mirror of
https://github.com/w23/xash3d-fwgs
synced 2024-12-16 14:10:11 +01:00
1560 lines
34 KiB
C
1560 lines
34 KiB
C
/*
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gl_rmain.c - renderer main loop
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "common.h"
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#include "client.h"
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#include "gl_local.h"
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#include "mathlib.h"
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#include "library.h"
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#include "beamdef.h"
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#include "particledef.h"
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#include "entity_types.h"
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#include "platform/platform.h"
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#define IsLiquidContents( cnt ) ( cnt == CONTENTS_WATER || cnt == CONTENTS_SLIME || cnt == CONTENTS_LAVA )
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float gldepthmin, gldepthmax;
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ref_instance_t RI;
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static int R_RankForRenderMode( int rendermode )
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{
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switch( rendermode )
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{
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case kRenderTransTexture:
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return 1; // draw second
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case kRenderTransAdd:
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return 2; // draw third
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case kRenderGlow:
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return 3; // must be last!
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}
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return 0;
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}
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void R_AllowFog( int allowed )
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{
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static int isFogEnabled;
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if( allowed )
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{
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if( isFogEnabled )
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pglEnable( GL_FOG );
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}
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else
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{
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isFogEnabled = pglIsEnabled( GL_FOG );
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if( isFogEnabled )
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pglDisable( GL_FOG );
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}
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}
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/*
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===============
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R_OpaqueEntity
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Opaque entity can be brush or studio model but sprite
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===============
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*/
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static qboolean R_OpaqueEntity( cl_entity_t *ent )
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{
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if( R_GetEntityRenderMode( ent ) == kRenderNormal )
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return true;
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return false;
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}
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/*
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===============
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R_TransEntityCompare
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Sorting translucent entities by rendermode then by distance
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===============
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*/
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static int R_TransEntityCompare( const cl_entity_t **a, const cl_entity_t **b )
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{
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cl_entity_t *ent1, *ent2;
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vec3_t vecLen, org;
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float dist1, dist2;
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int rendermode1;
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int rendermode2;
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ent1 = (cl_entity_t *)*a;
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ent2 = (cl_entity_t *)*b;
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rendermode1 = R_GetEntityRenderMode( ent1 );
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rendermode2 = R_GetEntityRenderMode( ent2 );
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// sort by distance
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if( ent1->model->type != mod_brush || rendermode1 != kRenderTransAlpha )
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{
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VectorAverage( ent1->model->mins, ent1->model->maxs, org );
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VectorAdd( ent1->origin, org, org );
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VectorSubtract( RI.vieworg, org, vecLen );
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dist1 = DotProduct( vecLen, vecLen );
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}
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else dist1 = 1000000000;
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if( ent2->model->type != mod_brush || rendermode2 != kRenderTransAlpha )
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{
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VectorAverage( ent2->model->mins, ent2->model->maxs, org );
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VectorAdd( ent2->origin, org, org );
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VectorSubtract( RI.vieworg, org, vecLen );
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dist2 = DotProduct( vecLen, vecLen );
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}
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else dist2 = 1000000000;
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if( dist1 > dist2 )
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return -1;
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if( dist1 < dist2 )
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return 1;
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// then sort by rendermode
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if( R_RankForRenderMode( rendermode1 ) > R_RankForRenderMode( rendermode2 ))
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return 1;
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if( R_RankForRenderMode( rendermode1 ) < R_RankForRenderMode( rendermode2 ))
