cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
-cvar_t gl_delayfinish = {CVAR_SAVE, "gl_delayfinish", "0"};
cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
+cvar_t r_stereo_separation = {0, "r_stereo_separation", "4"};
+cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0"};
+cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0"};
+cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0"};
+cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0"};
cvar_t r_render = {0, "r_render", "1"};
+cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"};
cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
}
Cvar_RegisterVariable(&r_render);
+ Cvar_RegisterVariable(&r_waterwarp);
+ Cvar_RegisterVariable(&r_stereo_separation);
+ Cvar_RegisterVariable(&r_stereo_sidebyside);
+ Cvar_RegisterVariable(&r_stereo_redblue);
+ Cvar_RegisterVariable(&r_stereo_redcyan);
+ Cvar_RegisterVariable(&r_stereo_redgreen);
+ Cvar_RegisterVariable(&gl_polyblend);
Cvar_RegisterVariable(&gl_dither);
Cvar_RegisterVariable(&gl_lockarrays);
- Cvar_RegisterVariable(&gl_delayfinish);
Cvar_RegisterVariable(&gl_paranoid);
Cvar_RegisterVariable(&gl_printcheckerror);
#ifdef NORENDER
void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
{
double xmax, ymax;
+ double m[16];
if (!r_render.integer)
return;
ymax = zNear * tan(fovy * M_PI / 360.0);
// set view pyramid
qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+ qglGetDoublev(GL_PROJECTION_MATRIX, m);
+ backend_projectmatrix.m[0][0] = m[0];
+ backend_projectmatrix.m[1][0] = m[1];
+ backend_projectmatrix.m[2][0] = m[2];
+ backend_projectmatrix.m[3][0] = m[3];
+ backend_projectmatrix.m[0][1] = m[4];
+ backend_projectmatrix.m[1][1] = m[5];
+ backend_projectmatrix.m[2][1] = m[6];
+ backend_projectmatrix.m[3][1] = m[7];
+ backend_projectmatrix.m[0][2] = m[8];
+ backend_projectmatrix.m[1][2] = m[9];
+ backend_projectmatrix.m[2][2] = m[10];
+ backend_projectmatrix.m[3][2] = m[11];
+ backend_projectmatrix.m[0][3] = m[12];
+ backend_projectmatrix.m[1][3] = m[13];
+ backend_projectmatrix.m[2][3] = m[14];
+ backend_projectmatrix.m[3][3] = m[15];
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
}
void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
{
- float nudge, m[16];
+ double nudge, m[16];
if (!r_render.integer)
return;
m[13] = 0;
m[14] = -2 * zNear * nudge;
m[15] = 0;
- qglLoadMatrixf(m);
+ qglLoadMatrixd(m);
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
backend_projectmatrix.m[0][0] = m[0];
void GL_SetupView_Mode_Ortho (double x1, double y1, double x2, double y2, double zNear, double zFar)
{
+ double m[16];
+
if (!r_render.integer)
return;
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
qglLoadIdentity();CHECKGLERROR
qglOrtho(x1, x2, y2, y1, zNear, zFar);
+ qglGetDoublev(GL_PROJECTION_MATRIX, m);
+ backend_projectmatrix.m[0][0] = m[0];
+ backend_projectmatrix.m[1][0] = m[1];
+ backend_projectmatrix.m[2][0] = m[2];
+ backend_projectmatrix.m[3][0] = m[3];
+ backend_projectmatrix.m[0][1] = m[4];
+ backend_projectmatrix.m[1][1] = m[5];
+ backend_projectmatrix.m[2][1] = m[6];
+ backend_projectmatrix.m[3][1] = m[7];
+ backend_projectmatrix.m[0][2] = m[8];
+ backend_projectmatrix.m[1][2] = m[9];
+ backend_projectmatrix.m[2][2] = m[10];
+ backend_projectmatrix.m[3][2] = m[11];
+ backend_projectmatrix.m[0][3] = m[12];
+ backend_projectmatrix.m[1][3] = m[13];
+ backend_projectmatrix.m[2][3] = m[14];
+ backend_projectmatrix.m[3][3] = m[15];
qglMatrixMode(GL_MODELVIEW);CHECKGLERROR
