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quakespasm/Quake/gl_rmain.cpp
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/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
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_main.c
#include "quakedef.hpp"
vec3_t modelorg, r_entorigin;
entity_t *currententity;
int r_visframecount; // bumped when going to a new PVS
int r_framecount; // used for dlight push checking
mplane_t frustum[4];
//johnfitz -- rendering statistics
int rs_brushpolys, rs_aliaspolys, rs_skypolys;
int rs_dynamiclightmaps, rs_brushpasses, rs_aliaspasses, rs_skypasses;
//
// view origin
//
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
float r_fovx, r_fovy; //johnfitz -- rendering fov may be different becuase of r_waterwarp and r_stereo
//
// screen size info
//
refdef_t r_refdef;
mleaf_t *r_viewleaf, *r_oldviewleaf;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
convar r_norefresh{"r_norefresh", "0"};
convar r_drawentities{"r_drawentities", "1"};
convar r_drawviewmodel{"r_drawviewmodel", "1"};
convar r_speeds{"r_speeds", "0"};
convar r_pos{"r_pos", "0"};
convar r_fullbright{"r_fullbright", "0"};
convar r_lightmap{"r_lightmap", "0"};
convar r_shadows{"r_shadows", "0", {.archive = true}};
convar r_wateralpha{"r_wateralpha", "1", {.archive = true}};
convar r_litwater{"r_litwater", "1"};
convar r_dynamic{"r_dynamic", "1", {.archive = true}};
convar r_novis{"r_novis", "0", {.archive = true}};
convar gl_finish{"gl_finish", "0"};
convar gl_clear{"gl_clear", "1"};
convar gl_cull{"gl_cull", "1"};
convar gl_smoothmodels{"gl_smoothmodels", "1"};
convar gl_affinemodels{"gl_affinemodels", "0"};
convar gl_polyblend{"gl_polyblend", "1"};
convar gl_flashblend{"gl_flashblend", "0", {.archive = true}};
convar gl_playermip{"gl_playermip", "0"};
convar gl_nocolors{"gl_nocolors", "0"};
//johnfitz -- new cvars
convar r_stereo{"r_stereo", "0"};
convar r_stereodepth{"r_stereodepth", "128"};
convar r_clearcolor{"r_clearcolor", "2", {.archive = true}};
convar r_drawflat{"r_drawflat", "0"};
convar r_flatlightstyles{"r_flatlightstyles", "0"};
convar gl_fullbrights{"gl_fullbrights", "1", {.archive = true}};
convar gl_farclip{"gl_farclip", "65536", {.archive = true}};
convar gl_overbright{"gl_overbright", "1", {.archive = true}};
convar gl_overbright_models{"gl_overbright_models", "1", {.archive = true}};
convar r_oldskyleaf{"r_oldskyleaf", "0"};
convar r_drawworld{"r_drawworld", "1"};
convar r_showtris{"r_showtris", "0"};
convar r_showbboxes{"r_showbboxes", "0"};
convar r_lerpmodels{"r_lerpmodels", "1"};
convar r_lerpmove{"r_lerpmove", "1"};
convar r_nolerp_list{
"r_nolerp_list",
"progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl"
};
convar r_noshadow_list{
"r_noshadow_list",
"progs/flame2.mdl,progs/flame.mdl,progs/bolt1.mdl,progs/bolt2.mdl,progs/bolt3.mdl,progs/laser.mdl"
};
extern convar r_vfog;
//johnfitz
convar gl_zfix{"gl_zfix", "0"}; // QuakeSpasm z-fighting fix
convar r_lavaalpha{"r_lavaalpha", "0"};
convar r_telealpha{"r_telealpha", "0"};
convar r_slimealpha{"r_slimealpha", "0"};
float map_wateralpha, map_lavaalpha, map_telealpha, map_slimealpha;
bool r_drawflat_cheatsafe, r_fullbright_cheatsafe, r_lightmap_cheatsafe, r_drawworld_cheatsafe; //johnfitz
convar r_scale{"r_scale", "1", {.archive = true}};
//==============================================================================
//
// GLSL GAMMA CORRECTION
//
//==============================================================================
static GLuint r_gamma_texture;