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return -1;
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return 0;
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}
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/*
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===============
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R_WorldToScreen
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Convert a given point from world into screen space
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Returns true if we behind to screen
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===============
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*/
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int R_WorldToScreen( const vec3_t point, vec3_t screen )
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{
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matrix4x4 worldToScreen;
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qboolean behind;
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float w;
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if( !point || !screen )
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return true;
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Matrix4x4_Copy( worldToScreen, RI.worldviewProjectionMatrix );
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screen[0] = worldToScreen[0][0] * point[0] + worldToScreen[0][1] * point[1] + worldToScreen[0][2] * point[2] + worldToScreen[0][3];
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screen[1] = worldToScreen[1][0] * point[0] + worldToScreen[1][1] * point[1] + worldToScreen[1][2] * point[2] + worldToScreen[1][3];
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w = worldToScreen[3][0] * point[0] + worldToScreen[3][1] * point[1] + worldToScreen[3][2] * point[2] + worldToScreen[3][3];
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screen[2] = 0.0f; // just so we have something valid here
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if( w < 0.001f )
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{
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screen[0] *= 100000;
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screen[1] *= 100000;
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behind = true;
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}
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else
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{
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float invw = 1.0f / w;
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screen[0] *= invw;
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screen[1] *= invw;
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behind = false;
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}
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return behind;
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}
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/*
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===============
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R_ScreenToWorld
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Convert a given point from screen into world space
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===============
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*/
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void R_ScreenToWorld( const vec3_t screen, vec3_t point )
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{
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matrix4x4 screenToWorld;
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float w;
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if( !point || !screen )
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return;
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Matrix4x4_Invert_Full( screenToWorld, RI.worldviewProjectionMatrix );
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point[0] = screen[0] * screenToWorld[0][0] + screen[1] * screenToWorld[0][1] + screen[2] * screenToWorld[0][2] + screenToWorld[0][3];
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point[1] = screen[0] * screenToWorld[1][0] + screen[1] * screenToWorld[1][1] + screen[2] * screenToWorld[1][2] + screenToWorld[1][3];
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point[2] = screen[0] * screenToWorld[2][0] + screen[1] * screenToWorld[2][1] + screen[2] * screenToWorld[2][2] + screenToWorld[2][3];
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w = screen[0] * screenToWorld[3][0] + screen[1] * screenToWorld[3][1] + screen[2] * screenToWorld[3][2] + screenToWorld[3][3];
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if( w != 0.0f ) VectorScale( point, ( 1.0f / w ), point );
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}
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/*
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===============
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R_PushScene
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===============
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*/
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void R_PushScene( void )
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{
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if( ++tr.draw_stack_pos >= MAX_DRAW_STACK )
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Host_Error( "draw stack overflow\n" );
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tr.draw_list = &tr.draw_stack[tr.draw_stack_pos];
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}
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/*
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===============
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R_PopScene
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===============
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*/
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void R_PopScene( void )
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{
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if( --tr.draw_stack_pos < 0 )
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Host_Error( "draw stack underflow\n" );
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tr.draw_list = &tr.draw_stack[tr.draw_stack_pos];
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}
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/*
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===============
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R_ClearScene
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===============
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*/
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void R_ClearScene( void )
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{
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tr.draw_list->num_solid_entities = 0;
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tr.draw_list->num_trans_entities = 0;
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tr.draw_list->num_beam_entities = 0;
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}
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/*
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===============
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R_AddEntity
