1571 lines
38 KiB
C
1571 lines
38 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_main.c
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#include "gl_local.h"
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void R_Clear (void);
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viddef_t vid;
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renderer_imp_t ri;
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byte *r_temppool;
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int GL_TEXTURE0, GL_TEXTURE1;
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model_t *r_worldmodel;
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float gldepthmin, gldepthmax;
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glconfig_t gl_config;
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glstate_t gl_state;
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// vertex arrays
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float tex_array[MAX_ARRAY][2];
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float vert_array[MAX_ARRAY][3];
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float col_array[MAX_ARRAY][4];
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image_t *r_notexture; // use for bad textures
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image_t *r_particletexture;// little dot for particles
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entity_t *currententity;
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model_t *currentmodel;
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cplane_t frustum[4];
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int r_visframecount; // bumped when going to a new PVS
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int r_framecount; // used for dlight push checking
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int c_brush_polys, c_alias_polys;
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float v_blend[4]; // final blending color
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void GL_Strings_f( void );
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//
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// view origin
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//
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vec3_t vup;
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vec3_t vright;
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vec3_t vforward;
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vec3_t r_origin;
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float r_world_matrix[16];
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float r_base_world_matrix[16];
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//
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// screen size info
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//
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refdef_t r_newrefdef;
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int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
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cvar_t *r_norefresh;
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cvar_t *r_drawentities;
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cvar_t *r_drawworld;
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cvar_t *r_speeds;
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cvar_t *r_fullbright;
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cvar_t *r_novis;
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cvar_t *r_nocull;
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cvar_t *r_lerpmodels;
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cvar_t *r_lefthand;
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cvar_t *r_lightlevel; // FIXME: This is a HACK to get the client's light level
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cvar_t *r_emboss_bump;
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cvar_t *gl_nosubimage;
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cvar_t *gl_allow_software;
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cvar_t *gl_vertex_arrays;
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cvar_t *gl_particle_min_size;
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cvar_t *gl_particle_max_size;
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cvar_t *gl_particle_size;
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cvar_t *gl_particle_att_a;
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cvar_t *gl_particle_att_b;
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cvar_t *gl_particle_att_c;
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cvar_t *gl_ext_swapinterval;
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cvar_t *gl_ext_palettedtexture;
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cvar_t *gl_ext_multitexture;
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cvar_t *gl_ext_pointparameters;
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cvar_t *gl_ext_compiled_vertex_array;
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cvar_t *r_motionblur_intens;
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cvar_t *r_motionblur;
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cvar_t *gl_log;
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cvar_t *gl_bitdepth;
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cvar_t *gl_drawbuffer;
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cvar_t *gl_lightmap;
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cvar_t *gl_shadows;
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cvar_t *gl_mode;
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cvar_t *gl_dynamic;
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cvar_t *gl_modulate;
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cvar_t *gl_nobind;
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cvar_t *gl_round_down;
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cvar_t *gl_picmip;
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cvar_t *gl_skymip;
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cvar_t *gl_showtris;
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cvar_t *gl_ztrick;
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cvar_t *gl_finish;
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cvar_t *gl_clear;
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cvar_t *gl_cull;
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cvar_t *gl_polyblend;
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cvar_t *gl_flashblend;
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cvar_t *gl_playermip;
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cvar_t *gl_saturatelighting;
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cvar_t *gl_swapinterval;
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cvar_t *gl_texturemode;
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cvar_t *gl_texturealphamode;
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cvar_t *gl_texturesolidmode;
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cvar_t *gl_lockpvs;
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cvar_t *r_bloom;
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cvar_t *r_bloom_alpha;
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cvar_t *r_bloom_diamond_size;
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cvar_t *r_bloom_intensity;
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cvar_t *r_bloom_darken;
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cvar_t *r_bloom_sample_size;
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cvar_t *r_bloom_fast_sample;
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cvar_t *gl_3dlabs_broken;
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cvar_t *vid_fullscreen;
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cvar_t *vid_gamma;
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/*
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=================
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R_CullBox
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Returns true if the box is completely outside the frustom
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=================
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*/
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bool R_CullBox (vec3_t mins, vec3_t maxs)
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{
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int i;
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if (r_nocull->value)
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return false;
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for (i = 0; i < 4; i++)
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{
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if ( BoxOnPlaneSide(mins, maxs, &frustum[i]) == SIDE_ON)
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return true;
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}
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return false;
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}
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void R_RotateForEntity (entity_t *e)
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{
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qglTranslatef (e->origin[0], e->origin[1], e->origin[2]);
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qglRotatef (e->angles[1], 0, 0, 1);
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qglRotatef (-e->angles[0], 0, 1, 0);
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qglRotatef (-e->angles[2], 1, 0, 0);
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}
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//==================================================================================
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/*
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=============
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R_DrawNullModel
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=============
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*/
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void R_DrawNullModel (void)
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{
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vec3_t shadelight;
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int i;
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if ( currententity->flags & RF_FULLBRIGHT )
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shadelight[0] = shadelight[1] = shadelight[2] = 1.0F;
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else
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R_LightPoint (currententity->origin, shadelight);
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qglPushMatrix ();
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R_RotateForEntity (currententity);
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qglDisable (GL_TEXTURE_2D);
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qglColor3fv (shadelight);
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qglBegin (GL_TRIANGLE_FAN);
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qglVertex3f (0, 0, -16);
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for (i=0 ; i<=4 ; i++)
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qglVertex3f (16*cos(i*M_PI/2), 16*sin(i*M_PI/2), 0);
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qglEnd ();
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qglBegin (GL_TRIANGLE_FAN);
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qglVertex3f (0, 0, 16);
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for (i=4 ; i>=0 ; i--)
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qglVertex3f (16*cos(i*M_PI/2), 16*sin(i*M_PI/2), 0);
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qglEnd ();
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qglColor3f (1,1,1);
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qglPopMatrix ();
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qglEnable (GL_TEXTURE_2D);
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}
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/*
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=============
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R_DrawEntitiesOnList
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=============
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*/
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void R_DrawEntitiesOnList (void)
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{
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int i;
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if (!r_drawentities->value) return;
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// draw non-transparent first
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for (i = 0; i < r_newrefdef.num_entities; i++)
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{
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currententity = &r_newrefdef.entities[i];
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if ( currententity->flags & RF_BEAM )
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{
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R_DrawBeam( currententity );
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}
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else
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{
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currentmodel = currententity->model;
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if (!currentmodel)
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{
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R_DrawNullModel ();
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continue;
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}
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switch (currentmodel->type)
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{
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case mod_alias:
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R_DrawAliasModel( RENDERPASS_SOLID );
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break;
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case mod_brush:
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R_DrawBrushModel( RENDERPASS_SOLID );
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break;
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case mod_sprite:
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R_DrawSpriteModel( RENDERPASS_SOLID );
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break;
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case mod_studio:
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R_DrawStudioModel( RENDERPASS_SOLID );
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break;
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default:
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Sys_Error ("Bad modeltype. Pass: solid");
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break;
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}
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}
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}
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// draw transparent entities
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// we could sort these if it ever becomes a problem...