static GLuint r_gamma_program;
static int r_gamma_texture_width, r_gamma_texture_height;
// uniforms used in gamma shader
static GLint gammaLoc;
static GLint contrastLoc;
static GLint textureLoc;
/*
=============
GLSLGamma_DeleteTexture
=============
*/
void GLSLGamma_DeleteTexture(void) {
glDeleteTextures(1, &r_gamma_texture);
r_gamma_texture = 0;
r_gamma_program = 0; // deleted in R_DeleteShaders
}
/*
=============
GLSLGamma_CreateShaders
=============
*/
static void GLSLGamma_CreateShaders(void) {
const GLchar *vertSource =
"#version 110\n"
"\n"
"void main(void) {\n"
" gl_Position = vec4(gl_Vertex.xy, 0.0, 1.0);\n"
" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
"}\n";
const GLchar *fragSource =
"#version 110\n"
"\n"
"uniform sampler2D GammaTexture;\n"
"uniform float GammaValue;\n"
"uniform float ContrastValue;\n"
"\n"
"void main(void) {\n"
" vec4 frag = texture2D(GammaTexture, gl_TexCoord[0].xy);\n"
" frag.rgb = frag.rgb * ContrastValue;\n"
" gl_FragColor = vec4(pow(frag.rgb, vec3(GammaValue)), 1.0);\n"
"}\n";
if (!gl_glsl_gamma_able)
return;
r_gamma_program = GL_CreateProgram(vertSource, fragSource, 0, NULL);
// get uniform locations
gammaLoc = GL_GetUniformLocation(&r_gamma_program, "GammaValue");
contrastLoc = GL_GetUniformLocation(&r_gamma_program, "ContrastValue");
textureLoc = GL_GetUniformLocation(&r_gamma_program, "GammaTexture");
}
/*
=============
GLSLGamma_GammaCorrect
=============
*/
void GLSLGamma_GammaCorrect(void) {
float smax, tmax;
if (!gl_glsl_gamma_able)
return;
if (vid_gamma.value == 1 && vid_contrast.value == 1)
return;
// create render-to-texture texture if needed
if (!r_gamma_texture) {
glGenTextures(1, &r_gamma_texture);
glBindTexture(GL_TEXTURE_2D, r_gamma_texture);
r_gamma_texture_width = glwidth;
r_gamma_texture_height = glheight;
if (!gl_texture_NPOT) {
r_gamma_texture_width = TexMgr_Pad(r_gamma_texture_width);
r_gamma_texture_height = TexMgr_Pad(r_gamma_texture_height);
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, r_gamma_texture_width, r_gamma_texture_height, 0, GL_BGRA,
GL_UNSIGNED_INT_8_8_8_8_REV, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
// create shader if needed
if (!r_gamma_program) {
GLSLGamma_CreateShaders();
if (!r_gamma_program) {
Sys_Error("GLSLGamma_CreateShaders failed");
}
}
// copy the framebuffer to the texture
GL_DisableMultitexture();
glBindTexture(GL_TEXTURE_2D, r_gamma_texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, glx, gly, glwidth, glheight);
// draw the texture back to the framebuffer with a fragment shader
GL_UseProgramFunc(r_gamma_program);
GL_Uniform1fFunc(gammaLoc, vid_gamma.value);
GL_Uniform1fFunc(contrastLoc, std::min(2.0f, std::max(1.0f, vid_contrast.value)));
GL_Uniform1iFunc(textureLoc, 0); // use texture unit 0
glDisable(GL_ALPHA_TEST);
glDisable(GL_DEPTH_TEST);
glViewport(glx, gly, glwidth, glheight);
smax = glwidth / (float) r_gamma_texture_width;
tmax = glheight / (float) r_gamma_texture_height;
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(-1, -1);
glTexCoord2f(smax, 0);
glVertex2f(1, -1);
glTexCoord2f(smax, tmax);
glVertex2f(1, 1);
glTexCoord2f(0, tmax);
glVertex2f(-1, 1);
glEnd();
GL_UseProgramFunc(0);
// clear cached binding
GL_ClearBindings();
}
/*
=================
R_CullBox -- johnfitz -- replaced with new function from lordhavoc
Returns true if the box is completely outside the frustum
=================
*/
bool R_CullBox(vec3_t emins, vec3_t emaxs) {
int i;
mplane_t *p;
byte signbits;
float vec[3];
for (i = 0; i < 4; i++) {
p = frustum + i;