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===============
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*/
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qboolean R_AddEntity( struct cl_entity_s *clent, int type )
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{
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if( !r_drawentities->value )
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return false; // not allow to drawing
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if( !clent || !clent->model )
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return false; // if set to invisible, skip
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if( FBitSet( clent->curstate.effects, EF_NODRAW ))
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return false; // done
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if( !R_ModelOpaque( clent->curstate.rendermode ) && CL_FxBlend( clent ) <= 0 )
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return true; // invisible
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if( type == ET_FRAGMENTED )
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r_stats.c_client_ents++;
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if( R_OpaqueEntity( clent ))
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{
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// opaque
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if( tr.draw_list->num_solid_entities >= MAX_VISIBLE_PACKET )
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return false;
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tr.draw_list->solid_entities[tr.draw_list->num_solid_entities] = clent;
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tr.draw_list->num_solid_entities++;
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}
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else
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{
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// translucent
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if( tr.draw_list->num_trans_entities >= MAX_VISIBLE_PACKET )
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return false;
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tr.draw_list->trans_entities[tr.draw_list->num_trans_entities] = clent;
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tr.draw_list->num_trans_entities++;
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}
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return true;
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}
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/*
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=============
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R_Clear
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=============
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*/
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static void R_Clear( int bitMask )
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{
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int bits;
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if( CL_IsDevOverviewMode( ))
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pglClearColor( 0.0f, 1.0f, 0.0f, 1.0f ); // green background (Valve rules)
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else pglClearColor( 0.5f, 0.5f, 0.5f, 1.0f );
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bits = GL_DEPTH_BUFFER_BIT;
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if( glState.stencilEnabled )
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bits |= GL_STENCIL_BUFFER_BIT;
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bits &= bitMask;
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pglClear( bits );
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// change ordering for overview
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if( RI.drawOrtho )
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{
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gldepthmin = 1.0f;
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gldepthmax = 0.0f;
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}
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else
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{
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gldepthmin = 0.0f;
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gldepthmax = 1.0f;
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}
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pglDepthFunc( GL_LEQUAL );
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pglDepthRange( gldepthmin, gldepthmax );
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}
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//=============================================================================
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/*
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===============
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R_GetFarClip
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===============
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*/
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static float R_GetFarClip( void )
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{
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if( cl.worldmodel && RI.drawWorld )
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return clgame.movevars.zmax * 1.73f;
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return 2048.0f;
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}
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/*
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===============
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R_SetupFrustum
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===============
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*/
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void R_SetupFrustum( void )
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{
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ref_overview_t *ov = &clgame.overView;
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if( RP_NORMALPASS() && ( cl.local.waterlevel >= 3 ))
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{
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RI.fov_x = atan( tan( DEG2RAD( RI.fov_x ) / 2 ) * ( 0.97 + sin( cl.time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0);
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RI.fov_y = atan( tan( DEG2RAD( RI.fov_y ) / 2 ) * ( 1.03 - sin( cl.time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0);
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}
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// build the transformation matrix for the given view angles
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AngleVectors( RI.viewangles, RI.vforward, RI.vright, RI.vup );
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if( !r_lockfrustum->value )
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{
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VectorCopy( RI.vieworg, RI.cullorigin );
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VectorCopy( RI.vforward, RI.cull_vforward );
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VectorCopy( RI.vright, RI.cull_vright );
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VectorCopy( RI.vup, RI.cull_vup );
