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Xash3DArchive/render/gl_rmain.c
2022-06-27 01:14:25 +03:00

1532 lines
38 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_main.c
#include "gl_local.h"
#include "r_mirror.h"
void R_Clear (void);
render_imp_t ri;
stdlib_api_t com;
byte *r_temppool;
int GL_TEXTURE0, GL_TEXTURE1;
model_t *r_worldmodel;
float gldepthmin, gldepthmax;
glconfig_t gl_config;
glstate_t gl_state;
// vertex arrays
float tex_array[MAX_ARRAY][2];
float vert_array[MAX_ARRAY][3];
float col_array[MAX_ARRAY][4];
image_t *r_notexture; // use for bad textures
image_t *r_particletexture;// little dot for particles
image_t *r_radarmap; // wall texture for radar texgen
image_t *r_around;
entity_t *currententity;
model_t *currentmodel;
cplane_t frustum[4];
int r_visframecount; // bumped when going to a new PVS
int r_framecount; // used for dlight push checking
int c_brush_polys, c_studio_polys;
float v_blend[4]; // final blending color
void GL_Strings_f( void );
byte *r_framebuffer; // pause frame buffer
float r_pause_alpha;
//
// view origin
//
vec3_t vup;
vec3_t vright;
vec3_t vforward;
vec3_t r_origin;
float r_world_matrix[16];
float r_base_world_matrix[16];
//
// screen size info
//
refdef_t r_newrefdef;
int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
cvar_t *r_norefresh;
cvar_t *r_drawentities;
cvar_t *r_drawworld;
cvar_t *r_speeds;
cvar_t *r_fullbright;
cvar_t *r_novis;
cvar_t *r_nocull;
cvar_t *r_lerpmodels;
cvar_t *r_lefthand;
cvar_t *r_loading;
cvar_t *r_lightlevel; // FIXME: This is a HACK to get the client's light level
cvar_t *r_mirroralpha;
cvar_t *gl_nosubimage;
cvar_t *gl_allow_software;
cvar_t *gl_vertex_arrays;
cvar_t *gl_particle_min_size;
cvar_t *gl_particle_max_size;
cvar_t *gl_particle_size;
cvar_t *gl_particle_att_a;
cvar_t *gl_particle_att_b;
cvar_t *gl_particle_att_c;
// doom1\2 style map, based on GLOOM radar code
cvar_t *r_minimap;
cvar_t *r_minimap_size;
cvar_t *r_minimap_zoom;
cvar_t *r_minimap_style;
cvar_t *gl_ext_swapinterval;
cvar_t *gl_ext_multitexture;
cvar_t *gl_ext_compiled_vertex_array;
cvar_t *r_motionblur_intens;
cvar_t *r_motionblur;
cvar_t *gl_log;
cvar_t *gl_bitdepth;
cvar_t *gl_drawbuffer;
cvar_t *gl_lightmap;
cvar_t *gl_shadows;
cvar_t *gl_dynamic;
cvar_t *gl_modulate;
cvar_t *gl_nobind;
cvar_t *gl_round_down;
cvar_t *gl_skymip;
cvar_t *gl_showtris;
cvar_t *gl_ztrick;
cvar_t *gl_finish;
cvar_t *gl_clear;
cvar_t *gl_cull;
cvar_t *gl_polyblend;
cvar_t *gl_flashblend;
cvar_t *gl_playermip;
cvar_t *gl_saturatelighting;
cvar_t *gl_swapinterval;
cvar_t *gl_texturemode;
cvar_t *gl_texturealphamode;
cvar_t *gl_texturesolidmode;
cvar_t *gl_lockpvs;
cvar_t *r_bloom;
cvar_t *r_bloom_alpha;
cvar_t *r_bloom_diamond_size;
cvar_t *r_bloom_intensity;
cvar_t *r_bloom_darken;
cvar_t *r_bloom_sample_size;
cvar_t *r_bloom_fast_sample;
cvar_t *gl_3dlabs_broken;
cvar_t *r_pause_bw;
cvar_t *r_fullscreen;
cvar_t *vid_gamma;
cvar_t *r_pause;
cvar_t *r_width;
cvar_t *r_height;
cvar_t *r_mode;
cvar_t *r_physbdebug;
/*
=================
R_CullBox
Returns true if the box is completely outside the frustom
=================
*/
bool R_CullBox (vec3_t mins, vec3_t maxs)
{
int i;
if (r_nocull->value)
return false;
for (i = 0; i < 4; i++)
{
if ( BoxOnPlaneSide(mins, maxs, &frustum[i]) == SIDE_ON )
