SWMod_ClearAll,
SWMod_ForName,
SWMod_FindName,
SWMod_Extradata,
SWMod_TouchModel,
SWMod_NowLoadExternal,
SWMod_Think,
NULL, //Mod_GetTag
NULL, //Mod_TagForName
NULL,
SWVID_Init,
SWVID_Shutdown,
SWVID_HandlePause,
SWVID_LockBuffer,
SWVID_UnlockBuffer,
SWD_BeginDirectRect,
SWD_EndDirectRect,
SWVID_ForceLockState,
SWVID_ForceUnlockedAndReturnState,
SWVID_SetPalette,
SWVID_ShiftPalette,
SWVID_GetRGBInfo,
SWVID_SetCaption,
SWSCR_UpdateScreen,
""
};
rendererinfo_t *psoftwarerendererinfo = &softwarerendererinfo;
#endif
#ifdef RGLQUAKE
rendererinfo_t openglrendererinfo = {
"OpenGL",
{
"gl",
"opengl",
"hardware",
},
QR_OPENGL,
GLDraw_SafePicFromWad,
GLDraw_CachePic,
GLDraw_SafeCachePic,
GLDraw_Init,
GLDraw_ReInit,
GLDraw_Character,
GLDraw_ColouredCharacter,
GLDraw_String,
GLDraw_Alt_String,
GLDraw_Crosshair,
GLDraw_DebugChar,
GLDraw_Pic,
GLDraw_ScalePic,
GLDraw_SubPic,
GLDraw_TransPic,
GLDraw_TransPicTranslate,
GLDraw_ConsoleBackground,
GLDraw_EditorBackground,
GLDraw_TileClear,
GLDraw_Fill,
GLDraw_FillRGB,
GLDraw_FadeScreen,
GLDraw_BeginDisc,
GLDraw_EndDisc,
GLDraw_Image,
GLDraw_ImageColours,
GLR_Init,
GLR_DeInit,
GLR_ReInit,
GLR_RenderView,
GLR_CheckSky,
GLR_SetSky,
GLR_NewMap,
GLR_PreNewMap,
GLR_LightPoint,
GLR_PushDlights,
GLR_AddStain,
GLR_LessenStains,
MediaGL_ShowFrameBGR_24_Flip,
MediaGL_ShowFrameRGBA_32,
MediaGL_ShowFrame8bit,
GLMod_Init,
GLMod_ClearAll,
GLMod_ForName,
GLMod_FindName,
GLMod_Extradata,
GLMod_TouchModel,
GLMod_NowLoadExternal,
GLMod_Think,
Mod_GetTag,
Mod_TagNumForName,
Mod_SkinNumForName,
GLVID_Init,
GLVID_DeInit,
GLVID_HandlePause,
GLVID_LockBuffer,
GLVID_UnlockBuffer,
GLD_BeginDirectRect,
GLD_EndDirectRect,
GLVID_ForceLockState,
GLVID_ForceUnlockedAndReturnState,
GLVID_SetPalette,
GLVID_ShiftPalette,
GLVID_GetRGBInfo,
GLVID_SetCaption, //setcaption
GLSCR_UpdateScreen,
""
};
rendererinfo_t *popenglrendererinfo = &openglrendererinfo;
#endif
#ifdef D3DQUAKE
rendererinfo_t d3d7rendererinfo;
rendererinfo_t *pd3d7rendererinfo = &d3d7rendererinfo;
#endif
rendererinfo_t *pd3drendererinfo;
rendererinfo_t d3d9rendererinfo;
rendererinfo_t *pd3d9rendererinfo = &d3d9rendererinfo;
rendererinfo_t **rendererinfo[] =
{
&pdedicatedrendererinfo,
#ifdef SWQUAKE
&psoftwarerendererinfo,
#endif
#ifdef RGLQUAKE
&popenglrendererinfo,
&pd3drendererinfo,
#endif
#ifdef D3DQUAKE
&pd3d7rendererinfo,
#endif
#ifdef D3DQUAKE
&pd3d9rendererinfo,
#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;
}
#ifdef SWQUAKE
if (info->renderer->selectedoption < 1)
{
info->conscalecombo->common.ishidden = true;
}
else
#endif
{
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 SWQUAKE
case 0:
Cbuf_AddText("setrenderer sw\n", RESTRICT_LOCAL);
break;
case 1:
#else
case 0:
#endif
Cbuf_AddText("setrenderer gl\n", RESTRICT_LOCAL);
break;
#ifdef SWQUAKE
case 2:
#else
case 1:
#endif
Cbuf_AddText("setrenderer d3d\n", RESTRICT_LOCAL);
break;
}
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(SWQUAKE)
extern cvar_t d_smooth;
#endif
#if defined(RGLQUAKE)
extern cvar_t r_bloom;
#endif
extern cvar_t r_bouncysparks;
static const char *modenames[128] = {"Custom"};
static const char *rendererops[] = {
#ifdef SWQUAKE
"Software",
#endif
#ifdef RGLQUAKE
"OpenGL",
#ifdef USE_D3D
"Direct3D",
#endif
#endif
#ifdef D3DQUAKE
"NDirect3D",
#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 RGLQUAKE
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(SWQUAKE) && defined(RGLQUAKE)
if (qrenderer == QR_OPENGL)
{
#ifdef USE_D3D
if (!strcmp(vid_renderer.string, "d3d"))