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}
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if( RI.drawOrtho )
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GL_FrustumInitOrtho( &RI.frustum, ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
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else GL_FrustumInitProj( &RI.frustum, 0.0f, R_GetFarClip(), RI.fov_x, RI.fov_y ); // NOTE: we ignore nearplane here (mirrors only)
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}
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/*
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=============
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R_SetupProjectionMatrix
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=============
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*/
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static void R_SetupProjectionMatrix( matrix4x4 m )
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{
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GLdouble xMin, xMax, yMin, yMax, zNear, zFar;
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if( RI.drawOrtho )
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{
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ref_overview_t *ov = &clgame.overView;
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Matrix4x4_CreateOrtho( m, ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
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return;
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}
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RI.farClip = R_GetFarClip();
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zNear = 4.0f;
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zFar = max( 256.0f, RI.farClip );
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yMax = zNear * tan( RI.fov_y * M_PI / 360.0 );
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yMin = -yMax;
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xMax = zNear * tan( RI.fov_x * M_PI / 360.0 );
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xMin = -xMax;
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Matrix4x4_CreateProjection( m, xMax, xMin, yMax, yMin, zNear, zFar );
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}
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/*
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=============
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R_SetupModelviewMatrix
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=============
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*/
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static void R_SetupModelviewMatrix( matrix4x4 m )
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{
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Matrix4x4_CreateModelview( m );
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Matrix4x4_ConcatRotate( m, -RI.viewangles[2], 1, 0, 0 );
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Matrix4x4_ConcatRotate( m, -RI.viewangles[0], 0, 1, 0 );
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Matrix4x4_ConcatRotate( m, -RI.viewangles[1], 0, 0, 1 );
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Matrix4x4_ConcatTranslate( m, -RI.vieworg[0], -RI.vieworg[1], -RI.vieworg[2] );
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}
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/*
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=============
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R_LoadIdentity
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=============
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*/
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void R_LoadIdentity( void )
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{
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if( tr.modelviewIdentity ) return;
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Matrix4x4_LoadIdentity( RI.objectMatrix );
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Matrix4x4_Copy( RI.modelviewMatrix, RI.worldviewMatrix );
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pglMatrixMode( GL_MODELVIEW );
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GL_LoadMatrix( RI.modelviewMatrix );
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tr.modelviewIdentity = true;
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}
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/*
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=============
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R_RotateForEntity
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=============
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*/
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void R_RotateForEntity( cl_entity_t *e )
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{
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float scale = 1.0f;
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if( e == clgame.entities )
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{
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R_LoadIdentity();
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return;
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}
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if( e->model->type != mod_brush && e->curstate.scale > 0.0f )
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scale = e->curstate.scale;
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Matrix4x4_CreateFromEntity( RI.objectMatrix, e->angles, e->origin, scale );
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Matrix4x4_ConcatTransforms( RI.modelviewMatrix, RI.worldviewMatrix, RI.objectMatrix );
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pglMatrixMode( GL_MODELVIEW );
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GL_LoadMatrix( RI.modelviewMatrix );
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tr.modelviewIdentity = false;
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}
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/*
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=============
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R_TranslateForEntity
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=============
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*/
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void R_TranslateForEntity( cl_entity_t *e )
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{
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float scale = 1.0f;
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if( e == clgame.entities )
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{
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R_LoadIdentity();
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return;
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}
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if( e->model->type != mod_brush && e->curstate.scale > 0.0f )
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scale = e->curstate.scale;
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Matrix4x4_CreateFromEntity( RI.objectMatrix, vec3_origin, e->origin, scale );
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Matrix4x4_ConcatTransforms( RI.modelviewMatrix, RI.worldviewMatrix, RI.objectMatrix );
