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Xash3DArchive/engine/client/gl_rmain.c

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//=======================================================================
// Copyright XashXT Group 2010 <20>
// gl_rmain.c - renderer main loop
//=======================================================================
#include "common.h"
#include "client.h"
#include "gl_local.h"
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#include "matrix_lib.h"
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msurface_t *r_debug_surface;
const char *r_debug_hitbox;
float gldepthmin, gldepthmax;
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ref_params_t r_lastRefdef;
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ref_instance_t RI, prevRI;
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mleaf_t *r_viewleaf, *r_oldviewleaf;
mleaf_t *r_viewleaf2, *r_oldviewleaf2;
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uint r_numEntities;
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cl_entity_t *r_entities[MAX_VISIBLE_PACKET];
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qboolean R_CullBox( const vec3_t mins, const vec3_t maxs )
{
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uint i, bit;
const mplane_t *p;
if( r_nocull->integer )
return false;
for( i = sizeof( RI.frustum ) / sizeof( RI.frustum[0] ), bit = 1, p = RI.frustum; i > 0; i--, bit<<=1, p++ )
{
if( !( RI.clipFlags & bit ))
continue;
switch( p->signbits )
{
case 0:
if( p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist )
return true;
break;
case 1:
if( p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist )
return true;
break;
case 2:
if( p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist )
return true;
break;
case 3:
if( p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist )
return true;
break;
case 4:
if( p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist )
return true;
break;
case 5:
if( p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist )
return true;
break;
case 6:
if( p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist )
return true;
break;
case 7:
if( p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist )
return true;
break;
default:
return false;
}
}
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return false;
}
qboolean R_WorldToScreen( const vec3_t point, vec3_t screen )
{
return false;
}
void R_ScreenToWorld( const vec3_t screen, vec3_t point )
{
}
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/*
===============
R_ClearScene
===============
*/
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void R_ClearScene( void )
{
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Mem_Set( r_entities, 0, sizeof( r_entities ));
r_numEntities = 0;
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}
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/*
===============
R_AddEntity
===============
*/
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qboolean R_AddEntity( struct cl_entity_s *pRefEntity, int entityType )
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{
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if( r_numEntities >= MAX_VISIBLE_PACKET )
return false;
pRefEntity->curstate.entityType = entityType;
r_entities[r_numEntities] = pRefEntity;
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r_numEntities++;
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return true;
}
/*
=============
R_Clear
=============
*/
static void R_Clear( int bitMask )
{
int bits;
bits = GL_DEPTH_BUFFER_BIT;
if( RI.drawWorld && r_fastsky->integer )
bits |= GL_COLOR_BUFFER_BIT;
if( glState.stencilEnabled && r_shadows->integer )
bits |= GL_STENCIL_BUFFER_BIT;
bits &= bitMask;
if( bits & GL_STENCIL_BUFFER_BIT )
pglClearStencil( 128 );
if( bits & GL_COLOR_BUFFER_BIT )
{
pglClearColor( 0.5f, 0.5f, 0.5f, 1.0f );
}
pglClear( bits );
gldepthmin = 0.0f;
gldepthmax = 1.0f;
pglDepthRange( gldepthmin, gldepthmax );
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}