i = 2;
else
#endif
i = 1;
}
else
#endif
#if defined(RGLQUAKE) && defined(USE_D3D)
if (!strcmp(vid_renderer.string, "d3d"))
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 RGLQUAKE
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, "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;
#if defined(SWQUAKE)
MC_AddCheckBox(menu, 16, y, " SW Smoothing", &d_smooth,0); y+=8;
#endif
#ifdef RGLQUAKE
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 RGLQUAKE
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_CachePic = ri->Draw_CachePic;
Draw_SafeCachePic = ri->Draw_SafeCachePic;
Draw_Init = ri->Draw_Init;
Draw_ReInit = ri->Draw_Init;
Draw_Character = ri->Draw_Character;
Draw_ColouredCharacter = ri->Draw_ColouredCharacter;
Draw_String = ri->Draw_String;
Draw_Alt_String = ri->Draw_Alt_String;
Draw_Crosshair = ri->Draw_Crosshair;
Draw_DebugChar = ri->Draw_DebugChar;
Draw_Pic = ri->Draw_Pic;
Draw_SubPic = ri->Draw_SubPic;
Draw_TransPic = ri->Draw_TransPic;
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_CheckSky = ri->R_CheckSky;
R_SetSky = ri->R_SetSky;
R_AddStain = ri->R_AddStain;
R_LessenStains = ri->R_LessenStains;
VID_Init = ri->VID_Init;
VID_DeInit = ri->VID_DeInit;
VID_HandlePause = ri->VID_HandlePause;
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;
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))//&currentrendererstate))
Sys_Error("Failed to reload content after mode switch\n");
}
qboolean R_ApplyRenderer (rendererstate_t *newr)
{
int i, j;
extern model_t *loadmodel;
extern int host_hunklevel;
if (newr->bpp == -1)
return false;
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();
if (qrenderer == QR_NONE || qrenderer==-1)
{
if (newr->renderer == QR_NONE && qrenderer != -1)
return true; //no point
Sys_CloseTerminal ();
}
R_SetRenderer(newr->renderer);
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 *)COM_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 *)COM_LoadMallocFile ("gfx/colormap.lmp");
if (!host_colormap)
{
#ifdef SWQUAKE
float f;
if (qrenderer == QR_SOFTWARE) //glquake doesn't care
{
data = host_colormap = BZ_Malloc(256*VID_GRADES+sizeof(int));
//let's try making one. this is probably caused by running out of baseq2.
for (j = 0; j < VID_GRADES; j++)
{
f = 1 - ((float)j/VID_GRADES);
for (i = 0; i < 256-vid.fullbright; i++)
{
data[i] = GetPalette(host_basepal[i*3+0]*f, host_basepal[i*3+1]*f, host_basepal[i*3+2]*f);
}
for (; i < 256; i++)
data[i] = i;
data+=256;
}
}
#endif
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
if (hwnd_dialog)
{
DestroyWindow (hwnd_dialog);
hwnd_dialog = NULL;
}
#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();
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();
TRACE(("dbg: R_ApplyRenderer: initing bulletein boards\n"));
WipeBulletenTextures();
// 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.worldmodel)
{
edict_t *ent;
#ifdef Q2SERVER
q2edict_t *q2ent;
#endif
TRACE(("dbg: R_ApplyRenderer: reloading server map\n"));
sv.worldmodel = Mod_ForName (sv.modelname, false);
TRACE(("dbg: R_ApplyRenderer: loaded\n"));
if (sv.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"));
SV_ClearWorld ();
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.worldmodel->numsubmodels))
sv.models[i] = Mod_FindName(sv.strings.model_precache[i]);
else
sv.models[i] = NULL;
}
ent = sv.edicts;
// ent->v->model = PR_NewString(svprogfuncs, sv.worldmodel->name); //FIXME: is this a problem for normal ents?
