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quakespasm/Quake/gl_rmisc.cpp
T

622 lines
16 KiB
C++

/*
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 <sstream>
#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 = &current_array_buffer;
break;
case GL_ELEMENT_ARRAY_BUFFER:
cache = &current_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);
}