]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - cl_screen.c
Changed how polygonbegin guesses if the geometry is 2D or 3D, it now uses a separate...
[xonotic/darkplaces.git] / cl_screen.c
index 858673f19f1b6ff01fc3df86ad4c125727b5f68b..921378429df0de63dd2e48d2750379f90ae25dc0 100644 (file)
@@ -777,6 +777,8 @@ const char *r_stat_name[r_stat_count] =
        "bloom",
        "bloom_copypixels",
        "bloom_drawpixels",
+       "rendertargets_used",
+       "rendertargets_pixels",
        "indexbufferuploadcount",
        "indexbufferuploadsize",
        "vertexbufferuploadcount",
@@ -1004,6 +1006,7 @@ static void R_TimeReport_EndFrame(void)
 "bouncegrid:%4i lights%6i particles%6i traces%6i hits%6i splats%6i bounces\n"
 "photon cache efficiency:%6i cached%6i traced%6ianimated\n"
 "%6i draws%8i vertices%8i triangles bloompixels%8i copied%8i drawn\n"
+"%3i rendertargets%8i pixels\n"
 "updated%5i indexbuffers%8i bytes%5i vertexbuffers%8i bytes\n"
 "animcache%5ib gpuskeletal%7i vertices (%7i with normals)\n"
 "fastbatch%5i count%5i surfaces%7i vertices %7i triangles\n"
@@ -1020,6 +1023,7 @@ static void R_TimeReport_EndFrame(void)
 , r_refdef.stats[r_stat_bouncegrid_lights], r_refdef.stats[r_stat_bouncegrid_particles], r_refdef.stats[r_stat_bouncegrid_traces], r_refdef.stats[r_stat_bouncegrid_hits], r_refdef.stats[r_stat_bouncegrid_splats], r_refdef.stats[r_stat_bouncegrid_bounces]
 , r_refdef.stats[r_stat_photoncache_cached], r_refdef.stats[r_stat_photoncache_traced], r_refdef.stats[r_stat_photoncache_animated]
 , r_refdef.stats[r_stat_draws], r_refdef.stats[r_stat_draws_vertices], r_refdef.stats[r_stat_draws_elements] / 3, r_refdef.stats[r_stat_bloom_copypixels], r_refdef.stats[r_stat_bloom_drawpixels]
+, r_refdef.stats[r_stat_rendertargets_used], r_refdef.stats[r_stat_rendertargets_pixels]
 , r_refdef.stats[r_stat_indexbufferuploadcount], r_refdef.stats[r_stat_indexbufferuploadsize], r_refdef.stats[r_stat_vertexbufferuploadcount], r_refdef.stats[r_stat_vertexbufferuploadsize]
 , r_refdef.stats[r_stat_animcache_skeletal_bones], r_refdef.stats[r_stat_animcache_shape_vertices], r_refdef.stats[r_stat_animcache_shade_vertices]
 , r_refdef.stats[r_stat_batch_fast_batches], r_refdef.stats[r_stat_batch_fast_surfaces], r_refdef.stats[r_stat_batch_fast_vertices], r_refdef.stats[r_stat_batch_fast_triangles]
@@ -1807,6 +1811,7 @@ static void R_Envmap_f (void)
        char filename[MAX_QPATH], basename[MAX_QPATH];
        unsigned char *buffer1;
        unsigned char *buffer2;
+       r_rendertarget_t *rt;
 
        if (Cmd_Argc() != 3)
        {
@@ -1839,6 +1844,7 @@ static void R_Envmap_f (void)
        r_refdef.view.depth = 1;
        r_refdef.view.useperspective = true;
        r_refdef.view.isoverlay = false;
+       r_refdef.view.ismain = true;
 
        r_refdef.view.frustum_x = 1; // tan(45 * M_PI / 180.0);
        r_refdef.view.frustum_y = 1; // tan(45 * M_PI / 180.0);
@@ -1848,6 +1854,8 @@ static void R_Envmap_f (void)
        buffer1 = (unsigned char *)Mem_Alloc(tempmempool, size * size * 4);
        buffer2 = (unsigned char *)Mem_Alloc(tempmempool, size * size * 3);
 