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qglDepthMask (0); // no z writes
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for (i = 0; i < r_newrefdef.num_entities; i++)
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{
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currententity = &r_newrefdef.entities[i];
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if ( currententity->flags & RF_BEAM )
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{
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R_DrawBeam( currententity );
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}
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else
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{
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currentmodel = currententity->model;
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if (!currentmodel)
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{
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R_DrawNullModel ();
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continue;
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}
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switch (currentmodel->type)
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{
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case mod_alias:
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R_DrawAliasModel( RENDERPASS_ALPHA );
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break;
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case mod_brush:
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R_DrawBrushModel( RENDERPASS_ALPHA );
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break;
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case mod_sprite:
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R_DrawSpriteModel( RENDERPASS_ALPHA );
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break;
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case mod_studio:
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R_DrawStudioModel( RENDERPASS_ALPHA );
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break;
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default:
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Sys_Error ("Bad modeltype. Pass: alpha");
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break;
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}
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}
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}
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qglDepthMask(1);// back to writing
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}
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/*
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** GL_DrawParticles
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**
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*/
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void GL_DrawParticles( int num_particles, const particle_t particles[], const unsigned colortable[768] )
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{
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const particle_t *p;
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int i;
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vec3_t up, right;
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float scale;
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byte color[4];
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GL_Bind(r_particletexture->texnum[0]);
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qglDepthMask( GL_FALSE ); // no z buffering
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qglEnable( GL_BLEND );
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GL_TexEnv( GL_MODULATE );
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qglBegin( GL_TRIANGLES );
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VectorScale (vup, 1.5, up);
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VectorScale (vright, 1.5, right);
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for ( p = particles, i=0 ; i < num_particles ; i++,p++)
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{
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// hack a scale up to keep particles from disapearing
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scale = ( p->origin[0] - r_origin[0] ) * vforward[0] +
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( p->origin[1] - r_origin[1] ) * vforward[1] +
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( p->origin[2] - r_origin[2] ) * vforward[2];
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if (scale < 20)
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scale = 1;
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else
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scale = 1 + scale * 0.004;
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*(int *)color = colortable[p->color];
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color[3] = p->alpha*255;
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qglColor4ubv( color );
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qglTexCoord2f( 0.0625, 0.0625 );
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qglVertex3fv( p->origin );
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qglTexCoord2f( 1.0625, 0.0625 );
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qglVertex3f( p->origin[0] + up[0]*scale,
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p->origin[1] + up[1]*scale,
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p->origin[2] + up[2]*scale);
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qglTexCoord2f( 0.0625, 1.0625 );
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qglVertex3f( p->origin[0] + right[0]*scale,
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p->origin[1] + right[1]*scale,
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p->origin[2] + right[2]*scale);
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}
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qglEnd ();
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qglDisable( GL_BLEND );
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qglColor4f( 1,1,1,1 );
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qglDepthMask( 1 ); // back to normal Z buffering
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GL_TexEnv( GL_REPLACE );
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}
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/*
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===============
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R_DrawParticles
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===============
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*/
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void R_DrawParticles (void)
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{
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if ( gl_ext_pointparameters->value && qglPointParameterfEXT )
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{
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int i;
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unsigned char color[4];
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const particle_t *p;
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qglDepthMask( GL_FALSE );
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qglEnable( GL_BLEND );
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qglDisable( GL_TEXTURE_2D );
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qglPointSize( gl_particle_size->value );
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qglBegin( GL_POINTS );
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for ( i = 0, p = r_newrefdef.particles; i < r_newrefdef.num_particles; i++, p++ )
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{
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*(int *)color = d_8to24table[p->color];
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color[3] = p->alpha*255;
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qglColor4ubv( color );
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qglVertex3fv( p->origin );
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}
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qglEnd();
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qglDisable( GL_BLEND );
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qglColor4f( 1.0F, 1.0F, 1.0F, 1.0F );
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qglDepthMask( GL_TRUE );
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qglEnable( GL_TEXTURE_2D );