signbits = p->signbits;
vec[0] = ((signbits & 1) ? emins : emaxs)[0];
vec[1] = ((signbits & 2) ? emins : emaxs)[1];
vec[2] = ((signbits & 4) ? emins : emaxs)[2];
if (p->normal[0] * vec[0] + p->normal[1] * vec[1] + p->normal[2] * vec[2] < p->dist)
return true;
}
return false;
}
/*
===============
R_CullModelForEntity -- johnfitz -- uses correct bounds based on rotation
===============
*/
bool R_CullModelForEntity(entity_t *e) {
vec3_t mins, maxs;
vec_t scalefactor, *minbounds, *maxbounds;
if (e->angles[0] || e->angles[2]) //pitch or roll
{
minbounds = e->model->rmins;
maxbounds = e->model->rmaxs;
} else if (e->angles[1]) //yaw
{
minbounds = e->model->ymins;
maxbounds = e->model->ymaxs;
} else //no rotation
{
minbounds = e->model->mins;
maxbounds = e->model->maxs;
}
scalefactor = ENTSCALE_DECODE(e->scale);
if (scalefactor != 1.0f) {
VectorMA(e->origin, scalefactor, minbounds, mins);
VectorMA(e->origin, scalefactor, maxbounds, maxs);
} else {
VectorAdd(e->origin, minbounds, mins);
VectorAdd(e->origin, maxbounds, maxs);
}
return R_CullBox(mins, maxs);
}
/*
===============
R_RotateForEntity -- johnfitz -- modified to take origin and angles instead of pointer to entity
===============
*/
void R_RotateForEntity(vec3_t origin, vec3_t angles, unsigned char scale) {
float scalefactor = ENTSCALE_DECODE(scale);
glTranslatef(origin[0], origin[1], origin[2]);
glRotatef(angles[1], 0, 0, 1);
glRotatef(-angles[0], 0, 1, 0);
glRotatef(angles[2], 1, 0, 0);
if (scalefactor != 1.0f)
glScalef(scalefactor, scalefactor, scalefactor);
}
/*
=============
GL_PolygonOffset -- johnfitz
negative offset moves polygon closer to camera
=============
*/
void GL_PolygonOffset(int offset) {
if (offset > 0) {
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(1, offset);
} else if (offset < 0) {
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_POLYGON_OFFSET_LINE);
glPolygonOffset(-1, offset);
} else {
glDisable(GL_POLYGON_OFFSET_FILL);
glDisable(GL_POLYGON_OFFSET_LINE);
}
}
//==============================================================================
//
// SETUP FRAME
//
//==============================================================================
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;
}
/*
===============
TurnVector -- johnfitz
turn forward towards side on the plane defined by forward and side
if angle = 90, the result will be equal to side
assumes side and forward are perpendicular, and normalized
to turn away from side, use a negative angle
===============
*/
void TurnVector(vec3_t out, const vec3_t forward, const vec3_t side, float angle) {
float scale_forward, scale_side;
scale_forward = cos(DEG2RAD(angle));
scale_side = sin(DEG2RAD(angle));
out[0] = scale_forward * forward[0] + scale_side * side[0];
out[1] = scale_forward * forward[1] + scale_side * side[1];
out[2] = scale_forward * forward[2] + scale_side * side[2];
}
/*
===============
R_SetFrustum -- johnfitz -- rewritten
===============
*/
void R_SetFrustum(float fovx, float fovy) {
int i;
if (r_stereo.value)
fovx += 10; //silly hack so that polygons don't drop out becuase of stereo skew
TurnVector(frustum[0].normal, vpn, vright, fovx / 2 - 90); //left plane
TurnVector(frustum[1].normal, vpn, vright, 90 - fovx / 2); //right plane
TurnVector(frustum[2].normal, vpn, vup, 90 - fovy / 2); //bottom plane
TurnVector(frustum[3].normal, vpn, vup, fovy / 2 - 90); //top plane
for (i = 0; i < 4; i++) {
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = DotProduct(r_origin, frustum[i].normal); //FIXME: shouldn't this always be zero?