return true;
}
return false;
}
void R_RotateForEntity (entity_t *e)
{
qglTranslatef (e->origin[0], e->origin[1], e->origin[2]);
qglRotatef (e->angles[1], 0, 0, 1);
qglRotatef (-e->angles[0], 0, 1, 0);
qglRotatef (-e->angles[2], 1, 0, 0);
}
//==================================================================================
/*
=============
R_DrawNullModel
=============
*/
void R_DrawNullModel (void)
{
vec3_t shadelight;
int i;
if ( currententity->flags & RF_FULLBRIGHT )
shadelight[0] = shadelight[1] = shadelight[2] = 1.0F;
else
R_LightPoint (currententity->origin, shadelight);
qglPushMatrix ();
R_RotateForEntity (currententity);
qglDisable (GL_TEXTURE_2D);
qglColor3fv (shadelight);
qglBegin (GL_TRIANGLE_FAN);
qglVertex3f (0, 0, -16);
for (i=0 ; i<=4 ; i++)
qglVertex3f (16*cos(i*M_PI/2), 16*sin(i*M_PI/2), 0);
qglEnd ();
qglBegin (GL_TRIANGLE_FAN);
qglVertex3f (0, 0, 16);
for (i=4 ; i>=0 ; i--)
qglVertex3f (16*cos(i*M_PI/2), 16*sin(i*M_PI/2), 0);
qglEnd ();
qglColor3f (1,1,1);
qglPopMatrix ();
qglEnable (GL_TEXTURE_2D);
}
/*
=============
R_DrawEntitiesOnList
=============
*/
void R_DrawEntitiesOnList (void)
{
int i;
if (!r_drawentities->value) return;
// draw non-transparent first
for (i = 0; i < r_newrefdef.num_entities; i++)
{
currententity = &r_newrefdef.entities[i];
if ( currententity->flags & RF_BEAM )
{
R_DrawBeam( currententity );
}
else
{
currentmodel = currententity->model;
if (!currentmodel)
{
R_DrawNullModel();
continue;
}
switch (currentmodel->type)
{
case mod_brush:
R_DrawBrushModel( RENDERPASS_SOLID );
break;
case mod_sprite:
R_DrawSpriteModel( RENDERPASS_SOLID );
break;
case mod_studio:
R_DrawStudioModel( RENDERPASS_SOLID );
break;
default:
Sys_Error ("Bad modeltype. Pass: solid");
break;
}
}
}
// draw transparent entities
// we could sort these if it ever becomes a problem...
qglDepthMask (0); // no z writes
for (i = 0; i < r_newrefdef.num_entities; i++)
{
currententity = &r_newrefdef.entities[i];
if ( currententity->flags & RF_BEAM )
{
R_DrawBeam( currententity );
}
else
{
currentmodel = currententity->model;
if (!currentmodel)
{
R_DrawNullModel ();
continue;
}
switch (currentmodel->type)
{
case mod_brush:
R_DrawBrushModel( RENDERPASS_ALPHA );
break;
case mod_sprite:
R_DrawSpriteModel( RENDERPASS_ALPHA );
break;
case mod_studio:
R_DrawStudioModel( RENDERPASS_ALPHA );
break;
default:
Sys_Error ("Bad modeltype. Pass: alpha");
break;
}
}
}
qglDepthMask(1);// back to writing
}
/*
** GL_DrawParticles
**
*/
void GL_DrawParticles( int num_particles, const particle_t particles[], const unsigned colortable[768] )
{
const particle_t *p;
int i;
vec3_t up, right;
float scale;
byte color[4];
GL_Bind(r_particletexture->texnum[0]);
qglDepthMask( GL_FALSE ); // no z buffering
qglEnable( GL_BLEND );
GL_TexEnv( GL_MODULATE );
qglBegin( GL_TRIANGLES );
VectorScale (vup, 1.5, up);
VectorScale (vright, 1.5, right);
for ( p = particles, i=0 ; i < num_particles ; i++,p++)
{
// hack a scale up to keep particles from disapearing
scale = ( p->origin[0] - r_origin[0] ) * vforward[0] +
( p->origin[1] - r_origin[1] ) * vforward[1] +
( p->origin[2] - r_origin[2] ) * vforward[2];
if (scale < 20)
scale = 1;
else
scale = 1 + scale * 0.004;
*(int *)color = colortable[p->color];
color[3] = p->alpha*255;
qglColor4ubv( color );