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}
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else
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{
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GL_DrawParticles( r_newrefdef.num_particles, r_newrefdef.particles, d_8to24table );
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}
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}
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/*
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============
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R_PolyBlend
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============
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*/
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void R_PolyBlend (void)
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{
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}
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//=======================================================================
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int SignbitsForPlane (cplane_t *out)
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{
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int bits, j;
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// for fast box on planeside test
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bits = 0;
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for (j=0 ; j<3 ; j++)
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{
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if (out->normal[j] < 0)
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bits |= 1<<j;
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}
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return bits;
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}
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void R_SetFrustum (void)
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{
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int i;
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#if 0
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/*
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** this code is wrong, since it presume a 90 degree FOV both in the
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** horizontal and vertical plane
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*/
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// front side is visible
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VectorAdd (vforward, vright, frustum[0].normal);
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VectorSubtract (vforward, vright, frustum[1].normal);
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VectorAdd (vforward, vup, frustum[2].normal);
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VectorSubtract (vforward, vup, frustum[3].normal);
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// we theoretically don't need to normalize these vectors, but I do it
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// anyway so that debugging is a little easier
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VectorNormalize( frustum[0].normal );
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VectorNormalize( frustum[1].normal );
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VectorNormalize( frustum[2].normal );
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VectorNormalize( frustum[3].normal );
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#else
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// rotate VPN right by FOV_X/2 degrees
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RotatePointAroundVector( frustum[0].normal, vup, vforward, -(90-r_newrefdef.fov_x / 2 ) );
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// rotate VPN left by FOV_X/2 degrees
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RotatePointAroundVector( frustum[1].normal, vup, vforward, 90-r_newrefdef.fov_x / 2 );
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// rotate VPN up by FOV_X/2 degrees
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RotatePointAroundVector( frustum[2].normal, vright, vforward, 90-r_newrefdef.fov_y / 2 );
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// rotate VPN down by FOV_X/2 degrees
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RotatePointAroundVector( frustum[3].normal, vright, vforward, -( 90 - r_newrefdef.fov_y / 2 ) );
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#endif
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for (i=0 ; i<4 ; i++)
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{
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frustum[i].type = PLANE_ANYZ;
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frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
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frustum[i].signbits = SignbitsForPlane (&frustum[i]);
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}
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}
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//=======================================================================
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/*
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===============
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R_SetupFrame
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===============
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*/
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void R_SetupFrame (void)
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{
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int i;
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mleaf_t *leaf;
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r_framecount++;
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// build the transformation matrix for the given view angles
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VectorCopy (r_newrefdef.vieworg, r_origin);
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AngleVectors(r_newrefdef.viewangles, vforward, vright, vup);
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// current viewcluster
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if ( !( r_newrefdef.rdflags & RDF_NOWORLDMODEL ) )
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{
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r_oldviewcluster = r_viewcluster;
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r_oldviewcluster2 = r_viewcluster2;
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leaf = Mod_PointInLeaf (r_origin, r_worldmodel);
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r_viewcluster = r_viewcluster2 = leaf->cluster;
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// check above and below so crossing solid water doesn't draw wrong
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if (!leaf->contents)
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{ // look down a bit
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vec3_t temp;
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VectorCopy (r_origin, temp);
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temp[2] -= 16;
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leaf = Mod_PointInLeaf (temp, r_worldmodel);
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if ( !(leaf->contents & CONTENTS_SOLID) &&
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(leaf->cluster != r_viewcluster2) )
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r_viewcluster2 = leaf->cluster;
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}
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else
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{ // look up a bit
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vec3_t temp;
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VectorCopy (r_origin, temp);
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temp[2] += 16;
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leaf = Mod_PointInLeaf (temp, r_worldmodel);
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if ( !(leaf->contents & CONTENTS_SOLID) &&
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(leaf->cluster != r_viewcluster2) )
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r_viewcluster2 = leaf->cluster;
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}
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}
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for (i=0 ; i<4 ; i++)
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v_blend[i] = r_newrefdef.blend[i];