for (i=0 ; i<sv.num_edicts ; i++)
{
ent = EDICT_NUM(svprogfuncs, i);
if (!ent)
continue;
if (ent->isfree)
continue;
if (ent->area.prev)
{
ent->area.prev = ent->area.next = NULL;
SV_LinkEdict (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.worldmodel->numsubmodels))
sv.models[i] = Mod_FindName(sv.strings.configstring[Q2CS_MODELS+i]);
else
sv.models[i] = NULL;
}
q2ent = ge->edicts;
for (i=0 ; i<ge->num_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;
SVQ2_LinkEdict (q2ent); // relink ents so touch functions continue to work.
}
}
}
else
SV_UnspawnServer();
#endif
}
#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;
TRACE(("dbg: R_ApplyRenderer: reloading ALL models\n"));
for (i=1 ; i<MAX_MODELS ; i++)
{
if (!cl.model_name[i][0])
break;
cl.model_precache[i] = NULL;
TRACE(("dbg: R_ApplyRenderer: reloading model %s\n", cl.model_name[i]));
cl.model_precache[i] = Mod_ForName (cl.model_name[i], false);
if (!cl.model_precache[i])
{
Con_Printf ("\nThe required model file '%s' could not be found.\n\n"
, cl.model_name[i]);
Con_Printf ("You may need to download or purchase a client "
"pack in order to play on this server.\n\n");
CL_Disconnect ();
#ifdef VM_UI
UI_Reset();
#endif
return false;
}
}
#ifdef CSQC_DAT
for (i=1 ; i<MAX_CSQCMODELS ; i++)
{
if (!cl.model_csqcname[i][0])
break;
cl.model_csqcprecache[i] = NULL;
TRACE(("dbg: R_ApplyRenderer: reloading csqc model %s\n", cl.model_csqcname[i]));
cl.model_csqcprecache[i] = Mod_ForName (cl.model_csqcname[i], false);
if (!cl.model_csqcprecache[i])
{
Con_Printf ("\nThe required model file '%s' could not be found.\n\n"
, cl.model_csqcname[i]);
Con_Printf ("You may need to download or purchase a client "
"pack in order to play on this server.\n\n");
CL_Disconnect ();
#ifdef VM_UI
UI_Reset();
#endif
return false;
}
}
#endif
loadmodel = cl.worldmodel = cl.model_precache[1];
TRACE(("dbg: R_ApplyRenderer: done the models\n"));
if (loadmodel->needload)
{
CL_Disconnect ();
#ifdef VM_UI
UI_Reset();
#endif
memcpy(&currentrendererstate, 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]];
#ifdef SWQUAKE
cl_static_entities[i].palremap = D_IdentityRemap();
#endif
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_SOFTWARE:
Con_Printf( "\n"
"-----------------------------\n"
"Software renderer initialized\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(&currentrendererstate, newr, sizeof(currentrendererstate));
return true;
}
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.allow_modex = vid_allow_modex.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])
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(RGLQUAKE) && defined(SWQUAKE)
Cmd_ExecuteString("setrenderer sw 8\n", RESTRICT_LOCAL);
Cbuf_AddText("menu_video\n", RESTRICT_LOCAL);
#elif defined(RGLQUAKE)
Cmd_ExecuteString("setrenderer gl\n", RESTRICT_LOCAL);
#elif defined(D3DQUAKE)
Cmd_ExecuteString("setrenderer d3d\n", RESTRICT_LOCAL);
#else
Cmd_ExecuteString("setrenderer sw\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 (!Sys_GetDesktopParameters(&dwidth, &dheight, &dbpp, &drate))
{
// force default values for systems not supporting desktop parameters
dwidth = 640;
dheight = 480;
if (newr.renderer == QR_SOFTWARE) // hack for software default
dbpp = 8;
else
dbpp = 32;
}
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, &currentrendererstate, 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(S_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(S_NOTICE "Trying default refresh rate\n");
newr.rate = 0;
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(S_ERROR "Video mode switch failed. Old mode wasn't supported either. Console forced.\nChange vid_width, vid_height, vid_bpp, vid_displayfrequency to a compatable mode, and then use the setrenderer command.\n");
}
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
}
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]))
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])