qglTexCoord2f( 0.0625, 0.0625 );
qglVertex3fv( p->origin );
qglTexCoord2f( 1.0625, 0.0625 );
qglVertex3f( p->origin[0] + up[0]*scale,
p->origin[1] + up[1]*scale,
p->origin[2] + up[2]*scale);
qglTexCoord2f( 0.0625, 1.0625 );
qglVertex3f( p->origin[0] + right[0]*scale,
p->origin[1] + right[1]*scale,
p->origin[2] + right[2]*scale);
}
qglEnd ();
qglDisable( GL_BLEND );
qglColor4f( 1,1,1,1 );
qglDepthMask( 1 ); // back to normal Z buffering
GL_TexEnv( GL_REPLACE );
}
/*
===============
R_DrawParticles
===============
*/
void R_DrawParticles (void)
{
if( qglPointParameterfEXT )
{
int i;
unsigned char color[4];
const particle_t *p;
qglDepthMask( GL_FALSE );
qglEnable( GL_BLEND );
qglDisable( GL_TEXTURE_2D );
qglPointSize( gl_particle_size->value );
qglBegin( GL_POINTS );
for ( i = 0, p = r_newrefdef.particles; i < r_newrefdef.num_particles; i++, p++ )
{
*(int *)color = d_8to24table[p->color];
color[3] = p->alpha*255;
qglColor4ubv( color );
qglVertex3fv( p->origin );
}
qglEnd();
qglDisable( GL_BLEND );
qglColor4f( 1.0F, 1.0F, 1.0F, 1.0F );
qglDepthMask( GL_TRUE );
qglEnable( GL_TEXTURE_2D );
}
else
{
GL_DrawParticles( r_newrefdef.num_particles, r_newrefdef.particles, d_8to24table );
}
}
/*
============
R_PolyBlend
============
*/
void R_PolyBlend (void)
{
}
//=======================================================================
int SignbitsForPlane (cplane_t *out)
{
int bits, j;
// for fast box on planeside test
bits = 0;
for (j=0 ; j<3 ; j++)
{
if (out->normal[j] < 0)
bits |= 1<<j;
}
return bits;
}
void R_SetFrustum (void)
{
int i;
#if 0
/*
** this code is wrong, since it presume a 90 degree FOV both in the
** horizontal and vertical plane
*/
// front side is visible
VectorAdd (vforward, vright, frustum[0].normal);
VectorSubtract (vforward, vright, frustum[1].normal);
VectorAdd (vforward, vup, frustum[2].normal);
VectorSubtract (vforward, vup, frustum[3].normal);
// we theoretically don't need to normalize these vectors, but I do it
// anyway so that debugging is a little easier
VectorNormalize( frustum[0].normal );
VectorNormalize( frustum[1].normal );
VectorNormalize( frustum[2].normal );
VectorNormalize( frustum[3].normal );
#else
// rotate VPN right by FOV_X/2 degrees
RotatePointAroundVector( frustum[0].normal, vup, vforward, -(90-r_newrefdef.fov_x / 2 ) );
// rotate VPN left by FOV_X/2 degrees
RotatePointAroundVector( frustum[1].normal, vup, vforward, 90-r_newrefdef.fov_x / 2 );
// rotate VPN up by FOV_X/2 degrees
RotatePointAroundVector( frustum[2].normal, vright, vforward, 90-r_newrefdef.fov_y / 2 );
// rotate VPN down by FOV_X/2 degrees
RotatePointAroundVector( frustum[3].normal, vright, vforward, -( 90 - r_newrefdef.fov_y / 2 ) );
#endif
for (i = 0; i < 4; i++)
{
frustum[i].type = 3;
frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}
//=======================================================================
/*
===============
R_SetupFrame
===============
*/
void R_SetupFrame (void)
{
int i;
mleaf_t *leaf;
r_framecount++;
// build the transformation matrix for the given view angles
VectorCopy (r_newrefdef.vieworg, r_origin);
AngleVectors(r_newrefdef.viewangles, vforward, vright, vup);
// current viewcluster
if (!( r_newrefdef.rdflags & RDF_NOWORLDMODEL ))
{
r_oldviewcluster = r_viewcluster;