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c_brush_polys = 0;
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c_alias_polys = 0;
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// clear out the portion of the screen that the NOWORLDMODEL defines
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if ( r_newrefdef.rdflags & RDF_NOWORLDMODEL )
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{
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|
qglEnable( GL_SCISSOR_TEST );
|
|
qglClearColor( 0.3, 0.3, 0.3, 1 );
|
|
qglScissor( r_newrefdef.x, vid.height - r_newrefdef.height - r_newrefdef.y, r_newrefdef.width, r_newrefdef.height );
|
|
qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
|
|
qglClearColor( 1, 0, 0.5, 0.5 );
|
|
qglDisable( GL_SCISSOR_TEST );
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_SetupGL
|
|
=============
|
|
*/
|
|
void R_SetupGL (void)
|
|
{
|
|
float screenaspect;
|
|
// float yfov;
|
|
int x, x2, y2, y, w, h;
|
|
|
|
//
|
|
// set up viewport
|
|
//
|
|
x = floor(r_newrefdef.x * vid.width / vid.width);
|
|
x2 = ceil((r_newrefdef.x + r_newrefdef.width) * vid.width / vid.width);
|
|
y = floor(vid.height - r_newrefdef.y * vid.height / vid.height);
|
|
y2 = ceil(vid.height - (r_newrefdef.y + r_newrefdef.height) * vid.height / vid.height);
|
|
|
|
w = x2 - x;
|
|
h = y - y2;
|
|
|
|
qglViewport (x, y2, w, h);
|
|
|
|
//
|
|
// set up projection matrix
|
|
//
|
|
screenaspect = (float)r_newrefdef.width/r_newrefdef.height;
|
|
// yfov = 2*atan((float)r_newrefdef.height/r_newrefdef.width)*180/M_PI;
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadIdentity ();
|
|
qglPerspective (r_newrefdef.fov_y, screenaspect, 4, 4096);
|
|
|
|
qglCullFace(GL_FRONT);
|
|
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglLoadIdentity ();
|
|
|
|
qglRotatef (-90, 1, 0, 0); // put Z going up
|
|
qglRotatef (90, 0, 0, 1); // put Z going up
|
|
qglRotatef (-r_newrefdef.viewangles[2], 1, 0, 0);
|
|
qglRotatef (-r_newrefdef.viewangles[0], 0, 1, 0);
|
|
qglRotatef (-r_newrefdef.viewangles[1], 0, 0, 1);
|
|
qglTranslatef (-r_newrefdef.vieworg[0], -r_newrefdef.vieworg[1], -r_newrefdef.vieworg[2]);
|
|
|
|
// if ( gl_state.camera_separation != 0 && gl_state.stereo_enabled )
|
|
// qglTranslatef ( gl_state.camera_separation, 0, 0 );
|
|
|
|
qglGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
|
|
|
|
//
|
|
// set drawing parms
|
|
//
|
|
if (gl_cull->value)
|
|
qglEnable(GL_CULL_FACE);
|
|
else
|
|
qglDisable(GL_CULL_FACE);
|
|
|
|
qglDisable(GL_BLEND);
|
|
qglDisable(GL_ALPHA_TEST);
|
|
qglEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_Clear
|
|
=============
|
|
*/
|
|
void R_Clear (void)
|
|
{
|
|
if (gl_ztrick->value)
|
|
{
|
|
static int trickframe;
|
|
|
|
if (gl_clear->value)
|
|
qglClear (GL_COLOR_BUFFER_BIT);
|
|
|
|
trickframe++;
|
|
if (trickframe & 1)
|
|
{
|
|
gldepthmin = 0;
|
|
gldepthmax = 0.49999;
|
|
qglDepthFunc (GL_LEQUAL);
|
|
}
|
|
else
|
|
{
|
|
gldepthmin = 1;
|
|
gldepthmax = 0.5;
|
|
qglDepthFunc (GL_GEQUAL);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (gl_clear->value)
|
|
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
else
|
|
qglClear (GL_DEPTH_BUFFER_BIT);
|
|
gldepthmin = 0;
|
|
gldepthmax = 1;
|
|
qglDepthFunc (GL_LEQUAL);
|
|
}
|
|
|
|
qglDepthRange (gldepthmin, gldepthmax);
|
|
|
|
}
|
|
|
|
void R_Flash( void )
|
|
{
|
|
R_PolyBlend ();
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderView
|
|
|
|
r_newrefdef must be set before the first call
|
|
================
|
|
*/
|
|
void R_RenderView (refdef_t *fd)
|
|
{
|
|
if (r_norefresh->value)
|
|
return;
|
|
|
|
r_newrefdef = *fd;
|
|
|
|
if (!r_worldmodel && !( r_newrefdef.rdflags & RDF_NOWORLDMODEL ) )
|
|
Sys_Error ("R_RenderView: NULL worldmodel");
|
|
|
|
if (r_speeds->value)
|
|
{
|
|
c_brush_polys = 0;
|
|
c_alias_polys = 0;
|
|
}
|
|
|
|
R_PushDlights ();
|
|
|
|
if (gl_finish->value) qglFinish ();
|
|
|
|
R_SetupFrame ();
|
|
|
|
R_SetFrustum ();
|
|
|
|
R_SetupGL ();
|
|
|
|
R_MarkLeaves (); // done here so we know if we're in water
|
|
|
|
R_DrawWorld ();
|
|
|
|
R_DrawEntitiesOnList ();
|
|
|
|
R_RenderDlights ();
|
|
|
|
R_DrawParticles ();
|
|
|
|
R_DrawAlphaSurfaces ();
|
|
|
|
R_Flash();
|
|
|
|
R_BloomBlend (fd);
|
|
}
|
|
|
|
int R_DrawRSpeeds(char *S)
|
|
{
|
|
return sprintf(S, "%4i wpoly %4i epoly %i tex %i lmaps", c_brush_polys, c_alias_polys, c_visible_textures, c_visible_lightmaps );
|
|
}
|
|
|
|
dword blurtex = 0;
|
|
dword blur_shader = 0;
|
|
|
|
void R_SetGL2D (void)
|
|
{
|
|
// set 2D virtual screen size
|
|
qglViewport (0,0, vid.width, vid.height);
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadIdentity ();
|
|
qglOrtho (0, vid.width, vid.height, 0, -99999, 99999);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglLoadIdentity ();
|
|
qglDisable (GL_DEPTH_TEST);
|
|
qglDisable (GL_CULL_FACE);
|
|
GL_DisableAlphaTest();
|
|
GL_EnableBlend();
|
|
|
|
if (gl_state.nv_tex_rectangle ) gl_state.tex_rectangle_type = GL_TEXTURE_RECTANGLE_NV;
|
|
if (gl_state.ati_tex_rectangle) gl_state.tex_rectangle_type = GL_TEXTURE_RECTANGLE_EXT;
|
|
|
|
if(!r_motionblur->value && v_blend[3])
|
|
{
|
|
qglDisable (GL_TEXTURE_2D);
|
|
qglColor4fv (v_blend);
|
|
|
|
VA_SetElem2(vert_array[0], 0, 0);
|
|
VA_SetElem2(vert_array[1], vid.width, 0);
|
|
VA_SetElem2(vert_array[2], vid.width, vid.height);
|
|
VA_SetElem2(vert_array[3], 0, vid.height);
|
|
|
|
GL_LockArrays( 4 );
|
|
qglDrawArrays(GL_QUADS, 0, 4);
|
|
GL_UnlockArrays();
|
|
|
|
qglColor4f (1,1,1,1);
|
|
qglEnable (GL_TEXTURE_2D);
|
|
}
|
|
else if (r_motionblur->value && (r_newrefdef.rdflags & (RDF_PAIN|RDF_WATER|RDF_LAVA|RDF_SLIME)))
|
|
{
|
|
if(!gl_state.nv_tex_rectangle && !gl_state.ati_tex_rectangle) return;
|
|
if (blurtex)
|
|
{
|
|
GL_TexEnv(GL_MODULATE);
|
|
qglDisable(GL_TEXTURE_2D);
|
|
|
|
qglEnable(gl_state.tex_rectangle_type);
|
|
qglDisable (GL_ALPHA_TEST);
|
|
qglEnable (GL_BLEND);
|
|
qglBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
if(r_newrefdef.rdflags & (RDF_PAIN))
|
|
qglColor4f (1, 0, 0, r_motionblur_intens->value);
|
|
else if (r_newrefdef.rdflags & (RDF_WATER))
|
|
qglColor4f (1, 1, 1, r_motionblur_intens->value);
|
|
else if(r_newrefdef.rdflags & (RDF_LAVA))
|
|
qglColor4f (1, 0.3, 0, r_motionblur_intens->value);
|
|
else if (r_newrefdef.rdflags & (RDF_SLIME))
|
|
qglColor4f (0, 1, 0.5, r_motionblur_intens->value);
|
|
|
|
qglBegin(GL_QUADS);
|
|
qglTexCoord2f(0,vid.height);
|
|
qglVertex2f(0,0);
|
|
qglTexCoord2f(vid.width,vid.height);
|
|
qglVertex2f(vid.width,0);
|
|
qglTexCoord2f(vid.width,0);
|
|
qglVertex2f(vid.width,vid.height);
|
|
qglTexCoord2f(0,0);
|
|
qglVertex2f(0,vid.height);
|
|
qglEnd();
|
|
|
|
qglDisable(gl_state.tex_rectangle_type);
|
|
qglEnable(GL_TEXTURE_2D);
|
|
}
|
|
if (!blurtex) qglGenTextures(1,&blurtex);
|
|
qglBindTexture(gl_state.tex_rectangle_type,blurtex);
|
|
qglCopyTexImage2D(gl_state.tex_rectangle_type,0,GL_RGB,0,0,vid.width,vid.height,0);
|
|
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
}
|
|
|
|
GL_DisableBlend();
|
|
GL_EnableAlphaTest();
|
|
qglColor4f (1,1,1,1);
|
|
|
|
if (r_speeds->value)
|
|
{
|
|
char S[128];
|
|
int n = 0;
|
|
int i;
|
|
|
|
n = R_DrawRSpeeds(S);
|
|
qglColor4f(1, 0, 1, 1);
|
|
for (i = 0; i < n; i++)
|
|
Draw_Char(r_newrefdef.width - 60 + ((i - n) * 8), r_newrefdef.height - 60, 128 + S[i]);
|
|
qglColor4f (1, 1, 1, 1);
|
|
}
|
|
|
|
}
|
|
|
|
static void GL_DrawColoredStereoLinePair( float r, float g, float b, float y )
|
|
{
|
|
qglColor3f( r, g, b );
|
|
qglVertex2f( 0, y );
|
|
qglVertex2f( vid.width, y );
|
|
qglColor3f( 0, 0, 0 );
|
|
qglVertex2f( 0, y + 1 );
|
|
qglVertex2f( vid.width, y + 1 );
|
|
}
|
|
|
|
static void GL_DrawStereoPattern( void )
|
|
{
|
|
int i;
|
|
|
|
if ( !gl_state.stereo_enabled )
|
|
return;
|
|
|
|
R_SetGL2D();
|
|
|
|
qglDrawBuffer( GL_BACK_LEFT );
|
|
|
|
for ( i = 0; i < 20; i++ )
|
|
{
|
|
qglBegin( GL_LINES );
|
|
GL_DrawColoredStereoLinePair( 1, 0, 0, 0 );
|
|
GL_DrawColoredStereoLinePair( 1, 0, 0, 2 );
|
|
GL_DrawColoredStereoLinePair( 1, 0, 0, 4 );
|
|
GL_DrawColoredStereoLinePair( 1, 0, 0, 6 );
|
|
GL_DrawColoredStereoLinePair( 0, 1, 0, 8 );
|
|
GL_DrawColoredStereoLinePair( 1, 1, 0, 10);
|
|
GL_DrawColoredStereoLinePair( 1, 1, 0, 12);
|
|
GL_DrawColoredStereoLinePair( 0, 1, 0, 14);
|
|
qglEnd();
|
|
|
|
GLimp_EndFrame();
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
R_SetLightLevel
|
|
|
|
====================
|
|
*/
|
|
void R_SetLightLevel (void)
|
|
{
|
|
vec3_t shadelight;
|
|
|
|
if (r_newrefdef.rdflags & RDF_NOWORLDMODEL)
|
|
return;
|
|
|
|
// save off light value for server to look at (BIG HACK!)