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pglMatrixMode( GL_MODELVIEW );
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GL_LoadMatrix( RI.modelviewMatrix );
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tr.modelviewIdentity = false;
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}
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/*
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===============
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R_FindViewLeaf
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===============
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*/
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void R_FindViewLeaf( void )
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{
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RI.oldviewleaf = RI.viewleaf;
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RI.viewleaf = Mod_PointInLeaf( RI.pvsorigin, cl.worldmodel->nodes );
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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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static void R_SetupFrame( void )
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{
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// setup viewplane dist
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RI.viewplanedist = DotProduct( RI.vieworg, RI.vforward );
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if( !gl_nosort->value )
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{
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// sort translucents entities by rendermode and distance
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qsort( tr.draw_list->trans_entities, tr.draw_list->num_trans_entities, sizeof( cl_entity_t* ), R_TransEntityCompare );
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}
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// current viewleaf
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if( RI.drawWorld )
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{
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RI.isSkyVisible = false; // unknown at this moment
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R_FindViewLeaf();
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}
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}
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/*
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=============
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R_SetupGL
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=============
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*/
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void R_SetupGL( qboolean set_gl_state )
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{
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R_SetupModelviewMatrix( RI.worldviewMatrix );
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R_SetupProjectionMatrix( RI.projectionMatrix );
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Matrix4x4_Concat( RI.worldviewProjectionMatrix, RI.projectionMatrix, RI.worldviewMatrix );
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if( !set_gl_state ) return;
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if( RP_NORMALPASS( ))
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{
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int x, x2, y, y2;
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// set up viewport (main, playersetup)
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x = floor( RI.viewport[0] * glState.width / glState.width );
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x2 = ceil(( RI.viewport[0] + RI.viewport[2] ) * glState.width / glState.width );
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y = floor( glState.height - RI.viewport[1] * glState.height / glState.height );
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y2 = ceil( glState.height - ( RI.viewport[1] + RI.viewport[3] ) * glState.height / glState.height );
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pglViewport( x, y2, x2 - x, y - y2 );
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}
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else
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{
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// envpass, mirrorpass
|
|
pglViewport( RI.viewport[0], RI.viewport[1], RI.viewport[2], RI.viewport[3] );
|
|
}
|
|
|
|
pglMatrixMode( GL_PROJECTION );
|
|
GL_LoadMatrix( RI.projectionMatrix );
|
|
|
|
pglMatrixMode( GL_MODELVIEW );
|
|
GL_LoadMatrix( RI.worldviewMatrix );
|
|
|
|
if( FBitSet( RI.params, RP_CLIPPLANE ))
|
|
{
|
|
GLdouble clip[4];
|
|
mplane_t *p = &RI.clipPlane;
|
|
|
|
clip[0] = p->normal[0];
|
|
clip[1] = p->normal[1];
|
|
clip[2] = p->normal[2];
|
|
clip[3] = -p->dist;
|
|
|
|
pglClipPlane( GL_CLIP_PLANE0, clip );
|
|
pglEnable( GL_CLIP_PLANE0 );
|
|
}
|
|
|
|
GL_Cull( GL_FRONT );
|
|
|
|
pglDisable( GL_BLEND );
|
|
pglDisable( GL_ALPHA_TEST );
|
|
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_EndGL
|
|
=============
|
|
*/
|
|
static void R_EndGL( void )
|
|
{
|
|
if( RI.params & RP_CLIPPLANE )
|
|
pglDisable( GL_CLIP_PLANE0 );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_RecursiveFindWaterTexture
|
|
|
|
using to find source waterleaf with
|
|
watertexture to grab fog values from it
|
|
=============
|
|
*/
|
|
static gl_texture_t *R_RecursiveFindWaterTexture( const mnode_t *node, const mnode_t *ignore, qboolean down )
|
|
{
|
|
gl_texture_t *tex = NULL;
|
|
|
|
// assure the initial node is not null
|
|
// we could check it here, but we would rather check it
|
|
// outside the call to get rid of one additional recursion level
|
|
Assert( node != NULL );
|
|
|
|
// ignore solid nodes
|
|
if( node->contents == CONTENTS_SOLID )
|
|
return NULL;
|
|
|
|
if( node->contents < 0 )
|
|
{
|
|
mleaf_t *pleaf;
|
|
msurface_t **mark;
|
|
int i, c;
|
|
|
|
// ignore non-liquid leaves
|
|
if( node->contents != CONTENTS_WATER && node->contents != CONTENTS_LAVA && node->contents != CONTENTS_SLIME )
|
|
return NULL;
|
|
|
|
// find texture
|
|
pleaf = (mleaf_t *)node;
|
|
mark = pleaf->firstmarksurface;
|
|
c = pleaf->nummarksurfaces;
|
|
|
|
for( i = 0; i < c; i++, mark++ )
|
|
{
|
|
if( (*mark)->flags & SURF_DRAWTURB && (*mark)->texinfo && (*mark)->texinfo->texture )
|
|
return R_GetTexture( (*mark)->texinfo->texture->gl_texturenum );
|
|
}
|
|
|
|
// texture not found
|
|
return NULL;
|
|
}
|
|
|
|
// this is a regular node
|
|
// traverse children
|
|
if( node->children[0] && ( node->children[0] != ignore ))
|
|
{
|
|
tex = R_RecursiveFindWaterTexture( node->children[0], node, true );
|
|
if( tex ) return tex;
|
|
}
|
|
|
|
if( node->children[1] && ( node->children[1] != ignore ))
|
|
{
|
|
tex = R_RecursiveFindWaterTexture( node->children[1], node, true );
|
|
if( tex ) return tex;
|
|
}
|
|
|
|
// for down recursion, return immediately
|
|
if( down ) return NULL;
|
|
|
|
// texture not found, step up if any
|
|
if( node->parent )
|
|
return R_RecursiveFindWaterTexture( node->parent, node, false );
|
|
|
|
// top-level node, bail out
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_CheckFog
|
|
|
|
check for underwater fog
|
|
Using backward recursion to find waterline leaf
|
|
from underwater leaf (idea: XaeroX)
|
|
=============
|
|
*/
|
|
static void R_CheckFog( void )
|
|
{
|
|