frustum[i].signbits = SignbitsForPlane(&frustum[i]);
}
}
/*
=============
GL_SetFrustum -- johnfitz -- written to replace MYgluPerspective
=============
*/
#define NEARCLIP 4
float frustum_skew = 0.0; //used by r_stereo
void GL_SetFrustum(float fovx, float fovy) {
float xmax, ymax;
xmax = NEARCLIP * tan(fovx * M_PI / 360.0);
ymax = NEARCLIP * tan(fovy * M_PI / 360.0);
glFrustum(-xmax + frustum_skew, xmax + frustum_skew, -ymax, ymax, NEARCLIP, gl_farclip.value);
}
/*
=============
R_SetupGL
=============
*/
void R_SetupGL(void) {
int scale;
//johnfitz -- rewrote this section
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
scale = std::clamp((int)r_scale.value, 1, 4); // ericw -- see R_ScaleView
glViewport(glx + r_refdef.vrect.x,
gly + glheight - r_refdef.vrect.y - r_refdef.vrect.height,
r_refdef.vrect.width / scale,
r_refdef.vrect.height / scale);
//johnfitz
GL_SetFrustum(r_fovx, r_fovy); //johnfitz -- use r_fov* vars
// glCullFace(GL_BACK); //johnfitz -- glquake used CCW with backwards culling -- let's do it right
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glRotatef(-90, 1, 0, 0); // put Z going up
glRotatef(90, 0, 0, 1); // put Z going up
glRotatef(-r_refdef.viewangles[2], 1, 0, 0);
glRotatef(-r_refdef.viewangles[0], 0, 1, 0);
glRotatef(-r_refdef.viewangles[1], 0, 0, 1);
glTranslatef(-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
//
// set drawing parms
//
if (gl_cull.value)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glEnable(GL_DEPTH_TEST);
}
/*
=============
R_Clear -- johnfitz -- rewritten and gutted
=============
*/
void R_Clear(void) {
unsigned int clearbits;
clearbits = GL_DEPTH_BUFFER_BIT;
// from mh -- if we get a stencil buffer, we should clear it, even though we don't use it
if (gl_stencilbits)
clearbits |= GL_STENCIL_BUFFER_BIT;
if (gl_clear.value)
clearbits |= GL_COLOR_BUFFER_BIT;
glClear(clearbits);
}
/*
===============
R_SetupScene -- johnfitz -- this is the stuff that needs to be done once per eye in stereo mode
===============
*/
void R_SetupScene(void) {
R_SetupGL();
}
/*
===============
R_SetupView -- johnfitz -- this is the stuff that needs to be done once per frame, even in stereo mode
===============
*/
void R_SetupView(void) {
// Need to do those early because we now update dynamic light maps during R_MarkSurfaces
R_PushDlights();
R_AnimateLight();
r_framecount++;
Fog_SetupFrame(); //johnfitz
// build the transformation matrix for the given view angles
VectorCopy(r_refdef.vieworg, r_origin);
AngleVectors(r_refdef.viewangles, vpn, vright, vup);
// current viewleaf
r_oldviewleaf = r_viewleaf;
r_viewleaf = Mod_PointInLeaf(r_origin, cl.worldmodel);
V_SetContentsColor(r_viewleaf->contents);
V_CalcBlend();
//johnfitz -- calculate r_fovx and r_fovy here
r_fovx = r_refdef.fov_x;
r_fovy = r_refdef.fov_y;
if (r_waterwarp.value) {
int contents = Mod_PointInLeaf(r_origin, cl.worldmodel)->contents;
if (contents == CONTENTS_WATER || contents == CONTENTS_SLIME || contents == CONTENTS_LAVA) {
//variance is a percentage of width, where width = 2 * tan(fov / 2) otherwise the effect is too dramatic at high FOV and too subtle at low FOV. what a mess!