|
|
|
|
R_LightPoint (r_newrefdef.vieworg, shadelight);
|
|
|
|
// pick the greatest component, which should be the same
|
|
// as the mono value returned by software
|
|
if (shadelight[0] > shadelight[1])
|
|
{
|
|
if (shadelight[0] > shadelight[2])
|
|
r_lightlevel->value = 150*shadelight[0];
|
|
else
|
|
r_lightlevel->value = 150*shadelight[2];
|
|
}
|
|
else
|
|
{
|
|
if (shadelight[1] > shadelight[2])
|
|
r_lightlevel->value = 150*shadelight[1];
|
|
else
|
|
r_lightlevel->value = 150*shadelight[2];
|
|
}
|
|
|
|
}
|
|
|
|
/*
|
|
@@@@@@@@@@@@@@@@@@@@@
|
|
R_RenderFrame
|
|
|
|
@@@@@@@@@@@@@@@@@@@@@
|
|
*/
|
|
void R_RenderFrame (refdef_t *fd)
|
|
{
|
|
R_RenderView( fd );
|
|
R_SetLightLevel ();
|
|
R_SetGL2D ();
|
|
}
|
|
|
|
|
|
void R_Register( void )
|
|
{
|
|
r_lefthand = ri.Cvar_Get( "hand", "0", CVAR_USERINFO | CVAR_ARCHIVE );
|
|
r_norefresh = ri.Cvar_Get ("r_norefresh", "0", 0);
|
|
r_fullbright = ri.Cvar_Get ("r_fullbright", "0", 0);
|
|
r_drawentities = ri.Cvar_Get ("r_drawentities", "1", 0);
|
|
r_drawworld = ri.Cvar_Get ("r_drawworld", "1", 0);
|
|
r_novis = ri.Cvar_Get ("r_novis", "0", 0);
|
|
r_nocull = ri.Cvar_Get ("r_nocull", "0", 0);
|
|
r_lerpmodels = ri.Cvar_Get ("r_lerpmodels", "1", 0);
|
|
r_speeds = ri.Cvar_Get ("r_speeds", "0", 0);
|
|
|
|
r_lightlevel = ri.Cvar_Get ("r_lightlevel", "0", 0);
|
|
r_emboss_bump = ri.Cvar_Get ("r_emboss_bump", "0", 0);
|
|
|
|
r_motionblur_intens = ri.Cvar_Get( "r_motionblur_intens", "0.65", CVAR_ARCHIVE );
|
|
r_motionblur = ri.Cvar_Get( "r_motionblur", "0", CVAR_ARCHIVE );
|
|
|
|
gl_nosubimage = ri.Cvar_Get( "gl_nosubimage", "0", 0 );
|
|
gl_allow_software = ri.Cvar_Get( "gl_allow_software", "0", 0 );
|
|
|
|
gl_particle_min_size = ri.Cvar_Get( "gl_particle_min_size", "2", CVAR_ARCHIVE );
|
|
gl_particle_max_size = ri.Cvar_Get( "gl_particle_max_size", "40", CVAR_ARCHIVE );
|
|
gl_particle_size = ri.Cvar_Get( "gl_particle_size", "40", CVAR_ARCHIVE );
|
|
gl_particle_att_a = ri.Cvar_Get( "gl_particle_att_a", "0.01", CVAR_ARCHIVE );
|
|
gl_particle_att_b = ri.Cvar_Get( "gl_particle_att_b", "0.0", CVAR_ARCHIVE );
|
|
gl_particle_att_c = ri.Cvar_Get( "gl_particle_att_c", "0.01", CVAR_ARCHIVE );
|
|
|
|
r_bloom = ri.Cvar_Get( "r_bloom", "0", CVAR_ARCHIVE );
|
|
r_bloom_alpha = ri.Cvar_Get( "r_bloom_alpha", "0.5", CVAR_ARCHIVE );
|
|
r_bloom_diamond_size = ri.Cvar_Get( "r_bloom_diamond_size", "8", CVAR_ARCHIVE );
|
|
r_bloom_intensity = ri.Cvar_Get( "r_bloom_intensity", "0.6", CVAR_ARCHIVE );
|
|
r_bloom_darken = ri.Cvar_Get( "r_bloom_darken", "4", CVAR_ARCHIVE );
|
|
r_bloom_sample_size = ri.Cvar_Get( "r_bloom_sample_size", "128", CVAR_ARCHIVE );
|
|
r_bloom_fast_sample = ri.Cvar_Get( "r_bloom_fast_sample", "0", CVAR_ARCHIVE );
|
|
|
|
gl_modulate = ri.Cvar_Get ("gl_modulate", "1", CVAR_ARCHIVE );
|
|
gl_log = ri.Cvar_Get( "gl_log", "0", 0 );
|
|
gl_bitdepth = ri.Cvar_Get( "gl_bitdepth", "0", 0 );
|
|
gl_mode = ri.Cvar_Get( "gl_mode", "3", CVAR_ARCHIVE );
|
|
gl_lightmap = ri.Cvar_Get ("gl_lightmap", "0", 0);
|
|
gl_shadows = ri.Cvar_Get ("gl_shadows", "0", CVAR_ARCHIVE );
|
|
gl_dynamic = ri.Cvar_Get ("gl_dynamic", "1", 0);
|
|
gl_nobind = ri.Cvar_Get ("gl_nobind", "0", 0);
|
|
gl_round_down = ri.Cvar_Get ("gl_round_down", "1", 0);
|
|
gl_picmip = ri.Cvar_Get ("gl_picmip", "0", 0);
|
|
gl_skymip = ri.Cvar_Get ("gl_skymip", "0", 0);
|
|
gl_showtris = ri.Cvar_Get ("gl_showtris", "0", 0);
|
|
gl_ztrick = ri.Cvar_Get ("gl_ztrick", "0", 0);
|
|
gl_finish = ri.Cvar_Get ("gl_finish", "0", CVAR_ARCHIVE);
|
|
gl_clear = ri.Cvar_Get ("gl_clear", "0", 0);
|
|
gl_cull = ri.Cvar_Get ("gl_cull", "1", 0);
|
|
gl_polyblend = ri.Cvar_Get ("gl_polyblend", "1", 0);
|
|
gl_flashblend = ri.Cvar_Get ("gl_flashblend", "0", 0);
|
|
gl_playermip = ri.Cvar_Get ("gl_playermip", "0", 0);
|
|
gl_texturemode = ri.Cvar_Get( "gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE );
|
|
gl_texturealphamode = ri.Cvar_Get( "gl_texturealphamode", "default", CVAR_ARCHIVE );
|
|
gl_texturesolidmode = ri.Cvar_Get( "gl_texturesolidmode", "default", CVAR_ARCHIVE );
|
|
gl_lockpvs = ri.Cvar_Get( "gl_lockpvs", "0", 0 );
|
|
|
|
gl_vertex_arrays = ri.Cvar_Get( "gl_vertex_arrays", "0", CVAR_ARCHIVE );
|
|
|
|
gl_ext_swapinterval = ri.Cvar_Get( "gl_ext_swapinterval", "1", CVAR_ARCHIVE );
|
|
gl_ext_palettedtexture = ri.Cvar_Get( "gl_ext_palettedtexture", "0", CVAR_ARCHIVE );
|
|
gl_ext_multitexture = ri.Cvar_Get( "gl_ext_multitexture", "1", CVAR_ARCHIVE );
|
|
gl_ext_pointparameters = ri.Cvar_Get( "gl_ext_pointparameters", "1", CVAR_ARCHIVE );
|
|
gl_ext_compiled_vertex_array = ri.Cvar_Get( "gl_ext_compiled_vertex_array", "1", CVAR_ARCHIVE );
|
|
|
|
gl_drawbuffer = ri.Cvar_Get( "gl_drawbuffer", "GL_BACK", 0 );
|
|
gl_swapinterval = ri.Cvar_Get( "gl_swapinterval", "1", CVAR_ARCHIVE );
|
|
|
|
gl_saturatelighting = ri.Cvar_Get( "gl_saturatelighting", "0", 0 );
|
|
|
|
gl_3dlabs_broken = ri.Cvar_Get( "gl_3dlabs_broken", "1", CVAR_ARCHIVE );
|
|
|
|
vid_fullscreen = ri.Cvar_Get( "vid_fullscreen", "0", CVAR_ARCHIVE );
|
|
vid_gamma = ri.Cvar_Get( "vid_gamma", "1.0", CVAR_ARCHIVE );
|
|
|
|
ri.Cmd_AddCommand( "imagelist", R_ImageList_f );
|
|
ri.Cmd_AddCommand( "screenshot", GL_ScreenShot_f );
|
|
ri.Cmd_AddCommand( "modellist", Mod_Modellist_f );
|
|
ri.Cmd_AddCommand( "gl_strings", GL_Strings_f );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
R_SetMode
|
|
==================
|
|
*/
|
|
bool R_SetMode (void)
|
|
{
|
|
rserr_t err;
|
|
bool fullscreen;
|
|
|
|
if ( vid_fullscreen->modified && !gl_config.allow_cds )
|
|
{
|
|
MsgWarn("R_SetMode: CDS not allowed with this driver\n" );
|
|
ri.Cvar_SetValue( "vid_fullscreen", !vid_fullscreen->value );
