#include "quakedef.h"
#include "image.h"
#include "jpeg.h"
+#include "cl_collision.h"
cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
void SCR_ScreenShot_f (void);
-// these are externally accessible
-int r_lightmapscalebit;
-
static matrix4x4_t backend_viewmatrix;
static matrix4x4_t backend_modelmatrix;
static matrix4x4_t backend_modelviewmatrix;
{
}
+cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
+cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
+cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
+cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
+
void gl_backend_init(void)
{
int i;
Cvar_RegisterVariable(&gl_mesh_drawrangeelements);
Cvar_RegisterVariable(&gl_mesh_testarrayelement);
Cvar_RegisterVariable(&gl_mesh_testmanualfeeding);
- R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
-}
-void GL_SetupView_ViewPort (int x, int y, int width, int height)
-{
- if (!r_render.integer)
- return;
+ Cvar_RegisterVariable(&scr_zoomwindow);
+ Cvar_RegisterVariable(&scr_zoomwindow_viewsizex);
+ Cvar_RegisterVariable(&scr_zoomwindow_viewsizey);
+ Cvar_RegisterVariable(&scr_zoomwindow_fov);
- // y is weird beause OpenGL is bottom to top, we use top to bottom
- qglViewport(x, vid.realheight - (y + height), width, height);
- CHECKGLERROR
+ R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap);
}
void GL_SetupView_Orientation_Identity (void)
memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-void GL_SetupView_Orientation_FromEntity (vec3_t origin, vec3_t angles)
+void GL_SetupView_Orientation_FromEntity(matrix4x4_t *matrix)
{
- Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0);
- Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1);
- Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
- Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
- Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
- Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
+ matrix4x4_t tempmatrix, basematrix;
+ Matrix4x4_Invert_Simple(&tempmatrix, matrix);
+ Matrix4x4_CreateRotate(&basematrix, -90, 1, 0, 0);
+ Matrix4x4_ConcatRotate(&basematrix, 90, 0, 0, 1);
+ Matrix4x4_Concat(&backend_viewmatrix, &basematrix, &tempmatrix);
+ //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[2], 1, 0, 0);
+ //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[0], 0, 1, 0);
+ //Matrix4x4_ConcatRotate(&backend_viewmatrix, -angles[1], 0, 0, 1);
+ //Matrix4x4_ConcatTranslate(&backend_viewmatrix, -origin[0], -origin[1], -origin[2]);
memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
m[ 7] = 0;
m[ 8] = 0;
m[ 9] = 0;
- m[10] = -1 * nudge;
- m[11] = -1 * nudge;
+ m[10] = -nudge;
+ m[11] = -1;
m[12] = 0;
m[13] = 0;
m[14] = -2 * zNear * nudge;
{
if(gl_state.scissortest == state)
return;
-
+
CHECKGLERROR
if((gl_state.scissortest = state))
qglEnable(GL_SCISSOR_TEST);
{
GL_ActiveTexture(i);
unit->combinergb = combinergb;
- if (gl_combine.integer)
+ if (gl_combine.integer)
{
qglTexEnvi(GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, unit->combinergb);CHECKGLERROR
}
}
}
+void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, int *elements)
+{
+ qglBegin(GL_LINES);
+ for (;numtriangles;numtriangles--, elements += 3)
+ {
+ qglArrayElement(elements[0]);qglArrayElement(elements[1]);
+ qglArrayElement(elements[1]);qglArrayElement(elements[2]);
+ qglArrayElement(elements[2]);qglArrayElement(elements[0]);
+ }
+ qglEnd();
+ CHECKGLERROR
+}
+
/*
==============================================================================
}
}
+/*
+====================
+CalcFov
+====================
+*/
+float CalcFov (float fov_x, float width, float height)
+{
+ // calculate vision size and alter by aspect, then convert back to angle
+ return atan (height / (width / tan(fov_x/360*M_PI))) * 360 / M_PI;
+}
+
/*
==================
SCR_UpdateScreen
if (gl_combine.integer && (!gl_combine_extension || r_textureunits.integer < 2))
Cvar_SetValueQuick(&gl_combine, 0);
- // lightmaps only
- r_lightmapscalebit = 0;
- if (gl_combine.integer && r_textureunits.integer > 1)
- r_lightmapscalebit += 2;
-
R_TimeReport("setup");
R_ClearScreen();
R_TimeReport("clear");
if (scr_conlines < vid.conheight && cls.signon == SIGNONS)
+ {
+ float size;
+ int contents;
+
+ // bound viewsize
+ if (scr_viewsize.value < 30)
+ Cvar_Set ("viewsize","30");
+ if (scr_viewsize.value > 120)
+ Cvar_Set ("viewsize","120");
+
+ // bound field of view
+ if (scr_fov.value < 1)
+ Cvar_Set ("fov","1");
+ if (scr_fov.value > 170)
+ Cvar_Set ("fov","170");
+
+ // intermission is always full screen
+ if (cl.intermission)
+ {
+ size = 1;
+ sb_lines = 0;
+ }
+ else
+ {
+ if (scr_viewsize.value >= 120)
+ sb_lines = 0; // no status bar at all
+ else if (scr_viewsize.value >= 110)
+ sb_lines = 24; // no inventory
+ else
+ sb_lines = 24+16+8;
+ size = scr_viewsize.value * (1.0 / 100.0);
+ size = min(size, 1);
+ }
+
+ r_refdef.width = vid.realwidth * size;
+ r_refdef.height = vid.realheight * size;
+ r_refdef.x = (vid.realwidth - r_refdef.width)/2;
+ r_refdef.y = (vid.realheight - r_refdef.height)/2;
+
+ // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
+ r_refdef.fov_x = scr_fov.value * cl.viewzoom;
+ r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.width, r_refdef.height);
+
+ if (cl.worldmodel)
+ {
+ Mod_CheckLoaded(cl.worldmodel);
+ contents = CL_PointSuperContents(r_vieworigin);
+ if (contents & SUPERCONTENTS_LIQUIDSMASK)
+ {
+ r_refdef.fov_x *= (sin(cl.time * 4.7) * 0.015 + 0.985);
+ r_refdef.fov_y *= (sin(cl.time * 3.0) * 0.015 + 0.985);
+ }
+ }
+
R_RenderView();
+ if (scr_zoomwindow.integer)
+ {
+ float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
+ float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
+ r_refdef.width = vid.realwidth * sizex;
+ r_refdef.height = vid.realheight * sizey;
+ r_refdef.x = (vid.realwidth - r_refdef.width)/2;
+ r_refdef.y = 0;
+ r_refdef.fov_x = scr_zoomwindow_fov.value;
+ r_refdef.fov_y = CalcFov(r_refdef.fov_x, r_refdef.width, r_refdef.height);
+
+ R_RenderView();
+ }
+ }
+
// draw 2D stuff
R_DrawQueue();