r_fovx = atan(tan(DEG2RAD(r_refdef.fov_x) / 2) * (0.97 + sin(cl.time * 1.5) * 0.03)) * 2 / M_PI_DIV_180;
r_fovy = atan(tan(DEG2RAD(r_refdef.fov_y) / 2) * (1.03 - sin(cl.time * 1.5) * 0.03)) * 2 / M_PI_DIV_180;
}
}
//johnfitz
R_SetFrustum(r_fovx, r_fovy); //johnfitz -- use r_fov* vars
R_MarkSurfaces(); //johnfitz -- create texture chains from PVS
R_UpdateWarpTextures(); //johnfitz -- do this before R_Clear
R_Clear();
//johnfitz -- cheat-protect some draw modes
r_drawflat_cheatsafe = r_fullbright_cheatsafe = r_lightmap_cheatsafe = false;
r_drawworld_cheatsafe = true;
if (cl.maxclients == 1) {
if (!r_drawworld.value) r_drawworld_cheatsafe = false;
if (r_drawflat.value) r_drawflat_cheatsafe = true;
else if (r_fullbright.value || !cl.worldmodel->lightdata) r_fullbright_cheatsafe = true;
else if (r_lightmap.value) r_lightmap_cheatsafe = true;
}
//johnfitz
}
//==============================================================================
//
// RENDER VIEW
//
//==============================================================================
/*
=============
R_DrawEntitiesOnList
=============
*/
void R_DrawEntitiesOnList(bool alphapass) //johnfitz -- added parameter
{
int i;
if (!r_drawentities.value)
return;
//johnfitz -- sprites are not a special case
for (i = 0; i < cl_numvisedicts; i++) {
currententity = cl_visedicts[i];
//johnfitz -- if alphapass is true, draw only alpha entites this time
//if alphapass is false, draw only nonalpha entities this time
if ((ENTALPHA_DECODE(currententity->alpha) < 1 && !alphapass) ||
(ENTALPHA_DECODE(currententity->alpha) == 1 && alphapass))
continue;
//johnfitz -- chasecam
if (currententity == &cl_entities[cl.viewentity])
currententity->angles[0] *= 0.3;
//johnfitz
switch (currententity->model->type) {
case mod_alias:
R_DrawAliasModel(currententity);
break;
case mod_brush:
R_DrawBrushModel(currententity);
break;
case mod_sprite:
R_DrawSpriteModel(currententity);
break;
}
}
}
/*
=============
R_DrawViewModel -- johnfitz -- gutted
=============
*/
void R_DrawViewModel(void) {
if (!r_drawviewmodel.value || !r_drawentities.value || chase_active.value)
return;
if (cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0)
return;
currententity = &cl.viewent;
if (!currententity->model)
return;
//johnfitz -- this fixes a crash
if (currententity->model->type != mod_alias)
return;
//johnfitz
// hack the depth range to prevent view model from poking into walls
glDepthRange(0, 0.3);
R_DrawAliasModel(currententity);
glDepthRange(0, 1);
}
/*
================
R_EmitWirePoint -- johnfitz -- draws a wireframe cross shape for point entities
================
*/
void R_EmitWirePoint(vec3_t origin) {
const int size = 8;
glBegin(GL_LINES);
glVertex3f(origin[0] - size, origin[1], origin[2]);
glVertex3f(origin[0] + size, origin[1], origin[2]);
glVertex3f(origin[0], origin[1] - size, origin[2]);
glVertex3f(origin[0], origin[1] + size, origin[2]);
glVertex3f(origin[0], origin[1], origin[2] - size);
glVertex3f(origin[0], origin[1], origin[2] + size);
glEnd();
}
/*
================
R_EmitWireBox -- johnfitz -- draws one axis aligned bounding box
================
*/
void R_EmitWireBox(vec3_t mins, vec3_t maxs) {
glBegin(GL_QUAD_STRIP);
glVertex3f(mins[0], mins[1], mins[2]);
glVertex3f(mins[0], mins[1], maxs[2]);