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//=============================================================================
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/*
===============
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R_GetFarClip
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===============
*/
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static float R_GetFarClip( void )
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{
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if( cl.worldmodel && RI.drawWorld )
return RI.refdef.movevars->zmax;
return 2048.0f;
}
/*
===============
R_SetupFrustum
===============
*/
static void R_SetupFrustum( void )
{
vec3_t farPoint;
int i;
// 0 - left
// 1 - right
// 2 - down
// 3 - up
// 4 - farclip
// rotate RI.vforward right by FOV_X/2 degrees
RotatePointAroundVector( RI.frustum[0].normal, RI.vup, RI.vforward, -( 90 - RI.refdef.fov_x / 2 ));
// rotate RI.vforward left by FOV_X/2 degrees
RotatePointAroundVector( RI.frustum[1].normal, RI.vup, RI.vforward, 90 - RI.refdef.fov_x / 2 );
// rotate RI.vforward up by FOV_X/2 degrees
RotatePointAroundVector( RI.frustum[2].normal, RI.vright, RI.vforward, 90 - RI.refdef.fov_y / 2 );
// rotate RI.vforward down by FOV_X/2 degrees
RotatePointAroundVector( RI.frustum[3].normal, RI.vright, RI.vforward, -( 90 - RI.refdef.fov_y / 2 ));
// negate forward vector
VectorNegate( RI.vforward, RI.frustum[4].normal );
for( i = 0; i < 4; i++ )
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{
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RI.frustum[i].type = PLANE_NONAXIAL;
RI.frustum[i].dist = DotProduct( RI.vieworg, RI.frustum[i].normal );
RI.frustum[i].signbits = SignbitsForPlane( RI.frustum[i].normal );
}
VectorMA( RI.vieworg, R_GetFarClip(), RI.vforward, farPoint );
RI.frustum[i].type = PLANE_NONAXIAL;
RI.frustum[i].dist = DotProduct( farPoint, RI.frustum[i].normal );
RI.frustum[i].signbits = SignbitsForPlane( RI.frustum[i].normal );
}
/*
=============
R_SetupProjectionMatrix
=============
*/
static void R_SetupProjectionMatrix( const ref_params_t *fd, matrix4x4 m )
{
GLdouble xMin, xMax, yMin, yMax, zNear, zFar;
RI.farClip = R_GetFarClip();
zNear = 4.0f;
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zFar = max( 256.0f, RI.farClip );
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yMax = zNear * com.tan( fd->fov_y * M_PI / 360.0 );
yMin = -yMax;
xMax = zNear * com.tan( fd->fov_x * M_PI / 360.0 );
xMin = -xMax;
Matrix4x4_CreateProjection( m, xMax, xMin, yMax, yMin, zNear, zFar );
}
/*
=============
R_SetupModelviewMatrix
=============
*/
static void R_SetupModelviewMatrix( const ref_params_t *fd, matrix4x4 m )
{
#if 0
Matrix4x4_LoadIdentity( m );
Matrix4x4_ConcatRotate( m, -90, 1, 0, 0 );
Matrix4x4_ConcatRotate( m, 90, 0, 0, 1 );
#else
Matrix4x4_CreateModelview( m );
#endif
Matrix4x4_ConcatRotate( m, -fd->viewangles[2], 1, 0, 0 );
Matrix4x4_ConcatRotate( m, -fd->viewangles[0], 0, 1, 0 );
Matrix4x4_ConcatRotate( m, -fd->viewangles[1], 0, 0, 1 );
Matrix4x4_ConcatTranslate( m, -fd->vieworg[0], -fd->vieworg[1], -fd->vieworg[2] );
}
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/*
=============
R_LoadIdentity
=============
*/
void R_LoadIdentity( void )
{
if( tr.modelviewIdentity ) return;
Matrix4x4_LoadIdentity( RI.objectMatrix );
Matrix4x4_Copy( RI.modelviewMatrix, RI.worldviewMatrix );
GL_LoadMatrix( RI.modelviewMatrix );
tr.modelviewIdentity = true;
}
/*
=============
R_RotateForEntity
=============
*/
void R_RotateForEntity( cl_entity_t *e )
{
float *org, *ang;
float scale = 1.0f;
if( e == clgame.entities )
{
R_LoadIdentity();
return;
}
org = e->origin;
ang = e->angles;
if( e->model->type != mod_brush && e->curstate.scale > 0.0f )
scale = e->curstate.scale;
Matrix4x4_CreateFromEntity( RI.objectMatrix, org[0], org[1], org[2], ang[0], ang[1], ang[2], scale );
Matrix4x4_ConcatTransforms( RI.modelviewMatrix, RI.worldviewMatrix, RI.objectMatrix );
GL_LoadMatrix( RI.modelviewMatrix );
tr.modelviewIdentity = false;