r_oldviewcluster2 = r_viewcluster2;
leaf = Mod_PointInLeaf (r_origin, r_worldmodel);
r_viewcluster = r_viewcluster2 = leaf->cluster;
// check above and below so crossing solid water doesn't draw wrong
if (!leaf->contents)
{ // look down a bit
vec3_t temp;
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = Mod_PointInLeaf (temp, r_worldmodel);
if ( !(leaf->contents & CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
else
{ // look up a bit
vec3_t temp;
VectorCopy (r_origin, temp);
temp[2] += 16;
leaf = Mod_PointInLeaf (temp, r_worldmodel);
if ( !(leaf->contents & CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
}
for (i=0 ; i<4 ; i++)
v_blend[i] = r_newrefdef.blend[i];
c_brush_polys = 0;
c_studio_polys = 0;
numRadarEnts = 0;
// clear out the portion of the screen that the NOWORLDMODEL defines
if ( r_newrefdef.rdflags & RDF_NOWORLDMODEL )
{
qglEnable( GL_SCISSOR_TEST );
qglClearColor( 0.3, 0.3, 0.3, 1 );
qglScissor( r_newrefdef.x, r_height->integer - 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
//
qglMatrixMode( GL_PROJECTION );
qglLoadIdentity();
x = floor(r_newrefdef.x * r_width->integer / r_width->integer);
x2 = ceil((r_newrefdef.x + r_newrefdef.width) * r_width->integer / r_width->integer);
y = floor(r_height->integer - r_newrefdef.y * r_height->integer / r_height->integer);
y2 = ceil(r_height->integer - (r_newrefdef.y + r_newrefdef.height) * r_height->integer / r_height->integer);
w = x2 - x;
h = y - y2;
if( mirror ) Mirror_Scale();
else qglCullFace(GL_FRONT);
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;
qglPerspective (r_newrefdef.fov_y, screenaspect, 4, 131072 );
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]);
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)
{
qglClearColor( 0.5, 0.5, 0.5, 1 );
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)
{
qglClearColor( 0.5, 0.5, 0.5, 1 );
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
else qglClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
if( r_mirroralpha->value < 1.0 )
gldepthmax = 0.5;
else gldepthmax = 1;
qglDepthFunc (GL_LEQUAL);
}
qglDepthRange (gldepthmin, gldepthmax);
}
void R_Flash( void )
{
R_PolyBlend ();
}
static void R_DrawLine( int color, int numpoints, const float *points )
{
int i = numpoints - 1;
vec3_t p0, p1;
VectorSet(p0, points[i * 3 + 0], points[i * 3 + 1], points[i * 3 + 2]);
ConvertPositionToGame( p0 );
for (i = 0; i < numpoints; i ++)
{
VectorSet(p1, points[i * 3 + 0], points[i * 3 + 1], points[i * 3 + 2]);
ConvertPositionToGame( p1 );
qglVertex3fv(p0);
qglVertex3fv(p1);
VectorCopy(p1, p0);
}
}
void R_DebugGraphics( void )
{
if(r_newrefdef.rdflags & RDF_NOWORLDMODEL)
return;
if(!r_physbdebug->integer)
return;
// physic debug
qglDisable(GL_TEXTURE_2D);
qglColor3f (1, 0.7f, 0);
qglBegin(GL_LINES);
// physic debug
ri.ShowCollision( R_DrawLine );
qglEnd();
qglEnable(GL_TEXTURE_2D);
}
/*
================
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_studio_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_DebugGraphics();
R_Flash();
R_BloomBlend (fd);
GL_DrawRadar();
}
void R_DrawPauseScreen( void )
{
// don't apply post effects for custom window
if(r_newrefdef.rdflags & RDF_NOWORLDMODEL)
return;
if(!r_pause_bw->integer )
return;
if(r_pause->modified )
{
// reset saturation value