GL_SetupView_Orientation_Identity();
}
float rgbscale, alphascale;
int combinergb, combinealpha;
// FIXME: add more combine stuff
+ // texmatrixenabled exists only to avoid unnecessary texmatrix compares
+ int texmatrixenabled;
matrix4x4_t matrix;
}
gltextureunit_t;
unit->alphascale = 1;
unit->combinergb = GL_MODULATE;
unit->combinealpha = GL_MODULATE;
+ unit->texmatrixenabled = false;
unit->matrix = r_identitymatrix;
+ qglMatrixMode(GL_TEXTURE);
+ qglLoadIdentity();
+ qglMatrixMode(GL_MODELVIEW);
qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), NULL);CHECKGLERROR
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
iw = 1.0f / out[3];
out[0] = r_view_x + (out[0] * iw + 1.0f) * r_view_width * 0.5f;
out[1] = r_view_y + (out[1] * iw + 1.0f) * r_view_height * 0.5f;
- out[2] = out[2] * iw;
+ out[2] = r_view_z + (out[2] * iw + 1.0f) * r_view_depth * 0.5f;
}
// called at beginning of frame
{
int i, combinergb, combinealpha, scale;
gltextureunit_t *unit;
- const matrix4x4_t *texmatrix;
matrix4x4_t tempmatrix;
BACKENDACTIVECHECK
}
}
// update texmatrix
- // if texmatrix is not set (3,3 should always be 1 in a texture matrix) just compare to the identity matrix
if (m->texmatrix[i].m[3][3])
- texmatrix = &m->texmatrix[i];
+ {
+ // texmatrix specified, check if it is different
+ if (!unit->texmatrixenabled || memcmp(&unit->matrix, &m->texmatrix[i], sizeof(matrix4x4_t)))
+ {
+ unit->texmatrixenabled = true;
+ unit->matrix = m->texmatrix[i];
+ Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
+ qglMatrixMode(GL_TEXTURE);
+ GL_ActiveTexture(i);
+ qglLoadMatrixf(&tempmatrix.m[0][0]);
+ qglMatrixMode(GL_MODELVIEW);
+ }
+ }
else
- texmatrix = &r_identitymatrix;
- if (memcmp(&unit->matrix, texmatrix, sizeof(matrix4x4_t)))
{
- unit->matrix = *texmatrix;
- Matrix4x4_Transpose(&tempmatrix, &unit->matrix);
- qglMatrixMode(GL_TEXTURE);
- GL_ActiveTexture(i);
- qglLoadMatrixf(&tempmatrix.m[0][0]);
- qglMatrixMode(GL_MODELVIEW);
+ // no texmatrix specified, revert to identity
+ if (unit->texmatrixenabled)
+ {
+ unit->texmatrixenabled = false;
+ qglMatrixMode(GL_TEXTURE);
+ GL_ActiveTexture(i);
+ qglLoadIdentity();
+ qglMatrixMode(GL_MODELVIEW);
+ }
}
}
else
==============================================================================
*/
-qboolean SCR_ScreenShot(char *filename, int x, int y, int width, int height, qboolean jpeg)
+qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg)
{
+ int indices[3] = {0,1,2};
qboolean ret;
- qbyte *buffer;
if (!r_render.integer)
return false;
- buffer = Mem_Alloc(tempmempool, width*height*3);
- qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+ qglReadPixels (x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, buffer1);
CHECKGLERROR
+ Image_CopyMux (buffer2, buffer1, width, height, flipx, flipy, flipdiagonal, 3, 3, indices);
+
if (jpeg)
- ret = JPEG_SaveImage_preflipped (filename, width, height, buffer);
+ ret = JPEG_SaveImage_preflipped (filename, width, height, buffer2);
else
- ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer);
+ ret = Image_WriteTGARGB_preflipped (filename, width, height, buffer2, buffer3);
- Mem_Free(buffer);
return ret;
}
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;
+ return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.*M_PI))*360./M_PI;
}
/*
*/
void SCR_UpdateScreen (void)
{
- if (gl_delayfinish.integer)
- {
- R_Mesh_Finish();
- R_TimeReport("meshfinish");
- VID_Finish();
- R_TimeReport("finish");
- }
-
R_Mesh_Start();