}
/*
=============
R_TranslateForEntity
=============
*/
void R_TranslateForEntity( cl_entity_t *e )
{
float scale = 1.0f;
if( e == clgame.entities )
{
R_LoadIdentity();
return;
}
if( e->model->type != mod_brush && e->curstate.scale > 0.0f )
scale = e->curstate.scale;
Matrix4x4_LoadIdentity( RI.objectMatrix );
Matrix4x4_SetOrigin( RI.objectMatrix, e->origin[0], e->origin[1], e->origin[2] );
Matrix4x4_ConcatScale( RI.objectMatrix, scale );
Matrix4x4_ConcatTransforms( RI.modelviewMatrix, RI.worldviewMatrix, RI.objectMatrix );
GL_LoadMatrix( RI.modelviewMatrix );
tr.modelviewIdentity = false;
}
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/*
===============
R_SetupFrame
===============
*/
static void R_SetupFrame( void )
{
// build the transformation matrix for the given view angles
VectorCopy( RI.refdef.vieworg, RI.vieworg );
AngleVectors( RI.refdef.viewangles, RI.vforward, RI.vright, RI.vup );
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R_AnimateLight();
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tr.framecount++;
// current viewleaf
if( RI.drawWorld )
{
mleaf_t *leaf;
vec3_t tmp;
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VectorCopy( cl.worldmodel->mins, RI.visMins );
VectorCopy( cl.worldmodel->maxs, RI.visMaxs );
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if(!( RI.params & RP_OLDVIEWLEAF ))
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{
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r_oldviewleaf = r_viewleaf;
r_oldviewleaf2 = r_viewleaf2;
leaf = Mod_PointInLeaf( RI.pvsorigin, cl.worldmodel->nodes );
r_viewleaf2 = r_viewleaf = leaf;
// check above and below so crossing solid water doesn't draw wrong
if( leaf->contents == CONTENTS_EMPTY )
{
// look down a bit
VectorCopy( RI.pvsorigin, tmp );
tmp[2] -= 16;
leaf = Mod_PointInLeaf( tmp, cl.worldmodel->nodes );
if(( leaf->contents != CONTENTS_SOLID ) && ( leaf != r_viewleaf2 ))
r_viewleaf2 = leaf;
}
else
{
// look up a bit
VectorCopy( RI.pvsorigin, tmp );
tmp[2] += 16;
leaf = Mod_PointInLeaf( tmp, cl.worldmodel->nodes );
if(( leaf->contents != CONTENTS_SOLID ) && ( leaf != r_viewleaf2 ))
r_viewleaf2 = leaf;
}
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}
}
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}
/*
=============
R_SetupGL
=============
*/
static void R_SetupGL( void )
{
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if( RI.refdef.waterlevel >= 3 )
{
float f;
f = com.sin( cl.time * 0.4f * ( M_PI * 2.7f ));
RI.refdef.fov_x += f;
RI.refdef.fov_y -= f;
}
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R_SetupModelviewMatrix( &RI.refdef, RI.worldviewMatrix );
R_SetupProjectionMatrix( &RI.refdef, RI.projectionMatrix );
if( RI.params & RP_MIRRORVIEW ) RI.projectionMatrix[0][0] = -RI.projectionMatrix[0][0];
Matrix4x4_Concat( RI.worldviewProjectionMatrix, RI.projectionMatrix, RI.worldviewMatrix );
pglScissor( RI.scissor[0], RI.scissor[1], RI.scissor[2], RI.scissor[3] );
pglViewport( RI.viewport[0], RI.viewport[1], RI.viewport[2], RI.viewport[3] );
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pglMatrixMode( GL_PROJECTION );
GL_LoadMatrix( RI.projectionMatrix );
pglMatrixMode( GL_MODELVIEW );
GL_LoadMatrix( RI.worldviewMatrix );
if( RI.params & RP_CLIPPLANE )
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{
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GLdouble clip[4];
mplane_t *p = &RI.clipPlane;
clip[0] = p->normal[0];
clip[1] = p->normal[1];
clip[2] = p->normal[2];
clip[3] = -p->dist;
pglClipPlane( GL_CLIP_PLANE0, clip );
pglEnable( GL_CLIP_PLANE0 );
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}
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if( RI.params & RP_FLIPFRONTFACE )
GL_FrontFace( !glState.frontFace );
GL_Cull( GL_FRONT );
GL_SetState( GLSTATE_DEPTHWRITE );
}
/*
=============
R_EndGL
=============
*/
static void R_EndGL( void )
{
if( RI.params & RP_FLIPFRONTFACE )
GL_FrontFace( !glState.frontFace );
if( RI.params & RP_CLIPPLANE )
pglDisable( GL_CLIP_PLANE0 );
}