+       // TODO: use TEXTYPE_COLORBUFFER16F and output to .exr files as well?
+       rt = R_RenderTarget_Get(size, size, TEXTYPE_DEPTHBUFFER24STENCIL8, true, TEXTYPE_COLORBUFFER, TEXTYPE_UNUSED, TEXTYPE_UNUSED, TEXTYPE_UNUSED);
        CL_UpdateEntityShading();
        for (j = 0;j < 12;j++)
        {
@@ -1856,7 +1864,7 @@ static void R_Envmap_f (void)
                r_refdef.view.quality = 1;
                r_refdef.view.clear = true;
                R_Mesh_Start();
-               R_RenderView(0, NULL, NULL, r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height);
+               R_RenderView(rt->fbo, rt->depthtexture, rt->colortexture[0], 0, 0, size, size);
                R_Mesh_Finish();
                SCR_ScreenShot(filename, buffer1, buffer2, 0, vid.height - (r_refdef.view.y + r_refdef.view.height), size, size, envmapinfo[j].flipx, envmapinfo[j].flipy, envmapinfo[j].flipdiagonaly, false, false, false, false);
        }
@@ -2058,6 +2066,8 @@ void R_ClearScreen(qboolean fogcolor)
 }
 
 int r_stereo_side;
+extern cvar_t v_isometric;
+extern cvar_t v_isometric_verticalfov;
 
 static void SCR_DrawScreen (void)
 {
@@ -2067,6 +2077,10 @@ static void SCR_DrawScreen (void)
 
        R_UpdateVariables();
 
+       // this will be set back to 0 by R_RenderView during CL_VM_UpdateView
+       r_refdef.draw2dstage = 1;
+       R_ResetViewRendering2D_Common(0, NULL, NULL, 0, 0, vid.width, vid.height, vid_conwidth.integer, vid_conheight.integer);
+
        // Quake uses clockwise winding, so these are swapped
        r_refdef.view.cullface_front = GL_BACK;
        r_refdef.view.cullface_back = GL_FRONT;
@@ -2121,20 +2135,34 @@ static void SCR_DrawScreen (void)
                        r_refdef.view.z = 0;
                }
 
-               // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
-               // LordHavoc: this is designed to produce widescreen fov values
-               // when the screen is wider than 4/3 width/height aspect, to do
-               // this it simply assumes the requested fov is the vertical fov
-               // for a 4x3 display, if the ratio is not 4x3 this makes the fov
-               // higher/lower according to the ratio
-               r_refdef.view.useperspective = true;
-               r_refdef.view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom;
-               r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
-
-               r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
-               r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
-               r_refdef.view.ortho_x = atan(r_refdef.view.frustum_x) * (360.0 / M_PI); // abused as angle by VM_CL_R_SetView
-               r_refdef.view.ortho_y = atan(r_refdef.view.frustum_y) * (360.0 / M_PI); // abused as angle by VM_CL_R_SetView
+               if (v_isometric.integer)
+               {
+                       r_refdef.view.useperspective = false;
+                       r_refdef.view.frustum_y = v_isometric_verticalfov.value * cl.viewzoom;
+                       r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
+                       r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
+                       r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
+                       r_refdef.view.ortho_x = r_refdef.view.frustum_x; // used by VM_CL_R_SetView
+                       r_refdef.view.ortho_y = r_refdef.view.frustum_y; // used by VM_CL_R_SetView
+               }
+               else
+               {
+                       // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
+                       // LordHavoc: this is designed to produce widescreen fov values
+                       // when the screen is wider than 4/3 width/height aspect, to do
+                       // this it simply assumes the requested fov is the vertical fov
+                       // for a 4x3 display, if the ratio is not 4x3 this makes the fov
+                       // higher/lower according to the ratio
+                       r_refdef.view.useperspective = true;
+                       r_refdef.view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0 / 4.0) * cl.viewzoom;
+                       r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value;
+
+                       r_refdef.view.frustum_x *= r_refdef.frustumscale_x;
+                       r_refdef.view.frustum_y *= r_refdef.frustumscale_y;
+                       r_refdef.view.ortho_x = atan(r_refdef.view.frustum_x) * (360.0 / M_PI); // abused as angle by VM_CL_R_SetView
+                       r_refdef.view.ortho_y = atan(r_refdef.view.frustum_y) * (360.0 / M_PI); // abused as angle by VM_CL_R_SetView
+               }
+               r_refdef.view.ismain = true;
 
                // if CSQC is loaded, it is required to provide the CSQC_UpdateView function,
                // and won't render a view if it does not call that.
@@ -2230,6 +2258,7 @@ static void SCR_DrawScreen (void)
        DrawQ_Finish();
 
        R_Mesh_Finish();
+       R_RenderTarget_FreeUnused(false);
 }
 
 typedef struct loadingscreenstack_s