cl_entity_t *ent;
|
|
gl_texture_t *tex;
|
|
int i, cnt, count;
|
|
|
|
// quake global fog
|
|
if( Host_IsQuakeCompatible( ))
|
|
{
|
|
if( !clgame.movevars.fog_settings )
|
|
{
|
|
if( pglIsEnabled( GL_FOG ))
|
|
pglDisable( GL_FOG );
|
|
RI.fogEnabled = false;
|
|
return;
|
|
}
|
|
|
|
// quake-style global fog
|
|
RI.fogColor[0] = ((clgame.movevars.fog_settings & 0xFF000000) >> 24) / 255.0f;
|
|
RI.fogColor[1] = ((clgame.movevars.fog_settings & 0xFF0000) >> 16) / 255.0f;
|
|
RI.fogColor[2] = ((clgame.movevars.fog_settings & 0xFF00) >> 8) / 255.0f;
|
|
RI.fogDensity = ((clgame.movevars.fog_settings & 0xFF) / 255.0f) * 0.01f;
|
|
RI.fogStart = RI.fogEnd = 0.0f;
|
|
RI.fogColor[3] = 1.0f;
|
|
RI.fogCustom = false;
|
|
RI.fogEnabled = true;
|
|
RI.fogSkybox = true;
|
|
return;
|
|
}
|
|
|
|
RI.fogEnabled = false;
|
|
|
|
if( RI.onlyClientDraw || cl.local.waterlevel < 3 || !RI.drawWorld || !RI.viewleaf )
|
|
{
|
|
if( RI.cached_waterlevel == 3 )
|
|
{
|
|
// in some cases waterlevel jumps from 3 to 1. Catch it
|
|
RI.cached_waterlevel = cl.local.waterlevel;
|
|
RI.cached_contents = CONTENTS_EMPTY;
|
|
if( !RI.fogCustom ) pglDisable( GL_FOG );
|
|
}
|
|
return;
|
|
}
|
|
|
|
ent = CL_GetWaterEntity( RI.vieworg );
|
|
if( ent && ent->model && ent->model->type == mod_brush && ent->curstate.skin < 0 )
|
|
cnt = ent->curstate.skin;
|
|
else cnt = RI.viewleaf->contents;
|
|
|
|
RI.cached_waterlevel = cl.local.waterlevel;
|
|
|
|
if( !IsLiquidContents( RI.cached_contents ) && IsLiquidContents( cnt ))
|
|
{
|
|
tex = NULL;
|
|
|
|
// check for water texture
|
|
if( ent && ent->model && ent->model->type == mod_brush )
|
|
{
|
|
msurface_t *surf;
|
|
|
|
count = ent->model->nummodelsurfaces;
|
|
|
|
for( i = 0, surf = &ent->model->surfaces[ent->model->firstmodelsurface]; i < count; i++, surf++ )
|
|
{
|
|
if( surf->flags & SURF_DRAWTURB && surf->texinfo && surf->texinfo->texture )
|
|
{
|
|
tex = R_GetTexture( surf->texinfo->texture->gl_texturenum );
|
|
RI.cached_contents = ent->curstate.skin;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
tex = R_RecursiveFindWaterTexture( RI.viewleaf->parent, NULL, false );
|
|
if( tex ) RI.cached_contents = RI.viewleaf->contents;
|
|
}
|
|
|
|
if( !tex ) return; // no valid fogs
|
|
|
|
// copy fog params
|
|
RI.fogColor[0] = tex->fogParams[0] / 255.0f;
|
|
RI.fogColor[1] = tex->fogParams[1] / 255.0f;
|
|
RI.fogColor[2] = tex->fogParams[2] / 255.0f;
|
|
RI.fogDensity = tex->fogParams[3] * 0.000025f;
|
|
RI.fogStart = RI.fogEnd = 0.0f;
|
|
RI.fogColor[3] = 1.0f;
|
|
RI.fogCustom = false;
|
|
RI.fogEnabled = true;
|
|
RI.fogSkybox = true;
|
|
}
|
|
else
|
|
{
|
|
RI.fogCustom = false;
|
|
RI.fogEnabled = true;
|
|
RI.fogSkybox = true;
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_CheckGLFog
|
|
|
|
special condition for Spirit 1.9
|
|
that used direct calls of glFog-functions
|
|
=============
|
|
*/
|
|
static void R_CheckGLFog( void )
|
|
{
|
|
#ifdef HACKS_RELATED_HLMODS
|
|
if(( !RI.fogEnabled && !RI.fogCustom ) && pglIsEnabled( GL_FOG ) && VectorIsNull( RI.fogColor ))
|
|
{
|
|
// fill the fog color from GL-state machine
|
|
pglGetFloatv( GL_FOG_COLOR, RI.fogColor );
|
|
RI.fogSkybox = true;
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawFog
|
|
|
|
=============
|
|
*/
|
|
void R_DrawFog( void )
|
|
{
|
|
if( !RI.fogEnabled ) return;
|
|
|
|
pglEnable( GL_FOG );
|
|
if( Host_IsQuakeCompatible( ))
|
|
pglFogi( GL_FOG_MODE, GL_EXP2 );
|
|
else pglFogi( GL_FOG_MODE, GL_EXP );
|
|
pglFogf( GL_FOG_DENSITY, RI.fogDensity );
|
|
pglFogfv( GL_FOG_COLOR, RI.fogColor );
|
|
pglHint( GL_FOG_HINT, GL_NICEST );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawEntitiesOnList
|
|
=============
|
|
*/
|
|
void R_DrawEntitiesOnList( void )
|
|
{
|
|
int i;
|
|
|
|
tr.blend = 1.0f;
|
|
GL_CheckForErrors();
|
|
|
|
// first draw solid entities
|
|
for( i = 0; i < tr.draw_list->num_solid_entities && !RI.onlyClientDraw; i++ )
|
|
{
|
|
RI.currententity = tr.draw_list->solid_entities[i];
|
|
RI.currentmodel = RI.currententity->model;
|
|
|
|
Assert( RI.currententity != NULL );
|
|
Assert( RI.currentmodel != NULL );
|
|
|
|
switch( RI.currentmodel->type )
|
|
{
|
|
case mod_brush:
|
|
R_DrawBrushModel( RI.currententity );
|
|
break;
|
|
case mod_alias:
|
|
R_DrawAliasModel( RI.currententity );
|
|
break;
|
|
case mod_studio:
|
|
R_DrawStudioModel( RI.currententity );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
GL_CheckForErrors();
|
|
|
|
// quake-specific feature
|
|
R_DrawAlphaTextureChains();
|
|
|
|
GL_CheckForErrors();
|
|
|
|
// draw sprites seperately, because of alpha blending
|
|
for( i = 0; i < tr.draw_list->num_solid_entities && !RI.onlyClientDraw; i++ )
|
|
{
|
|
RI.currententity = tr.draw_list->solid_entities[i];
|
|
RI.currentmodel = RI.currententity->model;
|
|
|
|
Assert( RI.currententity != NULL );
|
|
Assert( RI.currentmodel != NULL );
|
|
|
|
switch( RI.currentmodel->type )
|
|
{
|
|
case mod_sprite:
|
|
R_DrawSpriteModel( RI.currententity );
|
|
break;
|
|
}
|
|
}
|
|
|
|
GL_CheckForErrors();
|
|
|
|
if( !RI.onlyClientDraw )
|
|
{
|
|
CL_DrawBeams( false );
|
|
}
|
|
|
|
GL_CheckForErrors();
|
|
|
|
if( RI.drawWorld )
|
|
clgame.dllFuncs.pfnDrawNormalTriangles();
|
|
|
|
GL_CheckForErrors();
|
|
|
|
// then draw translucent entities
|
|
for( i = 0; i < tr.draw_list->num_trans_entities && !RI.onlyClientDraw; i++ )
|
|
{
|
|
RI.currententity = tr.draw_list->trans_entities[i];
|
|
RI.currentmodel = RI.currententity->model;
|
|
|
|
// handle studiomodels with custom rendermodes on texture
|
|
if( RI.currententity->curstate.rendermode != kRenderNormal )
|
|
tr.blend = CL_FxBlend( RI.currententity ) / 255.0f;
|
|
else tr.blend = 1.0f; // draw as solid but sorted by distance
|
|
|
|
if( tr.blend <= 0.0f ) continue;
|
|
|
|
Assert( RI.currententity != NULL );
|
|
Assert( RI.currentmodel != NULL );
|
|
|
|
switch( RI.currentmodel->type )
|
|
{
|
|
case mod_brush:
|
|
R_DrawBrushModel( RI.currententity );
|
|
break;
|
|
case mod_alias:
|
|
R_DrawAliasModel( RI.currententity );
|
|
break;
|
|
case mod_studio:
|
|
R_DrawStudioModel( RI.currententity );
|
|
break;
|
|
case mod_sprite:
|
|
R_DrawSpriteModel( RI.currententity );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
GL_CheckForErrors();
|
|
|
|
if( RI.drawWorld )
|
|
{
|
|
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
clgame.dllFuncs.pfnDrawTransparentTriangles ();
|
|
}
|
|
|
|
GL_CheckForErrors();
|
|
|
|
if( !RI.onlyClientDraw )
|
|
{
|
|
R_AllowFog( false );
|
|
CL_DrawBeams( true );
|
|
CL_DrawParticles( tr.frametime );
|
|
CL_DrawTracers( tr.frametime );
|
|
R_AllowFog( true );
|
|
}
|
|
|
|
GL_CheckForErrors();
|
|
|
|
pglDisable( GL_BLEND ); // Trinity Render issues
|
|
|
|
if( !RI.onlyClientDraw )
|
|
R_DrawViewModel();
|
|
CL_ExtraUpdate();
|
|
|
|
GL_CheckForErrors();
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderScene
|
|
|
|
R_SetupRefParams must be called right before
|
|
================
|
|
*/
|
|
void R_RenderScene( void )
|
|
{
|
|
if( !cl.worldmodel && RI.drawWorld )
|
|
Host_Error( "R_RenderView: NULL worldmodel\n" );
|
|
|
|
// frametime is valid only for normal pass
|
|
if( RP_NORMALPASS( ))
|
|
tr.frametime = cl.time - cl.oldtime;
|
|
else tr.frametime = 0.0;
|
|
|
|
// begin a new frame
|
|
tr.framecount++;
|
|
|
|
R_PushDlights();
|
|
|
|
R_SetupFrustum();
|
|
R_SetupFrame();
|
|
R_SetupGL( true );
|
|
R_Clear( ~0 );
|
|
|
|
R_MarkLeaves();
|
|
R_DrawFog ();
|
|
|
|