if(!r_pause->value)
r_pause_alpha = 0.0f;
r_pause->modified = false;
}
if(!r_pause->value) return;
if (r_pause_alpha < 1.0f) r_pause_alpha += 0.03;
if (r_pause_alpha <= 1.0f || r_lefthand->modified)
{
int k = r_pause_alpha * 255.0f;
int i, s, r, g, b;
qglFlush();
qglReadPixels(0, 0, r_width->integer, r_height->integer, GL_RGB, GL_UNSIGNED_BYTE, r_framebuffer);
for (i = 0; i < r_width->integer * r_height->integer * 3; i+=3)
{
r = r_framebuffer[i+0];
g = r_framebuffer[i+1];
b = r_framebuffer[i+2];
s = (r + 2 * g + b) * k>>2; // simply bw recomputing
r_framebuffer[i+0] = (r*(255-k)+s)>>8;
r_framebuffer[i+1] = (g*(255-k)+s)>>8;
r_framebuffer[i+2] = (b*(255-k)+s)>>8;
}
r_lefthand->modified = false;
}
// set custom orthogonal mode
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity ();
qglOrtho(0, r_width->integer, 0, r_height->integer, 0, 1.0f);
qglMatrixMode(GL_MODELVIEW);
qglLoadIdentity ();
qglDisable(GL_TEXTURE_2D);
qglRasterPos2f(0, 0);
qglDrawPixels(r_width->integer, r_height->integer, GL_RGB, GL_UNSIGNED_BYTE, r_framebuffer);
qglFlush();
qglEnable(GL_TEXTURE_2D);
}
int R_DrawRSpeeds(char *S)
{
return sprintf(S, "%4i wpoly %4i epoly %i tex %i lmaps", c_brush_polys, c_studio_polys, c_visible_textures, c_visible_lightmaps );
}
dword blurtex = 0;
dword blur_shader = 0;
void R_SetGL2D( void )
{
R_DrawPauseScreen();
// set 2D virtual screen size
qglViewport (0,0, r_width->integer, r_height->integer);
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity ();
qglOrtho(0, r_width->integer, r_height->integer, 0, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglLoadIdentity ();
qglDisable(GL_DEPTH_TEST);
qglDisable(GL_CULL_FACE);
GL_DisableAlphaTest();
GL_EnableBlend();
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], r_width->integer, 0);
VA_SetElem2(vert_array[2], r_width->integer, r_height->integer);
VA_SetElem2(vert_array[3], 0, r_height->integer);
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))
{
if(!gl_state.tex_rectangle_type) 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);
qglBegin(GL_QUADS);
qglTexCoord2f(0,r_height->integer);
qglVertex2f(0,0);
qglTexCoord2f(r_width->integer,r_height->integer);
qglVertex2f(r_width->integer,0);
qglTexCoord2f(r_width->integer,0);
qglVertex2f(r_width->integer,r_height->integer);
qglTexCoord2f(0,0);
qglVertex2f(0,r_height->integer);
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, r_width->integer, r_height->integer, 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);
}
}
/*
====================
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_mirroralpha->value = bound( 0.0f, r_mirroralpha->value, 1.0f );
mirror = false;
mirror_render = false;
R_RenderView( fd );
if( mirror ) R_Mirror( fd );
R_SetLightLevel ();
R_SetGL2D ();
}
void R_Register( void )
{
r_lefthand = Cvar_Get( "hand", "0", CVAR_USERINFO | CVAR_ARCHIVE );
r_norefresh = Cvar_Get ("r_norefresh", "0", 0);
r_fullbright = Cvar_Get ("r_fullbright", "0", 0);
r_drawentities = Cvar_Get ("r_drawentities", "1", 0);
r_drawworld = Cvar_Get ("r_drawworld", "1", 0);
r_novis = Cvar_Get ("r_novis", "0", 0);
r_nocull = Cvar_Get ("r_nocull", "0", 0);
r_lerpmodels = Cvar_Get ("r_lerpmodels", "1", 0);
r_speeds = Cvar_Get ("r_speeds", "0", 0);
r_pause = Cvar_Get("paused", "0", 0);
