]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
now supports GL_EXT_stencil_two_side extension (found on NV30/R300 class cards),...
[xonotic/darkplaces.git] / gl_rmain.c
index 1389621f65d87b4d52ef041bd1b0396932ee35a2..a7da2025fc1348e6ba1e05f39648ba18387fd71a 100644 (file)
@@ -39,12 +39,22 @@ qboolean envmap;
 
 float r_farclip;
 
+// forces all rendering to draw triangle outlines
+int r_showtrispass;
+
 // view origin
 vec3_t r_vieworigin;
 vec3_t r_viewforward;
 vec3_t r_viewleft;
 vec3_t r_viewright;
 vec3_t r_viewup;
+int r_view_x;
+int r_view_y;
+int r_view_width;
+int r_view_height;
+float r_view_fov_x;
+float r_view_fov_y;
+matrix4x4_t r_view_matrix;
 
 //
 // screen size info
@@ -54,6 +64,7 @@ refdef_t r_refdef;
 // 8.8 fraction of base light value
 unsigned short d_lightstylevalue[256];
 
+cvar_t r_showtris = {0, "r_showtris", "0"};
 cvar_t r_drawentities = {0, "r_drawentities","1"};
 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
 cvar_t r_speeds = {0, "r_speeds","0"};
@@ -133,7 +144,7 @@ static void R_TimeRefresh_f (void)
 
        VectorCopy(oldangles, cl.viewangles);
        intimerefresh = 0;
-       Con_Printf ("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+       Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
 }
 
 vec3_t fogcolor;
@@ -246,6 +257,7 @@ void GL_Main_Init(void)
 // FIXME: move this to client?
        FOG_registercvars();
        Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
+       Cvar_RegisterVariable(&r_showtris);
        Cvar_RegisterVariable(&r_drawentities);
        Cvar_RegisterVariable(&r_drawviewmodel);
        Cvar_RegisterVariable(&r_speeds);
@@ -505,8 +517,8 @@ void R_DrawModels(void)
 
 static void R_SetFrustum(void)
 {
-       // break apart the viewentity matrix into vectors for various purposes
-       Matrix4x4_ToVectors(&r_refdef.viewentitymatrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
+       // break apart the view matrix into vectors for various purposes
+       Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
        VectorNegate(r_viewleft, r_viewright);
 
        // LordHavoc: note to all quake engine coders, the special case for 90
@@ -514,22 +526,22 @@ static void R_SetFrustum(void)
        // disabled as well.
 
        // rotate R_VIEWFORWARD right by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2));
+       RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
        frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
        PlaneClassify(&frustum[0]);
 
        // rotate R_VIEWFORWARD left by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2));
+       RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2));
        frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
        PlaneClassify(&frustum[1]);
 
        // rotate R_VIEWFORWARD up by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2));
+       RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2));
        frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
        PlaneClassify(&frustum[2]);
 
        // rotate R_VIEWFORWARD down by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2));
+       RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2));
        frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
        PlaneClassify(&frustum[3]);
 }
@@ -573,7 +585,7 @@ void R_UpdateWorld(void)
 
        if (r_shadow_realtime_world.integer && !gl_stencil)
        {
-               Con_Printf("Realtime world lighting requires 32bit color; turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n");
+               Con_Print("Realtime world lighting requires 32bit color; turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n");
                Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
        }
 
@@ -603,39 +615,33 @@ void R_RenderView(void)
        if (!r_refdef.entities/* || !cl.worldmodel*/)
                return; //Host_Error ("R_RenderView: NULL worldmodel");
        