glVertex3f(maxs[0], mins[1], mins[2]);
glVertex3f(maxs[0], mins[1], maxs[2]);
glVertex3f(maxs[0], maxs[1], mins[2]);
glVertex3f(maxs[0], maxs[1], maxs[2]);
glVertex3f(mins[0], maxs[1], mins[2]);
glVertex3f(mins[0], maxs[1], maxs[2]);
glVertex3f(mins[0], mins[1], mins[2]);
glVertex3f(mins[0], mins[1], maxs[2]);
glEnd();
}
/*
================
R_ShowBoundingBoxes -- johnfitz
draw bounding boxes -- the server-side boxes, not the renderer cullboxes
================
*/
void R_ShowBoundingBoxes(void) {
extern edict_t *sv_player;
vec3_t mins, maxs;
edict_t *ed;
int i;
if (!r_showbboxes.value || cl.maxclients > 1 || !r_drawentities.value || !sv.active)
return;
glDisable(GL_DEPTH_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
GL_PolygonOffset(OFFSET_SHOWTRIS);
glDisable(GL_TEXTURE_2D);
glDisable(GL_CULL_FACE);
glColor3f(1, 1, 1);
for (i = 1, ed = NEXT_EDICT(sv.edicts); i < sv.num_edicts; i++, ed = NEXT_EDICT(ed)) {
if (ed == sv_player || ed->free)
continue; //don't draw player's own bbox or freed edicts
// if (r_showbboxes.value != 2)
// if (!SV_VisibleToClient (sv_player, ed, sv.worldmodel))
// continue; //don't draw if not in pvs
if (ed->v.mins[0] == ed->v.maxs[0] && ed->v.mins[1] == ed->v.maxs[1] && ed->v.mins[2] == ed->v.maxs[2]) {
//point entity
R_EmitWirePoint(ed->v.origin);
} else {
//box entity
VectorAdd(ed->v.mins, ed->v.origin, mins);
VectorAdd(ed->v.maxs, ed->v.origin, maxs);
R_EmitWireBox(mins, maxs);
}
}
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_CULL_FACE);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
GL_PolygonOffset(OFFSET_NONE);
glEnable(GL_DEPTH_TEST);
Sbar_Changed(); //so we don't get dots collecting on the statusbar
}
/*
================
R_ShowTris -- johnfitz
================
*/
void R_ShowTris(void) {
extern convar r_particles;
int i;
if (r_showtris.value < 1 || r_showtris.value > 2 || cl.maxclients > 1)
return;
if (r_showtris.value == 1)
glDisable(GL_DEPTH_TEST);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
GL_PolygonOffset(OFFSET_SHOWTRIS);
glDisable(GL_TEXTURE_2D);
glColor3f(1, 1, 1);
// glEnable (GL_BLEND);
// glBlendFunc (GL_ONE, GL_ONE);
if (r_drawworld.value) {
R_DrawWorld_ShowTris();
}
if (r_drawentities.value) {
for (i = 0; i < cl_numvisedicts; i++) {
currententity = cl_visedicts[i];
if (currententity == &cl_entities[cl.viewentity]) // chasecam
currententity->angles[0] *= 0.3;
switch (currententity->model->type) {
case mod_brush:
R_DrawBrushModel_ShowTris(currententity);
break;
case mod_alias:
R_DrawAliasModel_ShowTris(currententity);
break;
case mod_sprite:
R_DrawSpriteModel(currententity);
break;
default:
break;
}
}
// viewmodel
currententity = &cl.viewent;
if (r_drawviewmodel.value
&& !chase_active.value
&& cl.stats[STAT_HEALTH] > 0
&& !(cl.items & IT_INVISIBILITY)
&& currententity->model
&& currententity->model->type == mod_alias) {
glDepthRange(0, 0.3);
R_DrawAliasModel_ShowTris(currententity);
glDepthRange(0, 1);
}
}
if (r_particles.value) {
R_DrawParticles_ShowTris();
}
// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glDisable (GL_BLEND);
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
GL_PolygonOffset(OFFSET_NONE);
if (r_showtris.value == 1)
glEnable(GL_DEPTH_TEST);
Sbar_Changed(); //so we don't get dots collecting on the statusbar