r_pause_bw = Cvar_Get("r_pause_effect", "0", CVAR_ARCHIVE );
r_physbdebug = Cvar_Get( "cm_debugdraw", "0", CVAR_ARCHIVE );
// must been already existing
r_width = Cvar_Get("width", "640", 0);
r_height = Cvar_Get("height", "480", 0);
r_mode = Cvar_Get( "r_mode", "0", CVAR_ARCHIVE );
r_loading = Cvar_Get("scr_loading", "0", 0 );
r_lightlevel = Cvar_Get ("r_lightlevel", "0", 0);
r_motionblur_intens = Cvar_Get( "r_motionblur_intens", "0.65", CVAR_ARCHIVE );
r_motionblur = Cvar_Get( "r_motionblur", "0", CVAR_ARCHIVE );
gl_nosubimage = Cvar_Get( "gl_nosubimage", "0", 0 );
gl_allow_software = Cvar_Get( "gl_allow_software", "0", 0 );
gl_particle_min_size = Cvar_Get( "gl_particle_min_size", "2", CVAR_ARCHIVE );
gl_particle_max_size = Cvar_Get( "gl_particle_max_size", "40", CVAR_ARCHIVE );
gl_particle_size = Cvar_Get( "gl_particle_size", "40", CVAR_ARCHIVE );
gl_particle_att_a = Cvar_Get( "gl_particle_att_a", "0.01", CVAR_ARCHIVE );
gl_particle_att_b = Cvar_Get( "gl_particle_att_b", "0.0", CVAR_ARCHIVE );
gl_particle_att_c = Cvar_Get( "gl_particle_att_c", "0.01", CVAR_ARCHIVE );
r_bloom = Cvar_Get( "r_bloom", "0", CVAR_ARCHIVE );
r_bloom_alpha = Cvar_Get( "r_bloom_alpha", "0.5", CVAR_ARCHIVE );
r_bloom_diamond_size = Cvar_Get( "r_bloom_diamond_size", "8", CVAR_ARCHIVE );
r_bloom_intensity = Cvar_Get( "r_bloom_intensity", "0.6", CVAR_ARCHIVE );
r_bloom_darken = Cvar_Get( "r_bloom_darken", "4", CVAR_ARCHIVE );
r_bloom_sample_size = Cvar_Get( "r_bloom_sample_size", "128", CVAR_ARCHIVE );
r_bloom_fast_sample = Cvar_Get( "r_bloom_fast_sample", "0", CVAR_ARCHIVE );
r_minimap_size = Cvar_Get ("r_minimap_size", "256", CVAR_ARCHIVE );
r_minimap_zoom = Cvar_Get ("r_minimap_zoom", "1", CVAR_ARCHIVE );
r_minimap_style = Cvar_Get ("r_minimap_style", "1", CVAR_ARCHIVE );
r_minimap = Cvar_Get("r_minimap", "0", CVAR_ARCHIVE );
r_mirroralpha = Cvar_Get( "r_mirroralpha", "0.5", CVAR_ARCHIVE );
gl_modulate = Cvar_Get ("gl_modulate", "1", CVAR_ARCHIVE );
gl_log = Cvar_Get( "gl_log", "0", 0 );
gl_bitdepth = Cvar_Get( "gl_bitdepth", "0", 0 );
gl_lightmap = Cvar_Get ("gl_lightmap", "0", 0);
gl_shadows = Cvar_Get ("gl_shadows", "0", CVAR_ARCHIVE );
gl_dynamic = Cvar_Get ("gl_dynamic", "1", 0);
gl_nobind = Cvar_Get ("gl_nobind", "0", 0);
gl_round_down = Cvar_Get ("gl_round_down", "1", 0);
gl_skymip = Cvar_Get ("gl_skymip", "0", 0);
gl_showtris = Cvar_Get ("gl_showtris", "0", 0);
gl_ztrick = Cvar_Get ("gl_ztrick", "0", 0);
gl_finish = Cvar_Get ("gl_finish", "0", CVAR_ARCHIVE);
gl_clear = Cvar_Get ("gl_clear", "0", 0);
gl_cull = Cvar_Get ("gl_cull", "1", 0);
gl_polyblend = Cvar_Get ("gl_polyblend", "1", 0);
gl_flashblend = Cvar_Get ("gl_flashblend", "0", 0);
gl_playermip = Cvar_Get ("gl_playermip", "0", 0);
gl_texturemode = Cvar_Get( "gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE );
gl_texturealphamode = Cvar_Get( "gl_texturealphamode", "default", CVAR_ARCHIVE );
gl_texturesolidmode = Cvar_Get( "gl_texturesolidmode", "default", CVAR_ARCHIVE );
gl_lockpvs = Cvar_Get( "gl_lockpvs", "0", 0 );
gl_vertex_arrays = Cvar_Get( "gl_vertex_arrays", "0", CVAR_ARCHIVE );
gl_ext_swapinterval = Cvar_Get( "gl_ext_swapinterval", "1", CVAR_ARCHIVE );
gl_ext_multitexture = Cvar_Get( "gl_ext_multitexture", "1", CVAR_ARCHIVE );
gl_ext_compiled_vertex_array = Cvar_Get( "gl_ext_compiled_vertex_array", "1", CVAR_ARCHIVE );