-       r_refdef.width = bound(0, r_refdef.width, vid.realwidth);
-       r_refdef.height = bound(0, r_refdef.height, vid.realheight);
-       r_refdef.x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
-       r_refdef.y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
-       r_refdef.fov_x = bound(1, r_refdef.fov_x, 170);
-       r_refdef.fov_y = bound(1, r_refdef.fov_y, 170);
-
-       // GL is weird because it's bottom to top, r_refdef.y is top to bottom
-       qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
-       GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+       r_view_width = bound(0, r_refdef.width, vid.realwidth);
+       r_view_height = bound(0, r_refdef.height, vid.realheight);
+       r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
+       r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
+       r_view_fov_x = bound(1, r_refdef.fov_x, 170);
+       r_view_fov_y = bound(1, r_refdef.fov_y, 170);
+       r_view_matrix = r_refdef.viewentitymatrix;
+
+       // GL is weird because it's bottom to top, r_view_y is top to bottom
+       qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+       GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
        GL_ScissorTest(true);
        R_ClearScreen();
-
-       R_SetFrustum();
-       r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
-
-       if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer)))
-               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
-       else
-               GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
-
-       GL_SetupView_Orientation_FromEntity(&r_refdef.viewentitymatrix);
-       R_Mesh_Start();
        R_TimeReport("setup");
 
+       qglDepthFunc(GL_LEQUAL);
+       qglPolygonOffset(0, 0);
+       qglEnable(GL_POLYGON_OFFSET_FILL);
+
        R_RenderScene();
 
+       qglPolygonOffset(0, 0);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
+
        R_BlendView();
        R_TimeReport("blendview");
        
-       R_Mesh_Finish();
-       R_TimeReport("meshfinish");
-
        GL_Scissor(0, 0, vid.realwidth, vid.realheight);
        GL_ScissorTest(false);
 }
@@ -644,13 +650,25 @@ extern void R_DrawLightningBeams (void);
 void R_RenderScene(void)
 {
        entity_render_t *world;
-
+       
        // don't let sound skip if going slow
        if (!intimerefresh && !r_speeds.integer)
                S_ExtraUpdate ();
 
        r_framecount++;
 
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+
+       R_SetFrustum();
+
+       r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+       if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer)))
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
+       else
+               GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
+
+       GL_SetupView_Orientation_FromEntity(&r_view_matrix);
+
        R_SkyStartFrame();
 
        if (cl.worldmodel && cl.worldmodel->brush.FatPVS)
@@ -662,10 +680,6 @@ void R_RenderScene(void)
        R_MarkEntities();
        R_TimeReport("markentity");
 
-       qglDepthFunc(GL_LEQUAL);
-       qglPolygonOffset(0, 0);
-       qglEnable(GL_POLYGON_OFFSET_FILL);
-
        R_MeshQueue_BeginScene();
 
        R_Shadow_UpdateWorldLightSelection();
@@ -685,6 +699,8 @@ void R_RenderScene(void)
        if (!intimerefresh && !r_speeds.integer)
                S_ExtraUpdate ();
 
+       GL_ShowTrisColor(0, 0.015, 0, 1);
+
        R_DrawModels();
        R_TimeReport("models");
 
@@ -692,6 +708,7 @@ void R_RenderScene(void)
        if (!intimerefresh && !r_speeds.integer)
                S_ExtraUpdate ();
 
+       GL_ShowTrisColor(0, 0, 0.033, 1);
        R_ShadowVolumeLighting(false);
        R_TimeReport("rtlights");
 
@@ -699,6 +716,8 @@ void R_RenderScene(void)
        if (!intimerefresh && !r_speeds.integer)
                S_ExtraUpdate ();
 
+       GL_ShowTrisColor(0.1, 0, 0, 1);
+
        R_DrawLightningBeams();
        R_TimeReport("lightning");
 
@@ -720,14 +739,13 @@ void R_RenderScene(void)
        R_MeshQueue_Render();
        R_MeshQueue_EndScene();
 
-       if (r_shadow_visiblevolumes.integer)
+       if (r_shadow_visiblevolumes.integer && !r_showtrispass)
        {
                R_ShadowVolumeLighting(true);
                R_TimeReport("shadowvolume");
        }
 
-       qglPolygonOffset(0, 0);
-       qglDisable(GL_POLYGON_OFFSET_FILL);
+       GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
 
        // don't let sound skip if going slow
        if (!intimerefresh && !r_speeds.integer)