|
|
vid_fullscreen->modified = false;
|
|
}
|
|
|
|
fullscreen = vid_fullscreen->value;
|
|
|
|
vid_fullscreen->modified = false;
|
|
gl_mode->modified = false;
|
|
|
|
if ( ( err = GLimp_SetMode( &vid.width, &vid.height, gl_mode->value, fullscreen ) ) == rserr_ok )
|
|
{
|
|
gl_state.prev_mode = gl_mode->value;
|
|
}
|
|
else
|
|
{
|
|
if ( err == rserr_invalid_fullscreen )
|
|
{
|
|
ri.Cvar_SetValue( "vid_fullscreen", 0);
|
|
vid_fullscreen->modified = false;
|
|
MsgWarn("R_SetMode: fullscreen unavailable in this mode\n" );
|
|
if ( ( err = GLimp_SetMode( &vid.width, &vid.height, gl_mode->value, false ) ) == rserr_ok )
|
|
return true;
|
|
}
|
|
else if ( err == rserr_invalid_mode )
|
|
{
|
|
ri.Cvar_SetValue( "gl_mode", gl_state.prev_mode );
|
|
gl_mode->modified = false;
|
|
MsgWarn("R_SetMode: invalid mode\n" );
|
|
}
|
|
|
|
// try setting it back to something safe
|
|
if ( ( err = GLimp_SetMode( &vid.width, &vid.height, gl_state.prev_mode, false ) ) != rserr_ok )
|
|
{
|
|
MsgWarn("R_SetMode: could not revert to safe mode\n" );
|
|
return false;
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_Init
|
|
===============
|
|
*/
|
|
int R_Init( void *hinstance, void *hWnd )
|
|
{
|
|
char renderer_buffer[1000];
|
|
char vendor_buffer[1000];
|
|
int err;
|
|
int j;
|
|
extern float r_turbsin[256];
|
|
|
|
r_temppool = Mem_AllocPool( "Render Memory" );
|
|
|
|
for ( j = 0; j < 256; j++ )
|
|
{
|
|
r_turbsin[j] *= 0.5;
|
|
}
|
|
|
|
R_GetPalette ();
|
|
R_Register();
|
|
|
|
// initialize our QGL dynamic bindings
|
|
if ( !QGL_Init( "opengl32" ) )
|
|
{
|
|
QGL_Shutdown();
|
|
return false;
|
|
}
|
|
|
|
// initialize OS-specific parts of OpenGL
|
|
if ( !GLimp_Init( hinstance, hWnd ) )
|
|
{
|
|
QGL_Shutdown();
|
|
return false;
|
|
}
|
|
|
|
// set our "safe" modes
|
|
gl_state.prev_mode = 3;
|
|
|
|
// create the window and set up the context
|
|
if ( !R_SetMode () )
|
|
{
|
|
QGL_Shutdown();
|
|
MsgWarn("R_Init: could not R_SetMode()\n" );
|
|
return false;
|
|
}
|
|
|
|
MsgDev(D_INFO, "------- Loading bin/renderer.dll [%g] -------\n", RENDERER_VERSION );
|
|
ri.Vid_MenuInit();
|
|
|
|
//get our various GL strings
|
|
gl_config.vendor_string = qglGetString (GL_VENDOR);
|
|
MsgDev(D_INFO, "GL_VENDOR: %s\n", gl_config.vendor_string );
|
|
gl_config.renderer_string = qglGetString (GL_RENDERER);
|
|
MsgDev(D_INFO, "GL_RENDERER: %s\n", gl_config.renderer_string );
|
|
gl_config.version_string = qglGetString (GL_VERSION);
|
|
MsgDev(D_INFO, "GL_VERSION: %s\n", gl_config.version_string );
|
|
gl_config.extensions_string = qglGetString (GL_EXTENSIONS);
|
|
MsgDev(D_INFO, "GL_EXTENSIONS: %s\n", gl_config.extensions_string );
|
|
|
|
strcpy( renderer_buffer, gl_config.renderer_string );
|
|
strlwr( renderer_buffer );
|
|
|
|
strcpy( vendor_buffer, gl_config.vendor_string );
|
|
strlwr( vendor_buffer );
|
|
|
|
if ( strstr( renderer_buffer, "voodoo" ) )
|
|
gl_config.renderer = GL_RENDERER_VOODOO;
|
|
if ( strstr( vendor_buffer, "ati" ) )
|
|
gl_config.renderer = GL_RENDERER_ATI;
|
|
else if ( strstr( vendor_buffer, "nvidia" ) )
|
|
gl_config.renderer = GL_RENDERER_ATI;
|
|
else gl_config.renderer = GL_RENDERER_DEFAULT;
|
|
|
|
gl_config.allow_cds = true;
|
|
|
|
/*
|
|
** grab extensions
|
|
*/
|
|
if ( strstr( gl_config.extensions_string, "GL_EXT_compiled_vertex_array" ) || strstr( gl_config.extensions_string, "GL_SGI_compiled_vertex_array" ) )
|
|
{
|
|
MsgDev(D_INFO, "...enabling GL_EXT_compiled_vertex_array\n" );
|
|
qglLockArraysEXT = ( void * ) qwglGetProcAddress( "glLockArraysEXT" );
|
|
qglUnlockArraysEXT = ( void * ) qwglGetProcAddress( "glUnlockArraysEXT" );
|
|
}
|
|
else MsgDev(D_WARN, "...GL_EXT_compiled_vertex_array not found\n" );
|
|
|
|
if ( strstr( gl_config.extensions_string, "WGL_EXT_swap_control" ) )
|
|
{
|
|
qwglSwapIntervalEXT = ( BOOL (WINAPI *)(int)) qwglGetProcAddress( "wglSwapIntervalEXT" );
|
|
MsgDev(D_INFO, "...enabling WGL_EXT_swap_control\n" );
|
|
}
|
|
else
|
|
{
|
|
MsgDev(D_WARN, "...WGL_EXT_swap_control not found\n" );
|
|
}
|
|
|
|
if (strstr( gl_config.extensions_string, "GL_ARB_texture_compression" ))
|
|
{
|
|
if (strstr( gl_config.extensions_string, "GL_EXT_texture_compression_s3tc" ))
|
|
{
|
|
qglCompressedTexImage2D = ( void *)qwglGetProcAddress("glCompressedTexImage2DARB");
|
|
qglGetCompressedTexImage = ( void *)qwglGetProcAddress("glGetCompressedTexImageARB");
|
|
}
|
|
|
|
if (qglCompressedTexImage2D && qglGetCompressedTexImage)
|
|
gl_config.arb_compressed_teximage = true;
|
|
else gl_config.arb_compressed_teximage = false;
|
|
}
|
|
|
|
if ( strstr( gl_config.extensions_string, "GL_EXT_point_parameters" ) )
|
|
{
|
|
if ( gl_ext_pointparameters->value )
|
|
{
|
|
qglPointParameterfEXT = ( void (APIENTRY *)( GLenum, GLfloat ) ) qwglGetProcAddress( "glPointParameterfEXT" );
|
|
qglPointParameterfvEXT = ( void (APIENTRY *)( GLenum, const GLfloat * ) ) qwglGetProcAddress( "glPointParameterfvEXT" );
|
|
MsgDev(D_INFO, "...using GL_EXT_point_parameters\n" );
|
|
}
|
|
else
|
|
{
|
|
MsgDev(D_INFO, "...ignoring GL_EXT_point_parameters\n" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
MsgDev(D_WARN, "...GL_EXT_point_parameters not found\n" );
|
|
}
|
|
|
|
if ( strstr( gl_config.extensions_string, "GL_ARB_multitexture" ) )
|
|
{
|
|
if ( gl_ext_multitexture->value )
|
|
{
|
|
MsgDev(D_INFO, "...using GL_ARB_multitexture\n" );
|
|
qglMTexCoord2fSGIS = ( void * ) qwglGetProcAddress( "glMultiTexCoord2fARB" );
|
|
qglActiveTextureARB = ( void * ) qwglGetProcAddress( "glActiveTextureARB" );
|
|
qglClientActiveTextureARB = ( void * ) qwglGetProcAddress( "glClientActiveTextureARB" );