if (r_textureunits.integer > gl_textureunits)
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 = 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)
+
+ if (r_waterwarp.value > 0)
{
- Mod_CheckLoaded(cl.worldmodel);
- contents = CL_PointSuperContents(r_vieworigin);
- if (contents & SUPERCONTENTS_LIQUIDSMASK)
+ if (cl.worldmodel)
{
- 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);
+ Mod_CheckLoaded(cl.worldmodel);
+ contents = CL_PointSuperContents(r_vieworigin);
+ if (contents & SUPERCONTENTS_LIQUIDSMASK)
+ {
+ r_refdef.fov_x *= 1 - (((sin(cl.time * 4.7) + 1) * 0.015) * r_waterwarp.value);
+ r_refdef.fov_y *= 1 - (((sin(cl.time * 3.0) + 1) * 0.015) * r_waterwarp.value);
+ }
}
}
- R_RenderView();
+ r_refdef.colormask[0] = 1;
+ r_refdef.colormask[1] = 1;
+ r_refdef.colormask[2] = 1;
+
+ if (r_stereo_redblue.integer || r_stereo_redcyan.integer || r_stereo_redgreen.integer)
+ {
+ matrix4x4_t originalmatrix = r_refdef.viewentitymatrix;
+ r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][0];
+ r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1];
+ r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][2];
+
+ r_refdef.colormask[0] = 1;
+ r_refdef.colormask[1] = 0;
+ r_refdef.colormask[2] = 0;
+
+ R_RenderView();
+
+ r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][0];
+ r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1];
+ r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][2];
+
+ r_refdef.colormask[0] = 0;
+ r_refdef.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer;
+ r_refdef.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer;
+
+ R_RenderView();
- if (scr_zoomwindow.integer)
+ r_refdef.viewentitymatrix = originalmatrix;
+ }
+ else if (r_stereo_sidebyside.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);
+ matrix4x4_t originalmatrix = r_refdef.viewentitymatrix;
+ r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][0];
+ r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][1];
+ r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * -0.5f * r_refdef.viewentitymatrix.m[0][2];
+
+ r_refdef.width = vid.realwidth * size / 2.5;
+ r_refdef.height = vid.realheight * size / 2.5;
+ r_refdef.x = (vid.realwidth - r_refdef.width * 2.5) * 0.5;
+ r_refdef.y = (vid.realheight - r_refdef.height)/2;
+
+ R_RenderView();
+
+ r_refdef.viewentitymatrix.m[0][3] = originalmatrix.m[0][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][0];
+ r_refdef.viewentitymatrix.m[1][3] = originalmatrix.m[1][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][1];
+ r_refdef.viewentitymatrix.m[2][3] = originalmatrix.m[2][3] + r_stereo_separation.value * 0.5f * r_refdef.viewentitymatrix.m[0][2];
+ r_refdef.x = (vid.realwidth - r_refdef.width * 2.5) * 0.5 + r_refdef.width * 1.5;
+
R_RenderView();
+
+ r_refdef.viewentitymatrix = originalmatrix;
}
+ else
+ {
+ 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();
+ }
+ }
+
+ r_refdef.colormask[0] = 1;
+ r_refdef.colormask[1] = 1;
+ r_refdef.colormask[2] = 1;
}
+ GL_ColorMask(1,1,1,1);
+
// draw 2D stuff
R_DrawQueue();
goto showtris;
}
- if (gl_delayfinish.integer)
- {
- // tell driver to commit it's partially full geometry queue to the rendering queue
- // (this doesn't wait for the commands themselves to complete)
- qglFlush();
- }
- else
- {
- R_Mesh_Finish();
- R_TimeReport("meshfinish");
- VID_Finish();
- R_TimeReport("finish");
- }
+ R_Mesh_Finish();
+ R_TimeReport("meshfinish");
+ VID_Finish();
+ R_TimeReport("finish");
}