]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_backend.c
added r_showtris
[xonotic/darkplaces.git] / gl_backend.c
index 56518855485b052fbd0b88d64e2ae7911ae77624..b20f7344e3d05a76629e65a700c00119b0a29bae 100644 (file)
@@ -2,6 +2,7 @@
 #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"};
@@ -186,6 +187,11 @@ static void gl_backend_newmap(void)
 {
 }
 
+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;
@@ -210,17 +216,13 @@ void gl_backend_init(void)
        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)
@@ -229,14 +231,17 @@ 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));
 }
 
@@ -281,8 +286,8 @@ void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, dou
        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;
@@ -479,6 +484,8 @@ void GL_BlendFunc(int blendfunc1, int blendfunc2)
 {
        if (gl_state.blendfunc1 != blendfunc1 || gl_state.blendfunc2 != blendfunc2)
        {
+               if (r_showtrispass)
+                       return;
                qglBlendFunc(gl_state.blendfunc1 = blendfunc1, gl_state.blendfunc2 = blendfunc2);CHECKGLERROR
                if (gl_state.blendfunc2 == GL_ZERO)
                {
@@ -514,6 +521,8 @@ void GL_DepthMask(int state)
 {
        if (gl_state.depthmask != state)
        {
+               if (r_showtrispass)
+                       return;
                qglDepthMask(gl_state.depthmask = state);CHECKGLERROR
        }
 }
@@ -522,6 +531,8 @@ void GL_DepthTest(int state)
 {
        if (gl_state.depthtest != state)
        {
+               if (r_showtrispass)
+                       return;
                gl_state.depthtest = state;
                if (gl_state.depthtest)
                {
@@ -549,6 +560,8 @@ void GL_ColorPointer(const float *p)
 {
        if (gl_state.pointer_color != p)
        {
+               if (r_showtrispass)
+                       return;
                CHECKGLERROR
                if (!gl_state.pointer_color)
                {
@@ -570,6 +583,8 @@ void GL_Color(float cr, float cg, float cb, float ca)
 {
        if (gl_state.pointer_color || gl_state.color4f[0] != cr || gl_state.color4f[1] != cg || gl_state.color4f[2] != cb || gl_state.color4f[3] != ca)
        {
+               if (r_showtrispass)
+                       return;
                GL_ColorPointer(NULL);
                gl_state.color4f[0] = cr;
                gl_state.color4f[1] = cg;
@@ -630,8 +645,8 @@ void GL_TransformToScreen(const vec4_t in, vec4_t out)
        Matrix4x4_Transform4 (&backend_viewmatrix, in, temp);
        Matrix4x4_Transform4 (&backend_projectmatrix, temp, out);
        iw = 1.0f / out[3];
-       out[0] = r_refdef.x + (out[0] * iw + 1.0f) * r_refdef.width * 0.5f;
-       out[1] = r_refdef.y + (out[1] * iw + 1.0f) * r_refdef.height * 0.5f;
+       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;
 }
 
@@ -667,6 +682,11 @@ void R_Mesh_Draw(int numverts, int numtriangles, const int *elements)
                Con_Printf("R_Mesh_Draw(%d, %d, %08p);\n", numverts, numtriangles, elements);
                return;
        }
+       if (r_showtrispass)
+       {
+               R_Mesh_Draw_ShowTris(numverts, numtriangles, elements);
+               return;
+       }
        c_meshs++;
        c_meshelements += numelements;
        CHECKGLERROR
@@ -792,9 +812,9 @@ void R_Mesh_Finish(void)
 {
        int i;
        BACKENDACTIVECHECK
-               CHECKGLERROR
+       CHECKGLERROR
        GL_LockArrays(0, 0);
-               CHECKGLERROR
+       CHECKGLERROR
 
        for (i = backendunits - 1;i >= 0;i--)
        {
@@ -867,6 +887,8 @@ void R_Mesh_State_Texture(const rmeshstate_t *m)
                GL_SetupTextureState();
        }
 
+       if (r_showtrispass)
+               return;
        for (i = 0, unit = gl_state.units;i < backendunits;i++, unit++)
        {
                if (unit->t1d != m->tex1d[i])
@@ -936,7 +958,7 @@ void R_Mesh_State_Texture(const rmeshstate_t *m)
                {
                        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
                        }
@@ -1000,7 +1022,7 @@ void R_Mesh_State_Texture(const rmeshstate_t *m)
        }
 }
 
-void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, int *elements)
+void R_Mesh_Draw_ShowTris(int numverts, int numtriangles, const int *elements)
 {
        qglBegin(GL_LINES);
        for (;numtriangles;numtriangles--, elements += 3)
@@ -1072,6 +1094,17 @@ void R_ClearScreen(void)
        }
 }
 
+/*
+====================
+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
@@ -1104,8 +1137,77 @@ void SCR_UpdateScreen (void)
        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();