R_CheckGLFog();
|
|
R_DrawWorld();
|
|
R_CheckFog();
|
|
|
|
CL_ExtraUpdate (); // don't let sound get messed up if going slow
|
|
|
|
R_DrawEntitiesOnList();
|
|
|
|
R_DrawWaterSurfaces();
|
|
|
|
R_EndGL();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_DoResetGamma
|
|
|
|
gamma will be reset for
|
|
some type of screenshots
|
|
===============
|
|
*/
|
|
qboolean R_DoResetGamma( void )
|
|
{
|
|
// FIXME: this looks ugly. apply the backward gamma changes to the output image
|
|
return false;
|
|
|
|
switch( cls.scrshot_action )
|
|
{
|
|
case scrshot_normal:
|
|
if( CL_IsDevOverviewMode( ))
|
|
return true;
|
|
return false;
|
|
case scrshot_snapshot:
|
|
if( CL_IsDevOverviewMode( ))
|
|
return true;
|
|
return false;
|
|
case scrshot_plaque:
|
|
case scrshot_savegame:
|
|
case scrshot_envshot:
|
|
case scrshot_skyshot:
|
|
case scrshot_mapshot:
|
|
return true;
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_BeginFrame
|
|
===============
|
|
*/
|
|
void R_BeginFrame( qboolean clearScene )
|
|
{
|
|
glConfig.softwareGammaUpdate = false; // in case of possible fails
|
|
|
|
if(( gl_clear->value || CL_IsDevOverviewMode( )) && clearScene && cls.state != ca_cinematic )
|
|
{
|
|
pglClear( GL_COLOR_BUFFER_BIT );
|
|
}
|
|
|
|
if( R_DoResetGamma( ))
|
|
{
|
|
BuildGammaTable( 1.8f, 0.0f );
|
|
glConfig.softwareGammaUpdate = true;
|
|
GL_RebuildLightmaps();
|
|
glConfig.softwareGammaUpdate = false;
|
|
|
|
// next frame will be restored gamma
|
|
SetBits( vid_brightness->flags, FCVAR_CHANGED );
|
|
SetBits( vid_gamma->flags, FCVAR_CHANGED );
|
|
}
|
|
else if( FBitSet( vid_gamma->flags, FCVAR_CHANGED ) || FBitSet( vid_brightness->flags, FCVAR_CHANGED ))
|
|
{
|
|
BuildGammaTable( vid_gamma->value, vid_brightness->value );
|
|
glConfig.softwareGammaUpdate = true;
|
|
GL_RebuildLightmaps();
|
|
glConfig.softwareGammaUpdate = false;
|
|
}
|
|
|
|
R_Set2DMode( true );
|
|
|
|
// draw buffer stuff
|
|
pglDrawBuffer( GL_BACK );
|
|
|
|
// update texture parameters
|
|
if( FBitSet( gl_texture_nearest->flags|gl_lightmap_nearest->flags|gl_texture_anisotropy->flags|gl_texture_lodbias->flags, FCVAR_CHANGED ))
|
|
R_SetTextureParameters();
|
|
|
|
// swapinterval stuff
|
|
GL_UpdateSwapInterval();
|
|
|
|
CL_ExtraUpdate ();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_SetupRefParams
|
|
|
|
set initial params for renderer
|
|
===============
|
|
*/
|
|
void R_SetupRefParams( const ref_viewpass_t *rvp )
|
|
{
|
|
RI.params = RP_NONE;
|
|
RI.drawWorld = FBitSet( rvp->flags, RF_DRAW_WORLD );
|
|
RI.onlyClientDraw = FBitSet( rvp->flags, RF_ONLY_CLIENTDRAW );
|
|
RI.farClip = 0;
|
|
|
|
if( !FBitSet( rvp->flags, RF_DRAW_CUBEMAP ))
|
|
RI.drawOrtho = FBitSet( rvp->flags, RF_DRAW_OVERVIEW );
|
|
else RI.drawOrtho = false;
|
|
|
|
// setup viewport
|
|
RI.viewport[0] = rvp->viewport[0];
|
|
RI.viewport[1] = rvp->viewport[1];
|
|
RI.viewport[2] = rvp->viewport[2];
|
|
RI.viewport[3] = rvp->viewport[3];
|
|
|
|
// calc FOV
|
|
RI.fov_x = rvp->fov_x;
|
|
RI.fov_y = rvp->fov_y;
|
|
|
|
VectorCopy( rvp->vieworigin, RI.vieworg );
|
|
VectorCopy( rvp->viewangles, RI.viewangles );
|
|
VectorCopy( rvp->vieworigin, RI.pvsorigin );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_RenderFrame
|
|
===============
|
|
*/
|
|
void R_RenderFrame( const ref_viewpass_t *rvp )
|
|
{
|
|
if( r_norefresh->value )
|
|
return;
|
|
|
|
// setup the initial render params
|
|
R_SetupRefParams( rvp );
|
|
|
|
if( gl_finish->value && RI.drawWorld )
|
|
pglFinish();
|
|
|
|
if( glConfig.max_multisamples > 1 && FBitSet( gl_msaa->flags, FCVAR_CHANGED ))
|
|
{
|
|
if( CVAR_TO_BOOL( gl_msaa ))
|
|
pglEnable( GL_MULTISAMPLE_ARB );
|
|
else pglDisable( GL_MULTISAMPLE_ARB );
|
|
ClearBits( gl_msaa->flags, FCVAR_CHANGED );
|
|
}
|
|
|
|
// completely override rendering
|
|
if( clgame.drawFuncs.GL_RenderFrame != NULL )
|
|
{
|
|
tr.fCustomRendering = true;
|
|
|
|
if( clgame.drawFuncs.GL_RenderFrame( rvp ))
|
|
{
|
|
R_GatherPlayerLight();
|
|
tr.realframecount++;
|
|
tr.fResetVis = true;
|
|
return;
|
|
}
|
|
}
|
|
|
|
tr.fCustomRendering = false;
|
|
if( !RI.onlyClientDraw )
|
|
R_RunViewmodelEvents();
|
|
|
|
tr.realframecount++; // right called after viewmodel events
|
|
R_RenderScene();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_EndFrame
|
|
===============
|
|
*/
|
|
void R_EndFrame( void )
|
|
{
|
|
// flush any remaining 2D bits
|
|
R_Set2DMode( false );
|
|
|
|
#ifdef XASH_SDL
|
|
SDL_GL_SwapWindow( host.hWnd );
|
|
#elif defined __ANDROID__ // For direct android backend
|
|
Android_SwapBuffers();
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_DrawCubemapView
|
|
===============
|
|
*/
|
|
void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size )
|
|
{
|
|
ref_viewpass_t rvp;
|
|
|
|
// basic params
|
|
rvp.flags = rvp.viewentity = 0;
|
|
SetBits( rvp.flags, RF_DRAW_WORLD );
|
|
SetBits( rvp.flags, RF_DRAW_CUBEMAP );
|
|
|
|
rvp.viewport[0] = rvp.viewport[1] = 0;
|
|
rvp.viewport[2] = rvp.viewport[3] = size;
|
|
rvp.fov_x = rvp.fov_y = 90.0f; // this is a final fov value
|
|
|
|
// setup origin & angles
|
|
VectorCopy( origin, rvp.vieworigin );
|
|
VectorCopy( angles, rvp.viewangles );
|
|
|
|
R_RenderFrame( &rvp );
|
|
|
|
RI.viewleaf = NULL; // force markleafs next frame
|
|
}
|
|
|
|
static int GL_RenderGetParm( int parm, int arg )
|
|
{
|
|
gl_texture_t *glt;
|
|
|
|
switch( parm )
|
|
{
|
|
case PARM_TEX_WIDTH:
|
|
glt = R_GetTexture( arg );
|
|
return glt->width;
|
|
case PARM_TEX_HEIGHT:
|
|
glt = R_GetTexture( arg );
|
|
return glt->height;
|
|
case PARM_TEX_SRC_WIDTH:
|
|
glt = R_GetTexture( arg );
|
|
return glt->srcWidth;
|
|
case PARM_TEX_SRC_HEIGHT:
|
|
glt = R_GetTexture( arg );
|
|
return glt->srcHeight;
|
|
case PARM_TEX_GLFORMAT:
|
|
glt = R_GetTexture( arg );
|
|
return glt->format;
|
|
case PARM_TEX_ENCODE:
|
|
glt = R_GetTexture( arg );
|
|
return glt->encode;
|
|
case PARM_TEX_MIPCOUNT:
|
|
glt = R_GetTexture( arg );
|
|
return glt->numMips;
|
|
case PARM_TEX_DEPTH:
|
|
glt = R_GetTexture( arg );
|
|
return glt->depth;
|
|
case PARM_BSP2_SUPPORTED:
|
|
#ifdef SUPPORT_BSP2_FORMAT
|
|
return 1;
|
|
#endif
|
|
return 0;
|
|
case PARM_TEX_SKYBOX:
|
|
Assert( arg >= 0 && arg < 6 );
|
|
return tr.skyboxTextures[arg];
|
|
case PARM_TEX_SKYTEXNUM:
|
|
return tr.skytexturenum;
|
|
case PARM_TEX_LIGHTMAP:
|
|
arg = bound( 0, arg, MAX_LIGHTMAPS - 1 );
|
|
return tr.lightmapTextures[arg];
|
|
case PARM_SKY_SPHERE:
|
|
return FBitSet( world.flags, FWORLD_SKYSPHERE ) && !FBitSet( world.flags, FWORLD_CUSTOM_SKYBOX );
|
|
case PARAM_GAMEPAUSED:
|
|
return cl.paused;
|
|
case PARM_WIDESCREEN:
|
|
return glState.wideScreen;
|
|
case PARM_FULLSCREEN:
|
|
return glState.fullScreen;
|
|
case PARM_SCREEN_WIDTH:
|
|
return glState.width;
|
|
case PARM_SCREEN_HEIGHT:
|
|
return glState.height;
|
|
case PARM_CLIENT_INGAME:
|
|
return CL_IsInGame();
|
|
case PARM_MAX_ENTITIES:
|
|
return clgame.maxEntities;
|
|
case PARM_TEX_TARGET:
|
|
glt = R_GetTexture( arg );
|
|
return glt->target;
|
|
case PARM_TEX_TEXNUM:
|
|
glt = R_GetTexture( arg );
|
|
return glt->texnum;
|
|
case PARM_TEX_FLAGS:
|
|
glt = R_GetTexture( arg );
|
|
return glt->flags;
|
|
case PARM_FEATURES:
|
|
return host.features;
|
|
case PARM_ACTIVE_TMU:
|
|
return glState.activeTMU;
|
|
case PARM_LIGHTSTYLEVALUE:
|
|
arg = bound( 0, arg, MAX_LIGHTSTYLES - 1 );
|
|
return tr.lightstylevalue[arg];
|
|
case PARM_MAP_HAS_DELUXE:
|
|
return FBitSet( world.flags, FWORLD_HAS_DELUXEMAP );