gl_drawbuffer = Cvar_Get( "gl_drawbuffer", "GL_BACK", 0 );
gl_swapinterval = Cvar_Get( "gl_swapinterval", "1", CVAR_ARCHIVE );
gl_saturatelighting = Cvar_Get( "gl_saturatelighting", "0", 0 );
gl_3dlabs_broken = Cvar_Get( "gl_3dlabs_broken", "1", CVAR_ARCHIVE );
r_fullscreen = Cvar_Get( "fullscreen", "0", CVAR_ARCHIVE );
vid_gamma = Cvar_Get( "vid_gamma", "1", CVAR_ARCHIVE );
Cmd_AddCommand( "imagelist", R_ImageList_f, "display loaded images list" );
Cmd_AddCommand( "modellist", Mod_Modellist_f, "display loaded models list" );
Cmd_AddCommand( "gl_strings", GL_Strings_f, "display openGL supported extensions" );
}
/*
==================
R_SetMode
==================
*/
bool R_SetMode (void)
{
rserr_t err;
bool fullscreen;
if ( r_fullscreen->modified && !gl_config.allow_cds )
{
MsgWarn("R_SetMode: CDS not allowed with this driver\n" );
Cvar_SetValue( "fullscreen", !r_fullscreen->value );
r_fullscreen->modified = false;
}
fullscreen = r_fullscreen->value;
r_fullscreen->modified = false;
r_mode->modified = false;
if(( err = GLimp_SetMode( r_mode->integer, fullscreen )) == rserr_ok )
{
gl_state.prev_mode = r_mode->integer;
}
else
{
if( err == rserr_invalid_fullscreen )
{
Cvar_SetValue( "fullscreen", 0 );
r_fullscreen->modified = false;
MsgWarn("R_SetMode: fullscreen unavailable in this mode\n" );
if (( err = GLimp_SetMode( r_mode->integer, false ) ) == rserr_ok )
return true;
}
else if( err == rserr_invalid_mode )
{
Cvar_SetValue( "r_mode", gl_state.prev_mode );
r_mode->modified = false;
MsgWarn("R_SetMode: invalid mode\n" );
}
// try setting it back to something safe
if(( err = GLimp_SetMode( 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 )
{
int j, err;
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;
}
// create the window and set up the context
if ( !R_SetMode () )
{
QGL_Shutdown();
MsgWarn("R_Init: could not R_SetMode()\n" );
return false;
}
// get our various GL strings
gl_config.vendor_string = qglGetString( GL_VENDOR );
gl_config.renderer_string = qglGetString (GL_RENDERER);
gl_config.version_string = qglGetString (GL_VERSION);
gl_config.extensions_string = qglGetString (GL_EXTENSIONS);
MsgDev(D_INFO, "Video: %s\n", gl_config.renderer_string );
if(stristr( gl_config.renderer_string, "voodoo" ))
gl_config.renderer = GL_RENDERER_VOODOO;
else if(stristr( gl_config.vendor_string, "ati" ))
gl_config.renderer = GL_RENDERER_ATI;
else if(stristr( gl_config.vendor_string, "nvidia" ))
gl_config.renderer = GL_RENDERER_ATI;
else gl_config.renderer = GL_RENDERER_DEFAULT;
gl_config.allow_cds = true;
// grab extensions
if( stristr( gl_config.extensions_string, "GL_EXT_compiled_vertex_array" ) || stristr( gl_config.extensions_string, "GL_SGI_compiled_vertex_array" ))
{
qglLockArraysEXT = (void *)qwglGetProcAddress( "glLockArraysEXT" );
qglUnlockArraysEXT = (void *)qwglGetProcAddress( "glUnlockArraysEXT" );
}
if( stristr( gl_config.extensions_string, "WGL_EXT_swap_control" ) )
{
qwglSwapIntervalEXT = (bool(_stdcall *)(int))qwglGetProcAddress( "wglSwapIntervalEXT" );
}
if( stristr( gl_config.extensions_string, "GL_ARB_texture_compression" ))
{
if(stristr( 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( stristr( gl_config.extensions_string, "GL_EXT_point_parameters" ) )
{
