2020-08-31 18:50:41 +02:00
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/*
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gl_primitive.cpp - rendering primitives
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Copyright (C) 2018 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "hud.h"
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#include <stringlib.h>
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#include "cl_util.h"
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#include "pm_defs.h"
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#include "event_api.h"
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#include "gl_local.h"
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#include "gl_studio.h"
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#include "gl_world.h"
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#include "gl_grass.h"
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void CSolidEntry :: SetRenderPrimitive( const Vector verts[4], const Vector4D &color, int texture, int rendermode )
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{
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m_bDrawType = DRAWTYPE_QUAD;
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m_iStartVertex = RI->frame.primverts.Count();
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for( int i = 0; i < 4; i++ )
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RI->frame.primverts.AddToTail( verts[i] );
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m_iColor = PackRGBA( color.x * 255, color.y * 255, color.z * 255, color.w * 255 );
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m_iRenderMode = rendermode;
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m_hTexture = texture;
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}
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void CSolidEntry :: SetRenderSurface( msurface_t *surface, word hProgram )
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{
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m_bDrawType = DRAWTYPE_SURFACE;
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m_pSurf = surface;
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m_pParentEntity = RI->currententity;
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m_pRenderModel = RI->currentmodel;
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m_hProgram = hProgram;
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}
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void CSolidEntry :: SetRenderMesh( vbomesh_t *mesh, word hProgram )
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{
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m_bDrawType = DRAWTYPE_MESH;
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m_pMesh = mesh;
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m_pParentEntity = RI->currententity;
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m_pRenderModel = RI->currentmodel;
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m_hProgram = hProgram;
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}
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void CTransEntry :: ComputeViewDistance( const Vector &absmin, const Vector &absmax )
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{
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#if 1
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m_flViewDist = CalcSqrDistanceToAABB( absmin, absmax, GetVieworg( ));
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#else
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Vector origin = (absmin + absmax) * 0.5f;
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m_flViewDist = DotProduct( origin, GetVForward() ) - RI->view.planedist;
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// m_flViewDist = VectorDistance2( origin, GetVieworg( ));
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#endif
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}
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void CTransEntry :: ComputeScissor( const Vector &absmin, const Vector &absmax )
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{
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ComputeViewDistance( absmin, absmax );
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if( R_ScissorForAABB( absmin, absmax, &m_vecRect.x, &m_vecRect.y, &m_vecRect.z, &m_vecRect.w ))
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m_bScissorReady = true;
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else m_bScissorReady = false;
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}
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void CTransEntry :: RequestScreenColor( void )
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{
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if( !m_bScissorReady ) return;
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float y2 = (float)RI->view.port[3] - m_vecRect.w - m_vecRect.y;
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GL_BindTexture( GL_TEXTURE0, tr.screen_color );
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pglCopyTexSubImage2D( GL_TEXTURE_2D, 0, m_vecRect.x, y2, m_vecRect.x, y2, m_vecRect.z, m_vecRect.w );
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}
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void CTransEntry :: RequestScreenDepth( void )
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{
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if( !m_bScissorReady ) return;
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float y2 = (float)RI->view.port[3] - m_vecRect.w - m_vecRect.y;
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GL_BindTexture( GL_TEXTURE0, tr.screen_depth );
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pglCopyTexSubImage2D( GL_TEXTURE_2D, 0, m_vecRect.x, y2, m_vecRect.x, y2, m_vecRect.z, m_vecRect.w );
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}
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void CTransEntry :: RenderScissorDebug( void )
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{
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if( !m_bScissorReady ) return;
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R_DrawScissorRectangle( m_vecRect.x, m_vecRect.y, m_vecRect.z, m_vecRect.w );
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2020-08-31 00:15:53 +02:00
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}
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