}
/*
================
R_DrawShadows
================
*/
void R_DrawShadows(void) {
int i;
if (!r_shadows.value || !r_drawentities.value || r_drawflat_cheatsafe || r_lightmap_cheatsafe)
return;
// Use stencil buffer to prevent self-intersecting shadows, from Baker (MarkV)
if (gl_stencilbits) {
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_EQUAL, 0, ~0);
glStencilOp(GL_KEEP, GL_KEEP, GL_INCR);
glEnable(GL_STENCIL_TEST);
}
for (i = 0; i < cl_numvisedicts; i++) {
currententity = cl_visedicts[i];
if (currententity->model->type != mod_alias)
continue;
if (currententity == &cl.viewent)
return;
GL_DrawAliasShadow(currententity);
}
if (gl_stencilbits) {
glDisable(GL_STENCIL_TEST);
}
}
/*
================
R_RenderScene
================
*/
void R_RenderScene(void) {
R_SetupScene(); //johnfitz -- this does everything that should be done once per call to RenderScene
Fog_EnableGFog(); //johnfitz
Sky_DrawSky(); //johnfitz
R_DrawWorld();
S_ExtraUpdate(); // don't let sound get messed up if going slow
R_DrawShadows(); //johnfitz -- render entity shadows
R_DrawEntitiesOnList(false); //johnfitz -- false means this is the pass for nonalpha entities
R_DrawWorld_Water(); //johnfitz -- drawn here since they might have transparency
R_DrawEntitiesOnList(true); //johnfitz -- true means this is the pass for alpha entities
R_RenderDlights(); //triangle fan dlights -- johnfitz -- moved after water
R_DrawParticles();
Fog_DisableGFog(); //johnfitz
R_DrawViewModel(); //johnfitz -- moved here from R_RenderView
R_ShowTris(); //johnfitz
R_ShowBoundingBoxes(); //johnfitz
}
static GLuint r_scaleview_texture;
static int r_scaleview_texture_width, r_scaleview_texture_height;
/*
=============
R_ScaleView_DeleteTexture
=============
*/
void R_ScaleView_DeleteTexture(void) {
glDeleteTextures(1, &r_scaleview_texture);
r_scaleview_texture = 0;
}
/*
================
R_ScaleView
The r_scale cvar allows rendering the 3D view at 1/2, 1/3, or 1/4 resolution.
This function scales the reduced resolution 3D view back up to fill
r_refdef.vrect. This is for emulating a low-resolution pixellated look,
or possibly as a perforance boost on slow graphics cards.
================
*/
void R_ScaleView(void) {
float smax, tmax;
int scale;
int srcx, srcy, srcw, srch;
// copied from R_SetupGL()
scale = std::clamp((int)r_scale.value, 1, 4);
srcx = glx + r_refdef.vrect.x;
srcy = gly + glheight - r_refdef.vrect.y - r_refdef.vrect.height;
srcw = r_refdef.vrect.width / scale;
srch = r_refdef.vrect.height / scale;
if (scale == 1)
return;
// make sure texture unit 0 is selected
GL_DisableMultitexture();
// create (if needed) and bind the render-to-texture texture
if (!r_scaleview_texture) {
glGenTextures(1, &r_scaleview_texture);
r_scaleview_texture_width = 0;
r_scaleview_texture_height = 0;
}
glBindTexture(GL_TEXTURE_2D, r_scaleview_texture);
// resize render-to-texture texture if needed
if (r_scaleview_texture_width < srcw
|| r_scaleview_texture_height < srch) {
r_scaleview_texture_width = srcw;
r_scaleview_texture_height = srch;
if (!gl_texture_NPOT) {
r_scaleview_texture_width = TexMgr_Pad(r_scaleview_texture_width);
r_scaleview_texture_height = TexMgr_Pad(r_scaleview_texture_height);
}
