/* Copyright (C) 1996-2001 Id Software, Inc. Copyright (C) 2002-2009 John Fitzgibbons and others Copyright (C) 2007-2008 Kristian Duske Copyright (C) 2010-2014 QuakeSpasm developers This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_misc.c #include #include "quakedef.hpp" //johnfitz -- new cvars extern convar r_stereo; extern convar r_stereodepth; extern convar r_clearcolor; extern convar r_drawflat; extern convar r_flatlightstyles; extern convar gl_fullbrights; extern convar gl_farclip; extern convar gl_overbright; extern convar gl_overbright_models; extern convar r_waterquality; extern convar r_oldwater; extern convar r_waterwarp; extern convar r_oldskyleaf; extern convar r_drawworld; extern convar r_showtris; extern convar r_showbboxes; extern convar r_lerpmodels; extern convar r_lerpmove; extern convar r_nolerp_list; extern convar r_noshadow_list; //johnfitz extern convar gl_zfix; // QuakeSpasm z-fighting fix extern gltexture_t *playertextures[MAX_SCOREBOARD]; //johnfitz convar r_lightmapwide = {"r_lightmapwide", "0", {.rom = true}}; /* ==================== GL_Overbright_f -- johnfitz ==================== */ static void GL_Overbright_f(convar *var) { R_RebuildAllLightmaps(); } /* ==================== GL_Fullbrights_f -- johnfitz ==================== */ static void GL_Fullbrights_f(convar *var) { TexMgr_ReloadNobrightImages(); } /* ==================== R_SetClearColor_f -- johnfitz ==================== */ static void R_SetClearColor_f(convar *var) { byte *rgb; int s; s = (int) r_clearcolor.value & 0xFF; rgb = (byte *) (d_8to24table + s); glClearColor(rgb[0] / 255.0, rgb[1] / 255.0, rgb[2] / 255.0, 0); } /* =============== R_Model_ExtraFlags_List_f -- johnfitz -- called when r_nolerp_list or r_noshadow_list cvar changes =============== */ static void R_Model_ExtraFlags_List_f(convar *var) { int i; for (i = 0; i < MAX_MODELS; i++) Mod_SetExtraFlags(cl.model_precache[i]); } /* ==================== R_SetWateralpha_f -- ericw ==================== */ static void R_SetWateralpha_f(convar *var) { map_wateralpha = var->value; } /* ==================== R_SetLavaalpha_f -- ericw ==================== */ static void R_SetLavaalpha_f(convar *var) { map_lavaalpha = var->value; } /* ==================== R_SetTelealpha_f -- ericw ==================== */ static void R_SetTelealpha_f(convar *var) { map_telealpha = var->value; } /* ==================== R_SetSlimealpha_f -- ericw ==================== */ static void R_SetSlimealpha_f(convar *var) { map_slimealpha = var->value; } /* ==================== GL_WaterAlphaForSurfface -- ericw ==================== */ float GL_WaterAlphaForSurface(msurface_t *fa) { if (fa->flags & SURF_DRAWLAVA) return map_lavaalpha > 0 ? map_lavaalpha : map_wateralpha; else if (fa->flags & SURF_DRAWTELE) return map_telealpha > 0 ? map_telealpha : map_wateralpha; else if (fa->flags & SURF_DRAWSLIME) return map_slimealpha > 0 ? map_slimealpha : map_wateralpha; else return map_wateralpha; } /* =============== R_Init =============== */ void R_Init(void) { command::add("timerefresh", R_TimeRefresh_f); command::add("pointfile", R_ReadPointFile_f); r_norefresh.inscribe(); r_lightmap.inscribe(); r_fullbright.inscribe(); r_drawentities.inscribe(); r_drawviewmodel.inscribe(); r_shadows.inscribe(); r_wateralpha.inscribe(); r_wateralpha.set_callback(R_SetWateralpha_f); r_litwater.inscribe(); r_dynamic.inscribe(); r_novis.inscribe(); r_speeds.inscribe(); r_pos.inscribe(); gl_finish.inscribe(); gl_clear.inscribe(); gl_cull.inscribe(); gl_smoothmodels.inscribe(); gl_affinemodels.inscribe(); gl_polyblend.inscribe(); gl_flashblend.inscribe(); gl_playermip.inscribe(); gl_nocolors.inscribe(); //johnfitz -- new cvars r_stereo.inscribe(); r_stereodepth.inscribe(); r_clearcolor.inscribe(); r_clearcolor.set_callback(R_SetClearColor_f); r_waterquality.inscribe(); r_oldwater.inscribe(); r_waterwarp.inscribe(); r_drawflat.inscribe(); r_flatlightstyles.inscribe(); r_oldskyleaf.inscribe(); r_drawworld.inscribe(); r_showtris.inscribe(); r_showbboxes.inscribe(); gl_farclip.inscribe(); gl_fullbrights.inscribe(); gl_overbright.inscribe(); gl_fullbrights.set_callback(GL_Fullbrights_f); gl_overbright.set_callback(GL_Overbright_f); gl_overbright_models.inscribe(); r_lerpmodels.inscribe(); r_lerpmove.inscribe(); r_nolerp_list.inscribe(); r_nolerp_list.set_callback(R_Model_ExtraFlags_List_f); r_noshadow_list.inscribe(); r_noshadow_list.set_callback(R_Model_ExtraFlags_List_f); //johnfitz r_lightmapwide.inscribe(); convar::set_rom("r_lightmapwide", gl_packed_pixels ? "1" : "0"); gl_zfix.inscribe(); // QuakeSpasm z-fighting fix r_lavaalpha.inscribe(); r_telealpha.inscribe(); r_slimealpha.inscribe(); r_scale.inscribe(); r_lavaalpha.set_callback(R_SetLavaalpha_f); r_telealpha.set_callback(R_SetTelealpha_f); r_slimealpha.set_callback(R_SetSlimealpha_f); R_InitParticles(); R_SetClearColor_f(&r_clearcolor); //johnfitz Sky_Init(); //johnfitz Fog_Init(); //johnfitz } /* =============== R_TranslatePlayerSkin -- johnfitz -- rewritten. also, only handles new colors, not new skins =============== */ void R_TranslatePlayerSkin(int playernum) { int top, bottom; top = (cl.scores[playernum].colors & 0xf0) >> 4; bottom = cl.scores[playernum].colors & 15; //FIXME: if gl_nocolors is on, then turned off, the textures may be out of sync with the scoreboard colors. if (!gl_nocolors.value) { if (playertextures[playernum]) TexMgr_ReloadImage(playertextures[playernum], top, bottom); } } /* =============== R_TranslateNewPlayerSkin -- johnfitz -- split off of TranslatePlayerSkin -- this is called when the skin or model actually changes, instead of just new colors added bug fix from bengt jardup =============== */ void R_TranslateNewPlayerSkin(int playernum) { char name[64]; byte *pixels; aliashdr_t *paliashdr; int skinnum; //get correct texture pixels currententity = &cl_entities[1 + playernum]; if (!currententity->model || currententity->model->type != mod_alias) return; paliashdr = (aliashdr_t *) Mod_Extradata(currententity->model); skinnum = currententity->skinnum; //TODO: move these tests to the place where skinnum gets received from the server if (skinnum < 0 || skinnum >= paliashdr->numskins) { Con_DPrintf("(%d): Invalid player skin #%d\n", playernum, skinnum); skinnum = 0; } pixels = (byte *) paliashdr + paliashdr->texels[skinnum]; // This is not a persistent place! //upload new image q_snprintf(name, sizeof(name), "player_%i", playernum); playertextures[playernum] = TexMgr_LoadImage(currententity->model, name, paliashdr->skinwidth, paliashdr->skinheight, SRC_INDEXED, pixels, paliashdr->gltextures[skinnum][0]->source_file, paliashdr->gltextures[skinnum][0]->source_offset, TEXPREF_PAD | TEXPREF_OVERWRITE); //now