qglPointParameterfEXT = (void *)qwglGetProcAddress( "glPointParameterfEXT" );
qglPointParameterfvEXT = (void *)qwglGetProcAddress( "glPointParameterfvEXT" );
}
if( stristr( gl_config.extensions_string, "GL_ARB_multitexture" ) )
{
if( gl_ext_multitexture->value )
{
qglMTexCoord2fSGIS = (void *)qwglGetProcAddress( "glMultiTexCoord2fARB" );
qglActiveTextureARB = (void *)qwglGetProcAddress( "glActiveTextureARB" );
qglClientActiveTextureARB = (void *)qwglGetProcAddress( "glClientActiveTextureARB" );
GL_TEXTURE0 = GL_TEXTURE0_ARB;
GL_TEXTURE1 = GL_TEXTURE1_ARB;
}
}
if( stristr( gl_config.extensions_string, "GL_NV_texture_rectangle" ))
gl_state.tex_rectangle_type = GL_TEXTURE_RECTANGLE_NV;
else if( stristr( gl_config.extensions_string, "GL_EXT_texture_rectangle" ))
gl_state.tex_rectangle_type = GL_TEXTURE_RECTANGLE_EXT;
else
{
MsgDev(D_WARN, "R_Init: rectangle extension not found\n");
gl_state.tex_rectangle_type = 0; // no rectangle
}
if( stristr( gl_config.extensions_string, "GL_SGIS_multitexture" ) )
{
if( !qglActiveTextureARB && gl_ext_multitexture->value )
{
qglMTexCoord2fSGIS = ( void * ) qwglGetProcAddress( "glMTexCoord2fSGIS" );
qglSelectTextureSGIS = ( void * ) qwglGetProcAddress( "glSelectTextureSGIS" );
GL_TEXTURE0 = GL_TEXTURE0_SGIS;
GL_TEXTURE1 = GL_TEXTURE1_SGIS;
}
}
GL_SetDefaultState();
R_InitTextures();
Mod_Init();
R_InitParticleTexture();
Draw_InitLocal();
R_StudioInit();
if(!r_framebuffer) r_framebuffer = Z_Malloc(r_width->integer * r_height->integer * 3);
err = qglGetError();
if ( err != GL_NO_ERROR ) MsgWarn("glGetError = 0x%x\n", err );
return 1;
}
/*
===============
R_Shutdown
===============
*/
void R_Shutdown (void)
{
Cmd_RemoveCommand ("modellist");
Cmd_RemoveCommand ("imagelist");
Cmd_RemoveCommand ("gl_strings");
if(r_framebuffer) Z_Free(r_framebuffer);
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( void )
{
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;
GL_UpdateGammaRamp();
}
GLimp_BeginFrame();
/*
** go into 2D mode
*/
qglViewport (0,0, r_width->integer, r_height->integer);
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity ();
qglOrtho (0, r_width->integer, r_height->integer, 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;
}
/*
** 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);
/*
@@@@@@@@@@@@@@@@@@@@@
CreateAPI
@@@@@@@@@@@@@@@@@@@@@
*/
render_exp_t DLLEXPORT *CreateAPI(stdlib_api_t *input, render_imp_t *engfuncs )
{
static render_exp_t re;
com = *input;
// Sys_LoadLibrary can create fake instance, to check
// api version and api size, but second argument will be 0
// and always make exception, run simply check for avoid it
if(engfuncs) ri = *engfuncs;
// generic functions
re.api_size = sizeof(render_exp_t);
re.Init = R_Init;
re.Shutdown = R_Shutdown;
re.BeginRegistration = R_BeginRegistration;
re.RegisterModel = R_RegisterModel;
re.RegisterSkin = R_RegisterSkin;
re.RegisterPic = Draw_FindPic;
re.SetSky = R_SetSky;
re.EndRegistration = R_EndRegistration;
re.BeginFrame = R_BeginFrame;
re.RenderFrame = R_RenderFrame;
re.EndFrame = GLimp_EndFrame;
re.SetColor = GL_SetColor;
re.ScrShot = VID_ScreenShot;
re.DrawFill = Draw_Fill;
re.DrawStretchRaw = Draw_StretchRaw;
re.DrawStretchPic = Draw_StretchPic;
// get rid of this
re.DrawGetPicSize = Draw_GetPicSize;
return &re;
}