|
|
GL_TEXTURE0 = GL_TEXTURE0_ARB;
|
|
GL_TEXTURE1 = GL_TEXTURE1_ARB;
|
|
}
|
|
else
|
|
{
|
|
MsgDev(D_INFO, "...ignoring GL_ARB_multitexture\n" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
MsgDev(D_WARN, "...GL_ARB_multitexture not found\n" );
|
|
}
|
|
|
|
if ( strstr( gl_config.extensions_string, "GL_NV_texture_rectangle" ) )
|
|
{
|
|
MsgDev(D_INFO, "...using GL_NV_texture_rectangle\n");
|
|
gl_state.nv_tex_rectangle = true;
|
|
}
|
|
else
|
|
{
|
|
MsgDev(D_WARN, "...GL_NV_texture_rectangle not found\n");
|
|
gl_state.nv_tex_rectangle = false;
|
|
}
|
|
|
|
if ( strstr( gl_config.extensions_string, "GL_EXT_texture_rectangle" ) )
|
|
{
|
|
MsgDev(D_INFO, "...using GL_EXT_texture_rectangle\n");
|
|
gl_state.ati_tex_rectangle = true;
|
|
}
|
|
else
|
|
{
|
|
MsgDev(D_WARN, "...GL_EXT_texture_rectangle not found\n");
|
|
gl_state.ati_tex_rectangle = false;
|
|
}
|
|
|
|
if ( strstr( gl_config.extensions_string, "GL_SGIS_multitexture" ) )
|
|
{
|
|
if ( qglActiveTextureARB )
|
|
{
|
|
MsgDev(D_INFO, "...GL_SGIS_multitexture deprecated in favor of ARB_multitexture\n" );
|
|
}
|
|
else if ( gl_ext_multitexture->value )
|
|
{
|
|
MsgDev(D_INFO, "...using GL_SGIS_multitexture\n" );
|
|
qglMTexCoord2fSGIS = ( void * ) qwglGetProcAddress( "glMTexCoord2fSGIS" );
|
|
qglSelectTextureSGIS = ( void * ) qwglGetProcAddress( "glSelectTextureSGIS" );
|
|
GL_TEXTURE0 = GL_TEXTURE0_SGIS;
|
|
GL_TEXTURE1 = GL_TEXTURE1_SGIS;
|
|
}
|
|
else
|
|
{
|
|
MsgDev(D_INFO, "...ignoring GL_SGIS_multitexture\n" );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
MsgDev(D_WARN, "...GL_SGIS_multitexture not found\n" );
|
|
}
|
|
|
|
GL_SetDefaultState();
|
|
|
|
// draw our stereo patterns
|
|
GL_DrawStereoPattern();
|
|
|
|
R_InitTextures();
|
|
Mod_Init ();
|
|
R_InitParticleTexture ();
|
|
Draw_InitLocal ();
|
|
R_StudioInit();
|
|
|
|
err = qglGetError();
|
|
if ( err != GL_NO_ERROR ) MsgWarn("glGetError = 0x%x\n", err);
|
|
|
|
return 1;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_Shutdown
|
|
===============
|
|
*/
|
|
void R_Shutdown (void)
|
|
{
|
|
ri.Cmd_RemoveCommand ("modellist");
|
|
ri.Cmd_RemoveCommand ("screenshot");
|
|
ri.Cmd_RemoveCommand ("imagelist");
|
|
ri.Cmd_RemoveCommand ("gl_strings");
|
|
|
|
Mod_FreeAll ();
|
|
R_StudioShutdown();
|
|
R_ShutdownTextures();
|
|
|
|
/*
|
|
** shut down OS specific OpenGL stuff like contexts, etc.
|
|
*/
|
|
GLimp_Shutdown();
|
|
|
|
/*
|
|
** shutdown our QGL subsystem
|
|
*/
|
|
QGL_Shutdown();
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
@@@@@@@@@@@@@@@@@@@@@
|
|
R_BeginFrame
|
|
@@@@@@@@@@@@@@@@@@@@@
|
|
*/
|
|
void R_BeginFrame( float camera_separation )
|
|
{
|
|
|
|
gl_state.camera_separation = camera_separation;
|
|
|
|
if ( gl_log->modified )
|
|
{
|
|
GLimp_EnableLogging( gl_log->value );
|
|
gl_log->modified = false;
|
|
}
|
|
|
|
if ( gl_log->value )
|
|
{
|
|
GLimp_LogNewFrame();
|
|
}
|
|
|
|
if ( vid_gamma->modified )
|
|
{
|
|
vid_gamma->modified = false;
|
|
//put here update gamma
|
|
}
|
|
|
|
GLimp_BeginFrame( camera_separation );
|
|
|
|
/*
|
|
** go into 2D mode
|
|
*/
|
|
qglViewport (0,0, vid.width, vid.height);
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadIdentity ();
|
|
qglOrtho (0, vid.width, vid.height, 0, -99999, 99999);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglLoadIdentity ();
|
|
qglDisable (GL_DEPTH_TEST);
|
|
qglDisable (GL_CULL_FACE);
|
|
GL_DisableBlend();
|
|
GL_EnableAlphaTest();
|
|
qglColor4f (1,1,1,1);
|
|
|
|
/*
|
|
** draw buffer stuff
|
|
*/
|
|
if ( gl_drawbuffer->modified )
|
|
{
|
|
gl_drawbuffer->modified = false;
|
|
|
|
if ( gl_state.camera_separation == 0 || !gl_state.stereo_enabled )
|
|
{
|
|
if ( strcasecmp( gl_drawbuffer->string, "GL_FRONT" ) == 0 )
|
|
qglDrawBuffer( GL_FRONT );
|
|
else
|
|
qglDrawBuffer( GL_BACK );
|
|
}
|
|
}
|
|
|
|
/*
|
|
** texturemode stuff
|
|
*/
|
|
if ( gl_texturemode->modified )
|
|
{
|
|
GL_TextureMode( gl_texturemode->string );
|
|
gl_texturemode->modified = false;
|
|
}
|
|
|
|
if ( gl_texturealphamode->modified )
|
|
{
|
|
GL_TextureAlphaMode( gl_texturealphamode->string );
|
|
gl_texturealphamode->modified = false;
|
|
}
|
|
|
|
if ( gl_texturesolidmode->modified )
|
|
{
|
|
GL_TextureSolidMode( gl_texturesolidmode->string );
|
|
gl_texturesolidmode->modified = false;
|
|
}
|
|
|
|
/*
|
|
** swapinterval stuff
|
|
*/
|
|
GL_UpdateSwapInterval();
|
|
|
|
//
|
|
// clear screen if desired
|
|
//
|
|
R_Clear ();
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_SetPalette
|
|
=============
|
|
*/
|
|
uint r_rawpalette[256];
|
|
|
|
void R_SetPalette ( const byte *palette)
|
|
{
|
|
int i;
|
|
|
|
byte *rp = (byte *)r_rawpalette;
|
|
|
|
if ( palette )
|
|
{
|
|
for ( i = 0; i < 256; i++ )
|
|
{
|
|
rp[i*4+0] = palette[i*3+0];
|
|
rp[i*4+1] = palette[i*3+1];
|
|
rp[i*4+2] = palette[i*3+2];
|
|
rp[i*4+3] = 0xff;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for ( i = 0; i < 256; i++ )
|
|
{
|
|
rp[i*4+0] = ( d_8to24table[i] >> 0 ) & 0xff;
|
|
rp[i*4+1] = ( d_8to24table[i] >> 8 ) & 0xff;
|
|
rp[i*4+2] = ( d_8to24table[i] >> 16) & 0xff;
|
|
rp[i*4+3] = 0xff;
|
|
}
|
|
}
|
|
|
|
qglClearColor (0,0,0,0);
|
|
qglClear (GL_COLOR_BUFFER_BIT);
|
|
qglClearColor (1, 0, 0.5, 0.5);
|
|
}
|
|
|
|
/*
|
|
** R_DrawBeam
|
|
*/
|
|
void R_DrawBeam( entity_t *e )
|
|
{
|
|
#define NUM_BEAM_SEGS 6
|
|
|
|
int i;
|
|
float r, g, b;
|
|
|
|
vec3_t perpvec;
|
|
vec3_t direction, normalized_direction;
|
|
vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS];
|
|
vec3_t oldorigin, origin;
|
|
|
|
oldorigin[0] = e->oldorigin[0];
|
|
oldorigin[1] = e->oldorigin[1];