recolor it R_TranslatePlayerSkin(playernum); } /* =============== R_NewGame -- johnfitz -- handle a game switch =============== */ void R_NewGame(void) { int i; //clear playertexture pointers (the textures themselves were freed by texmgr_newgame) for (i = 0; i < MAX_SCOREBOARD; i++) playertextures[i] = NULL; } /* ============= R_ParseWorldspawn called at map load ============= */ static void R_ParseWorldspawn() { map_wateralpha = r_wateralpha.value; map_lavaalpha = r_lavaalpha.value; map_telealpha = r_telealpha.value; map_slimealpha = r_slimealpha.value; std::string key{}; std::string value{}; std::istringstream ss{cl.worldmodel->entities}; auto token = common::parse_token(ss); if (!token.has_value()) return; // error if ((*token)[0] != '{') return; // error while (true) { token = common::parse_token(ss); if (!token.has_value()) { return; // error } if ((*token)[0] == '}') { break; // end of worldspawn } if ((*token)[0] == '_') { key = token->substr(1); } else { key = *token; } while (!key.empty() && key.back() == ' ') { // remove trailing spaces key.pop_back(); } token = common::parse_token(ss); if (!token.has_value()) { return; // error } value = *token; if (key == "wateralpha") { map_wateralpha = std::strtof(value.c_str(), nullptr); } if (key == "lavaalpha") { map_lavaalpha = std::strtof(value.c_str(), nullptr); } if (key == "telealpha") { map_telealpha = std::strtof(value.c_str(), nullptr); } if (key == "slimealpha") { map_slimealpha = std::strtof(value.c_str(), nullptr); } } } /* =============== R_NewMap =============== */ void R_NewMap(void) { int i; for (i = 0; i < 256; i++) d_lightstylevalue[i] = 264; // normal light value // clear out efrags in case the level hasn't been reloaded // FIXME: is this one short? for (i = 0; i < cl.worldmodel->numleafs; i++) cl.worldmodel->leafs[i].efrags = NULL; r_viewleaf = NULL; R_ClearParticles(); GL_BuildLightmaps(); GL_BuildBModelVertexBuffer(); //ericw -- no longer load alias models into a VBO here, it's done in Mod_LoadAliasModel r_framecount = 0; //johnfitz -- paranoid? r_visframecount = 0; //johnfitz -- paranoid? Sky_NewMap(); //johnfitz -- skybox in worldspawn Fog_NewMap(); //johnfitz -- global fog in worldspawn R_ParseWorldspawn(); //ericw -- wateralpha, lavaalpha, telealpha, slimealpha in worldspawn load_subdivide_size = gl_subdivide_size.value; //johnfitz -- is this the right place to set this? } /* ==================== R_TimeRefresh_f For program optimization ==================== */ void R_TimeRefresh_f(void) { int i; float start, stop, time; if (cls.state != ca_connected) { Con_Printf("Not connected to a server\n"); return; } start = Sys_DoubleTime(); for (i = 0; i < 128; i++) { GL_BeginRendering(&glx, &gly, &glwidth, &glheight); r_refdef.viewangles[1] = i / 128.0 * 360.0; R_RenderView(); GL_EndRendering(); } glFinish(); stop = Sys_DoubleTime(); time = stop - start; Con_Printf("%f seconds (%f fps)\n", time, 128 / time); } void D_FlushCaches(void) { } static GLuint gl_programs[16]; static int gl_num_programs; static bool GL_CheckShader(GLuint shader) { GLint status; GL_GetShaderivFunc(shader, GL_COMPILE_STATUS, &status); if (status != GL_TRUE) { char infolog[1024]; memset(infolog, 0, sizeof(infolog)); GL_GetShaderInfoLogFunc(shader, sizeof(infolog), NULL, infolog); Con_Warning("GLSL program failed to compile: %s", infolog); return