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->frame;
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->frame1time;
// 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)
{
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->frame)
{
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
/*
===============
R_MarkLeaves
===============
*/
void R_MarkLeaves (void)
{
qbyte fatvis[MAX_MAP_LEAFS/8];
qbyte *vis;
mnode_t *node;
int i;
qbyte solid[4096];
#ifdef Q3BSPS
if (cl.worldmodel->fromgame == fg_quake3)
{
int cluster;
mleaf_t *leaf;
if (r_oldviewcluster == r_viewcluster && !r_novis.value && r_viewcluster != -1)
return;
// 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 ; i<cl.worldmodel->numleafs ; i++, leaf++)
{
if ( !leaf->nummarksurfaces ) {
continue;
}
leaf->visframe = r_visframecount;
leaf->vischain = r_vischain;
r_vischain = leaf;
}
return;
}
vis = CM_ClusterPVS (cl.worldmodel, r_viewcluster, NULL);//, cl.worldmodel);
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; 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;
}
#endif
#ifdef Q2BSPS
if (cl.worldmodel->fromgame == fg_quake2)
{
int c;
mleaf_t *leaf;
int cluster;
if (r_oldviewcluster == r_viewcluster && r_oldviewcluster2 == r_viewcluster2)
return;
r_oldviewcluster = r_viewcluster;
r_oldviewcluster2 = r_viewcluster2;
if (r_novis.value == 2)
return;
r_visframecount++;
if (r_novis.value || r_viewcluster == -1 || !cl.worldmodel->vis)
{
// mark everything
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
cl.worldmodel->leafs[i].visframe = r_visframecount;
for (i=0 ; i<cl.worldmodel->numnodes ; i++)
cl.worldmodel->nodes[i].visframe = r_visframecount;
return;
}
vis = CM_ClusterPVS (cl.worldmodel, r_viewcluster, NULL);//, cl.worldmodel);
// may have to combine two clusters because of solid water boundaries
if (r_viewcluster2 != r_viewcluster)
{
memcpy (fatvis, vis, (cl.worldmodel->numleafs+7)/8);
vis = CM_ClusterPVS (cl.worldmodel, r_viewcluster2, NULL);//, cl.worldmodel);
c = (cl.worldmodel->numleafs+31)/32;
for (i=0 ; i<c ; i++)
((int *)fatvis)[i] |= ((int *)vis)[i];
vis = fatvis;
}
for (i=0,leaf=cl.worldmodel->leafs ; i<cl.worldmodel->numleafs ; 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;
}
#endif
if (((r_oldviewleaf == r_viewleaf && r_oldviewleaf2 == r_viewleaf2) && !r_novis.value) || r_novis.value == 2)
return;
// if (mirror)
// return;
r_visframecount++;
r_oldviewleaf = r_viewleaf;
r_oldviewleaf2 = r_viewleaf2;
if (r_novis.value)
{
vis = solid;
memset (solid, 0xff, (cl.worldmodel->numleafs+7)>>3);
}
else if (r_viewleaf2)
{
int c;
Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf2, fatvis);
vis = Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf, NULL);
c = (cl.worldmodel->numleafs+31)/32;
for (i=0 ; i<c ; i++)
((int *)fatvis)[i] |= ((int *)vis)[i];
vis = fatvis;
}
else
vis = Q1BSP_LeafPVS (cl.worldmodel, r_viewleaf, NULL);
for (i=0 ; i<cl.worldmodel->numleafs ; 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);
}
}
}
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<<j;
}
return bits;
}
#if 1
void R_SetFrustum (void)
{
float scale;
int i;
float mvp[16];
if ((int)r_novis.value & 4)
return;
Matrix4_Multiply(r_projection_matrix, r_view_matrix, mvp);
for (i = 0; i < 4; i++)
{
if (i & 1)
{
frustum[i].normal[0] = mvp[3] + mvp[0+i/2];
frustum[i].normal[1] = mvp[7] + mvp[4+i/2];
frustum[i].normal[2] = mvp[11] + mvp[8+i/2];
frustum[i].dist = mvp[15] + mvp[12+i/2];
}
else
{
frustum[i].normal[0] = mvp[3] - mvp[0+i/2];
frustum[i].normal[1] = mvp[7] - mvp[4+i/2];
frustum[i].normal[2] = mvp[11] - mvp[8+i/2];
frustum[i].dist = mvp[15] - mvp[12+i/2];
}
scale = 1/sqrt(DotProduct(frustum[i].normal, frustum[i].normal));
frustum[i].normal[0] *= scale;
frustum[i].normal[1] *= scale;
frustum[i].normal[2] *= scale;
frustum[i].dist *= -scale;
frustum[i].type = PLANE_ANYZ;
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}
#else
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]);
}
}
#endif