|
|
case PARM_MAX_IMAGE_UNITS:
|
|
return GL_MaxTextureUnits();
|
|
case PARM_CLIENT_ACTIVE:
|
|
return (cls.state == ca_active);
|
|
case PARM_REBUILD_GAMMA:
|
|
return glConfig.softwareGammaUpdate;
|
|
case PARM_DEDICATED_SERVER:
|
|
return (host.type == HOST_DEDICATED);
|
|
case PARM_SURF_SAMPLESIZE:
|
|
if( arg >= 0 && arg < cl.worldmodel->numsurfaces )
|
|
return Mod_SampleSizeForFace( &cl.worldmodel->surfaces[arg] );
|
|
return LM_SAMPLE_SIZE;
|
|
case PARM_GL_CONTEXT_TYPE:
|
|
return glConfig.context;
|
|
case PARM_GLES_WRAPPER:
|
|
return glConfig.wrapper;
|
|
case PARM_STENCIL_ACTIVE:
|
|
return glState.stencilEnabled;
|
|
case PARM_WATER_ALPHA:
|
|
return FBitSet( world.flags, FWORLD_WATERALPHA );
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale )
|
|
{
|
|
gl_texture_t *glt = R_GetTexture( texture );
|
|
|
|
if( xScale ) *xScale = glt->xscale;
|
|
if( yScale ) *yScale = glt->yscale;
|
|
}
|
|
|
|
static void R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte *blue, byte *density )
|
|
{
|
|
gl_texture_t *glt = R_GetTexture( texture );
|
|
|
|
if( red ) *red = glt->fogParams[0];
|
|
if( green ) *green = glt->fogParams[1];
|
|
if( blue ) *blue = glt->fogParams[2];
|
|
if( density ) *density = glt->fogParams[3];
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_EnvShot
|
|
|
|
=================
|
|
*/
|
|
static void R_EnvShot( const float *vieworg, const char *name, qboolean skyshot, int shotsize )
|
|
{
|
|
static vec3_t viewPoint;
|
|
|
|
if( !COM_CheckString( name ))
|
|
return;
|
|
|
|
if( cls.scrshot_action != scrshot_inactive )
|
|
{
|
|
if( cls.scrshot_action != scrshot_skyshot && cls.scrshot_action != scrshot_envshot )
|
|
Con_Printf( S_ERROR "R_%sShot: subsystem is busy, try for next frame.\n", skyshot ? "Sky" : "Env" );
|
|
return;
|
|
}
|
|
|
|
cls.envshot_vieworg = NULL; // use client view
|
|
Q_strncpy( cls.shotname, name, sizeof( cls.shotname ));
|
|
|
|
if( vieworg )
|
|
{
|
|
// make sure what viewpoint don't temporare
|
|
VectorCopy( vieworg, viewPoint );
|
|
cls.envshot_vieworg = viewPoint;
|
|
cls.envshot_disable_vis = true;
|
|
}
|
|
|
|
// make request for envshot
|
|
if( skyshot ) cls.scrshot_action = scrshot_skyshot;
|
|
else cls.scrshot_action = scrshot_envshot;
|
|
|
|
// catch negative values
|
|
cls.envshot_viewsize = max( 0, shotsize );
|
|
}
|
|
|
|
static void R_SetCurrentEntity( cl_entity_t *ent )
|
|
{
|
|
RI.currententity = ent;
|
|
|
|
// set model also
|
|
if( RI.currententity != NULL )
|
|
{
|
|
RI.currentmodel = RI.currententity->model;
|
|
}
|
|
}
|
|
|
|
static void R_SetCurrentModel( model_t *mod )
|
|
{
|
|
RI.currentmodel = mod;
|
|
}
|
|
|
|
static int R_FatPVS( const vec3_t org, float radius, byte *visbuffer, qboolean merge, qboolean fullvis )
|
|
{
|
|
return Mod_FatPVS( org, radius, visbuffer, world.visbytes, merge, fullvis );
|
|
}
|
|
|
|
static lightstyle_t *CL_GetLightStyle( int number )
|
|
{
|
|
Assert( number >= 0 && number < MAX_LIGHTSTYLES );
|
|
return &cl.lightstyles[number];
|
|
}
|
|
|
|
static dlight_t *CL_GetDynamicLight( int number )
|
|
{
|
|
Assert( number >= 0 && number < MAX_DLIGHTS );
|
|
return &cl_dlights[number];
|
|
}
|
|
|
|
static dlight_t *CL_GetEntityLight( int number )
|
|
{
|
|
Assert( number >= 0 && number < MAX_ELIGHTS );
|
|
return &cl_elights[number];
|
|
}
|
|
|
|
static float R_GetFrameTime( void )
|
|
{
|
|
return tr.frametime;
|
|
}
|
|
|
|
static const char *GL_TextureName( unsigned int texnum )
|
|
{
|
|
return R_GetTexture( texnum )->name;
|
|
}
|
|
|
|
const byte *GL_TextureData( unsigned int texnum )
|
|
{
|
|
rgbdata_t *pic = R_GetTexture( texnum )->original;
|
|
|
|
if( pic != NULL )
|
|
return pic->buffer;
|
|
return NULL;
|
|
}
|
|
|
|
static const ref_overview_t *GL_GetOverviewParms( void )
|
|
{
|
|
return &clgame.overView;
|
|
}
|
|
|
|
static void *R_Mem_Alloc( size_t cb, const char *filename, const int fileline )
|
|
{
|
|
return _Mem_Alloc( cls.mempool, cb, true, filename, fileline );
|
|
}
|
|
|
|
static void R_Mem_Free( void *mem, const char *filename, const int fileline )
|
|
{
|
|
if( !mem ) return;
|
|
_Mem_Free( mem, filename, fileline );
|
|
}
|
|
|
|
/*
|
|
=========
|
|
pfnGetFilesList
|
|
|
|
=========
|
|
*/
|
|
static char **pfnGetFilesList( const char *pattern, int *numFiles, int gamedironly )
|
|
{
|
|
static search_t *t = NULL;
|
|
|
|
if( t ) Mem_Free( t ); // release prev search
|
|
|
|
t = FS_Search( pattern, true, gamedironly );
|
|
|
|
if( !t )
|
|
{
|
|
if( numFiles ) *numFiles = 0;
|
|
return NULL;
|
|
}
|
|
|
|
if( numFiles ) *numFiles = t->numfilenames;
|
|
return t->filenames;
|
|
}
|
|
|
|
static uint pfnFileBufferCRC32( const void *buffer, const int length )
|
|
{
|
|
uint modelCRC = 0;
|
|
|
|
if( !buffer || length <= 0 )
|
|
return modelCRC;
|
|
|
|
CRC32_Init( &modelCRC );
|
|
CRC32_ProcessBuffer( &modelCRC, buffer, length );
|
|
return CRC32_Final( modelCRC );
|
|
}
|
|
|
|
/*
|
|
=============
|
|
CL_GenericHandle
|
|
|
|
=============
|
|
*/
|
|
const char *CL_GenericHandle( int fileindex )
|
|
{
|
|
if( fileindex < 0 || fileindex >= MAX_CUSTOM )
|
|
return 0;
|
|
return cl.files_precache[fileindex];
|
|
}
|
|
|
|
static render_api_t gRenderAPI =
|
|
{
|
|
GL_RenderGetParm,
|
|
R_GetDetailScaleForTexture,
|
|
R_GetExtraParmsForTexture,
|
|
CL_GetLightStyle,
|
|
CL_GetDynamicLight,
|
|
CL_GetEntityLight,
|
|
LightToTexGamma,
|
|
R_GetFrameTime,
|
|
R_SetCurrentEntity,
|
|
R_SetCurrentModel,
|
|
R_FatPVS,
|
|
R_StoreEfrags,
|
|
GL_FindTexture,
|
|
GL_TextureName,
|
|
GL_TextureData,
|
|
GL_LoadTexture,
|
|
GL_CreateTexture,
|
|
GL_LoadTextureArray,
|
|
GL_CreateTextureArray,
|
|
GL_FreeTexture,
|
|
DrawSingleDecal,
|
|
R_DecalSetupVerts,
|
|
R_EntityRemoveDecals,
|
|
(void*)AVI_LoadVideo,
|
|
(void*)AVI_GetVideoInfo,
|
|
(void*)AVI_GetVideoFrameNumber,
|
|
(void*)AVI_GetVideoFrame,
|
|
R_UploadStretchRaw,
|
|
(void*)AVI_FreeVideo,
|
|
(void*)AVI_IsActive,
|
|
S_StreamAviSamples,
|
|
NULL,
|
|
NULL,
|
|
GL_Bind,
|
|
GL_SelectTexture,
|
|
GL_LoadTexMatrixExt,
|
|
GL_LoadIdentityTexMatrix,
|
|
GL_CleanUpTextureUnits,
|
|
GL_TexGen,
|
|
GL_TextureTarget,
|
|
GL_SetTexCoordArrayMode,
|
|
GL_GetProcAddress,
|
|
GL_UpdateTexSize,
|
|
NULL,
|
|
NULL,
|
|
CL_DrawParticlesExternal,
|
|
R_EnvShot,
|
|
pfnSPR_LoadExt,
|
|
R_LightVec,
|
|
R_StudioGetTexture,
|
|
GL_GetOverviewParms,
|
|
CL_GenericHandle,
|
|
NULL,
|
|
NULL,
|
|
R_Mem_Alloc,
|
|
R_Mem_Free,
|
|
pfnGetFilesList,
|
|
pfnFileBufferCRC32,
|
|
COM_CompareFileTime,
|
|
Host_Error,
|
|
(void*)CL_ModelHandle,
|
|
pfnTime,
|
|
Cvar_Set,
|
|
S_FadeMusicVolume,
|
|
COM_SetRandomSeed,
|
|
};
|
|
|
|
/*
|
|
===============
|
|
R_InitRenderAPI
|
|
|
|
Initialize client external rendering
|
|
===============
|
|
*/
|
|
qboolean R_InitRenderAPI( void )
|
|
{
|
|
// make sure what render functions is cleared
|
|
memset( &clgame.drawFuncs, 0, sizeof( clgame.drawFuncs ));
|
|
|
|
if( clgame.dllFuncs.pfnGetRenderInterface )
|
|
{
|
|
if( clgame.dllFuncs.pfnGetRenderInterface( CL_RENDER_INTERFACE_VERSION, &gRenderAPI, &clgame.drawFuncs ))
|
|
{
|
|
Con_Reportf( "CL_LoadProgs: ^2initailized extended RenderAPI ^7ver. %i\n", CL_RENDER_INTERFACE_VERSION );
|
|
return true;
|
|
}
|
|
|
|
// make sure what render functions is cleared
|
|
memset( &clgame.drawFuncs, 0, sizeof( clgame.drawFuncs ));
|
|
|
|
return false; // just tell user about problems
|
|
}
|
|
|
|
// render interface is missed
|
|
return true;
|
|
}
|