false; } return true; } static bool GL_CheckProgram(GLuint program) { GLint status; GL_GetProgramivFunc(program, GL_LINK_STATUS, &status); if (status != GL_TRUE) { char infolog[1024]; memset(infolog, 0, sizeof(infolog)); GL_GetProgramInfoLogFunc(program, sizeof(infolog), NULL, infolog); Con_Warning("GLSL program failed to link: %s", infolog); return false; } return true; } /* ============= GL_GetUniformLocation ============= */ GLint GL_GetUniformLocation(GLuint *programPtr, const char *name) { GLint location; if (!programPtr) return -1; location = GL_GetUniformLocationFunc(*programPtr, name); if (location == -1) { Con_Warning("GL_GetUniformLocationFunc %s failed\n", name); *programPtr = 0; } return location; } /* ==================== GL_CreateProgram Compiles and returns GLSL program. ==================== */ GLuint GL_CreateProgram(const GLchar *vertSource, const GLchar *fragSource, int numbindings, const glsl_attrib_binding_t *bindings) { int i; GLuint program, vertShader, fragShader; if (!gl_glsl_able) return 0; vertShader = GL_CreateShaderFunc(GL_VERTEX_SHADER); GL_ShaderSourceFunc(vertShader, 1, &vertSource, NULL); GL_CompileShaderFunc(vertShader); if (!GL_CheckShader(vertShader)) { GL_DeleteShaderFunc(vertShader); return 0; } fragShader = GL_CreateShaderFunc(GL_FRAGMENT_SHADER); GL_ShaderSourceFunc(fragShader, 1, &fragSource, NULL); GL_CompileShaderFunc(fragShader); if (!GL_CheckShader(fragShader)) { GL_DeleteShaderFunc(vertShader); GL_DeleteShaderFunc(fragShader); return 0; } program = GL_CreateProgramFunc(); GL_AttachShaderFunc(program, vertShader); GL_DeleteShaderFunc(vertShader); GL_AttachShaderFunc(program, fragShader); GL_DeleteShaderFunc(fragShader); for (i = 0; i < numbindings; i++) { GL_BindAttribLocationFunc(program, bindings[i].attrib, bindings[i].name); } GL_LinkProgramFunc(program); if (!GL_CheckProgram(program)) { GL_DeleteProgramFunc(program); return 0; } else { if (gl_num_programs == std::size(gl_programs)) Host_Error("gl_programs overflow"); gl_programs[gl_num_programs] = program; gl_num_programs++; return program; } } /* ==================== R_DeleteShaders Deletes any GLSL programs that have been created. ==================== */ void R_DeleteShaders(void) { int i; if (!gl_glsl_able) return; for (i = 0; i < gl_num_programs; i++) { GL_DeleteProgramFunc(gl_programs[i]); gl_programs[i] = 0; } gl_num_programs = 0; } static GLuint current_array_buffer, current_element_array_buffer; /* ==================== GL_BindBuffer glBindBuffer wrapper ==================== */ void GL_BindBuffer(GLenum target, GLuint buffer) { GLuint *cache; if (!gl_vbo_able) return; switch (target) { case GL_ARRAY_BUFFER: cache = ¤t_array_buffer; break; case GL_ELEMENT_ARRAY_BUFFER: cache = ¤t_element_array_buffer; break; default: Host_Error("GL_BindBuffer: unsupported target %d", (int) target); return; } if (*cache != buffer) { *cache = buffer; GL_BindBufferFunc(target, *cache); } } /* ==================== GL_ClearBufferBindings This must be called if you do anything that could make the cached bindings invalid (e.g. manually binding, destroying the context). ==================== */ void GL_ClearBufferBindings(void) { if (!gl_vbo_able) return; current_array_buffer = 0; current_element_array_buffer = 0; GL_BindBufferFunc(GL_ARRAY_BUFFER, 0); GL_BindBufferFunc(GL_ELEMENT_ARRAY_BUFFER, 0); }