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/*
=============
R_DrawEntitiesOnList
=============
*/
void R_DrawEntitiesOnList( void )
{
int i;
if( !r_drawentities->integer )
return;
// first draw entities with rendermode 'normal'
for( i = 0; i < r_numEntities; i++ )
{
RI.currententity = r_entities[i];
ASSERT( RI.currententity != NULL );
if( RI.currententity->curstate.rendermode != kRenderNormal )
continue;
if( !RI.currententity->model )
continue;
switch( RI.currententity->model->type )
{
case mod_brush:
R_DrawBrushModel( RI.currententity );
break;
default:
break;
}
}
}
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/*
================
R_RenderScene
RI.refdef must be set before the first call
================
*/
void R_RenderScene( const ref_params_t *fd )
{
RI.refdef = *fd;
if( !cl.worldmodel && RI.drawWorld )
Host_Error( "R_RenderView: NULL worldmodel\n" );
R_PushDlights();
R_SetupFrame();
R_SetupFrustum();
R_SetupGL();
R_Clear( ~0 );
R_MarkLeaves();
R_DrawWorld();
CL_ExtraUpdate (); // don't let sound get messed up if going slow
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Tri_DrawTriangles( false );
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R_DrawEntitiesOnList();
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R_DrawWaterSurfaces();
Tri_DrawTriangles( true );
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R_EndGL();
}
/*
===============
R_BeginFrame
===============
*/
void R_BeginFrame( qboolean clearScene )
{
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if( gl_clear->integer && clearScene )
{
pglClearColor( 0.5f, 0.5f, 0.5f, 1.0f );
pglClear( GL_COLOR_BUFFER_BIT );
}
// update gamma
if( vid_gamma->modified )
{
vid_gamma->modified = false;
GL_UpdateGammaRamp();
}
// go into 2D mode
R_Set2DMode( true );
// draw buffer stuff
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pglDrawBuffer( GL_BACK );
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// texturemode stuff
// update texture parameters
if( gl_texturemode->modified || gl_texture_anisotropy->modified || gl_texture_lodbias ->modified )
R_SetTextureParameters();
// swapinterval stuff
GL_UpdateSwapInterval();
}
/*
===============
R_RenderFrame
===============
*/
void R_RenderFrame( const ref_params_t *fd, qboolean drawWorld )
{
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if( r_norefresh->integer )
return;
R_Set2DMode( false );
GL_BackendStartFrame();
if( drawWorld ) r_lastRefdef = *fd;
RI.params = RP_NONE;
RI.farClip = 0;
RI.rdflags = 0;
RI.clipFlags = 15;
RI.drawWorld = drawWorld;
RI.lerpFrac = cl.lerpFrac;
RI.thirdPerson = cl.thirdperson;
// adjust field of view for widescreen
if( glState.wideScreen && r_adjust_fov->integer )
V_AdjustFov( &RI.refdef.fov_x, &RI.refdef.fov_y, glState.width, glState.height, false );
VectorCopy( fd->vieworg, RI.pvsorigin );
// setup scissor
RI.scissor[0] = fd->viewport[0];
RI.scissor[1] = glState.height - fd->viewport[3] - fd->viewport[1];
RI.scissor[2] = fd->viewport[2];
RI.scissor[3] = fd->viewport[3];
// setup viewport
RI.viewport[0] = fd->viewport[0];
RI.viewport[1] = glState.height - fd->viewport[3] - fd->viewport[1];
RI.viewport[2] = fd->viewport[2];
RI.viewport[3] = fd->viewport[3];
if( gl_finish->integer && drawWorld )
pglFinish();
R_RenderScene( fd );
// R_BloomBlend( fd );
GL_BackendEndFrame();
R_Set2DMode( true );
R_ShowTextures();
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}
/*
===============
R_EndFrame
===============
*/
void R_EndFrame( void )
{
// flush any remaining 2D bits
R_Set2DMode( false );
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// check errors
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GL_CheckForErrors ();
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if( !pwglSwapBuffers( glw_state.hDC ))
Sys_Break( "wglSwapBuffers() failed!\n" );
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}
/*
===============
R_DrawCubemapView
===============
*/
void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size )
{
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}