|
|
oldorigin[2] = e->oldorigin[2];
|
|
|
|
origin[0] = e->origin[0];
|
|
origin[1] = e->origin[1];
|
|
origin[2] = e->origin[2];
|
|
|
|
normalized_direction[0] = direction[0] = oldorigin[0] - origin[0];
|
|
normalized_direction[1] = direction[1] = oldorigin[1] - origin[1];
|
|
normalized_direction[2] = direction[2] = oldorigin[2] - origin[2];
|
|
|
|
if ( VectorNormalize( normalized_direction ) == 0 )
|
|
return;
|
|
|
|
PerpendicularVector( perpvec, normalized_direction );
|
|
VectorScale( perpvec, e->frame / 2, perpvec );
|
|
|
|
for ( i = 0; i < 6; i++ )
|
|
{
|
|
RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i );
|
|
VectorAdd( start_points[i], origin, start_points[i] );
|
|
VectorAdd( start_points[i], direction, end_points[i] );
|
|
}
|
|
|
|
qglDisable( GL_TEXTURE_2D );
|
|
qglEnable( GL_BLEND );
|
|
qglDepthMask( GL_FALSE );
|
|
|
|
r = ( d_8to24table[e->skinnum & 0xFF] ) & 0xFF;
|
|
g = ( d_8to24table[e->skinnum & 0xFF] >> 8 ) & 0xFF;
|
|
b = ( d_8to24table[e->skinnum & 0xFF] >> 16 ) & 0xFF;
|
|
|
|
r *= 1/255.0F;
|
|
g *= 1/255.0F;
|
|
b *= 1/255.0F;
|
|
|
|
qglColor4f( r, g, b, e->alpha );
|
|
|
|
qglBegin( GL_TRIANGLE_STRIP );
|
|
for ( i = 0; i < NUM_BEAM_SEGS; i++ )
|
|
{
|
|
qglVertex3fv( start_points[i] );
|
|
qglVertex3fv( end_points[i] );
|
|
qglVertex3fv( start_points[(i+1)%NUM_BEAM_SEGS] );
|
|
qglVertex3fv( end_points[(i+1)%NUM_BEAM_SEGS] );
|
|
}
|
|
qglEnd();
|
|
|
|
qglEnable( GL_TEXTURE_2D );
|
|
qglDisable( GL_BLEND );
|
|
qglDepthMask( GL_TRUE );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_RegisterSkin
|
|
===============
|
|
*/
|
|
image_t *R_RegisterSkin (char *name)
|
|
{
|
|
return R_FindImage (name, NULL, 0, it_skin);
|
|
}
|
|
|
|
//===================================================================
|
|
|
|
|
|
void R_BeginRegistration (char *map);
|
|
model_t *R_RegisterModel (char *name);
|
|
void R_SetSky (char *name, float rotate, vec3_t axis);
|
|
void R_EndRegistration (void);
|
|
|
|
void R_RenderFrame (refdef_t *fd);
|
|
|
|
image_t *Draw_FindPic (char *name);
|
|
|
|
void Draw_Pic (int x, int y, char *name);
|
|
void Draw_Char (float x, float y, int c);
|
|
void Draw_TileClear (int x, int y, int w, int h, char *name);
|
|
void Draw_Fill (int x, int y, int w, int h, int c);
|
|
void Draw_FadeScreen (void);
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/*
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@@@@@@@@@@@@@@@@@@@@@
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CreateAPI
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@@@@@@@@@@@@@@@@@@@@@
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*/
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renderer_exp_t DLLEXPORT *CreateAPI(renderer_imp_t rimp )
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{
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static renderer_exp_t re;
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ri = rimp;
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re.apiversion = RENDERER_API_VERSION;
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re.api_size = sizeof(renderer_exp_t);
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re.BeginRegistration = R_BeginRegistration;
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re.RegisterModel = R_RegisterModel;
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re.RegisterSkin = R_RegisterSkin;
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re.RegisterPic = Draw_FindPic;
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re.SetSky = R_SetSky;
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re.EndRegistration = R_EndRegistration;
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re.RenderFrame = R_RenderFrame;
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re.DrawGetPicSize = Draw_GetPicSize;
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re.DrawPic = Draw_Pic;
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re.DrawStretchPic = Draw_StretchPic;
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re.DrawChar = Draw_Char;
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re.DrawString = Draw_String;
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re.DrawTileClear = Draw_TileClear;
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re.DrawFill = Draw_Fill;
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re.DrawFadeScreen= Draw_FadeScreen;
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re.DrawStretchRaw = Draw_StretchRaw;
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re.Init = R_Init;
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re.Shutdown = R_Shutdown;
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re.CinematicSetPalette = R_SetPalette;
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re.BeginFrame = R_BeginFrame;
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re.EndFrame = GLimp_EndFrame;
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re.AppActivate = GLimp_AppActivate;
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return &re;
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}
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char *FS_Gamedir( void )
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{
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return ri.gamedir();
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}
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char *FS_Title( void )
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{
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return ri.title();
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} |