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, r_scaleview_texture_width, r_scaleview_texture_height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
// copy the framebuffer to the texture
glBindTexture(GL_TEXTURE_2D, r_scaleview_texture);
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, srcx, srcy, srcw, srch);
// draw the texture back to the framebuffer
glDisable(GL_ALPHA_TEST);
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glViewport(srcx, srcy, r_refdef.vrect.width, r_refdef.vrect.height);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// correction factor if we lack NPOT textures, normally these are 1.0f
smax = srcw / (float) r_scaleview_texture_width;
tmax = srch / (float) r_scaleview_texture_height;
glBegin(GL_QUADS);
glTexCoord2f(0, 0);
glVertex2f(-1, -1);
glTexCoord2f(smax, 0);
glVertex2f(1, -1);
glTexCoord2f(smax, tmax);
glVertex2f(1, 1);
glTexCoord2f(0, tmax);
glVertex2f(-1, 1);
glEnd();
// clear cached binding
GL_ClearBindings();
}
/*
================
R_RenderView
================
*/
void R_RenderView(void) {
double time1, time2;
if (r_norefresh.value)
return;
if (!cl.worldmodel)
Sys_Error("R_RenderView: NULL worldmodel");
time1 = 0; /* avoid compiler warning */
if (r_speeds.value) {
glFinish();
time1 = Sys_DoubleTime();
//johnfitz -- rendering statistics
rs_brushpolys = rs_aliaspolys = rs_skypolys =
rs_dynamiclightmaps = rs_aliaspasses = rs_skypasses = rs_brushpasses = 0;
} else if (gl_finish.value)
glFinish();
R_SetupView(); //johnfitz -- this does everything that should be done once per frame
//johnfitz -- stereo rendering -- full of hacky goodness
if (r_stereo.value) {
float eyesep = std::clamp(r_stereo.value, -8.0f, 8.0f);
float fdepth = std::clamp(r_stereodepth.value, 32.0f, 1024.0f);
AngleVectors(r_refdef.viewangles, vpn, vright, vup);
//render left eye (red)
glColorMask(1, 0, 0, 1);
VectorMA(r_refdef.vieworg, -0.5f * eyesep, vright, r_refdef.vieworg);
frustum_skew = 0.5 * eyesep * NEARCLIP / fdepth;
srand((int) (cl.time * 1000)); //sync random stuff between eyes
R_RenderScene();
//render right eye (cyan)
glClear(GL_DEPTH_BUFFER_BIT);
glColorMask(0, 1, 1, 1);
VectorMA(r_refdef.vieworg, 1.0f * eyesep, vright, r_refdef.vieworg);
frustum_skew = -frustum_skew;
srand((int) (cl.time * 1000)); //sync random stuff between eyes
R_RenderScene();
//restore
glColorMask(1, 1, 1, 1);
VectorMA(r_refdef.vieworg, -0.5f * eyesep, vright, r_refdef.vieworg);
frustum_skew = 0.0f;
} else {
R_RenderScene();
}
//johnfitz
R_ScaleView();
//johnfitz -- modified r_speeds output
time2 = Sys_DoubleTime();
if (r_pos.value)
console::info("x %i y %i z %i (pitch %i yaw %i roll %i)\n",
(int) cl_entities[cl.viewentity].origin[0],
(int) cl_entities[cl.viewentity].origin[1],
(int) cl_entities[cl.viewentity].origin[2],
(int) cl.viewangles[PITCH],
(int) cl.viewangles[YAW],
(int) cl.viewangles[ROLL]);
else if (r_speeds.value == 2)
console::info("%3i ms %4i/%4i wpoly %4i/%4i epoly %3i lmap %4i/%4i sky %1.1f mtex\n",
(int) ((time2 - time1) * 1000),
rs_brushpolys,
rs_brushpasses,
rs_aliaspolys,
rs_aliaspasses,
rs_dynamiclightmaps,
rs_skypolys,
rs_skypasses,
TexMgr_FrameUsage());
else if (r_speeds.value)
console::info("%3i ms %4i wpoly %4i epoly %3i lmap\n",
(int) ((time2 - time1) * 1000),
rs_brushpolys,
rs_aliaspolys,
rs_dynamiclightmaps);
//johnfitz
}