]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
video modes in menu now also set vid_pixelheight and vid_conwidth/vid_conheight
[xonotic/darkplaces.git] / gl_rmain.c
index 9373aa1ab04de1524479a10fab30bde33623e505..d1291faa51a0e1b00773313dd0ea6a5b2fceec74 100644 (file)
@@ -62,8 +62,6 @@ int r_view_z;
 int r_view_width;
 int r_view_height;
 int r_view_depth;
-float r_view_fov_x;
-float r_view_fov_y;
 matrix4x4_t r_view_matrix;
 
 //
@@ -72,6 +70,7 @@ matrix4x4_t r_view_matrix;
 refdef_t r_refdef;
 
 cvar_t r_showtris = {0, "r_showtris", "0"};
+cvar_t r_shownormals = {0, "r_shownormals", "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"};
@@ -96,10 +95,10 @@ cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
 
 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
-cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
-cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "8"};
+cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "1.5"};
+cvar_t r_bloom_blur = {CVAR_SAVE, "r_bloom_blur", "4"};
 cvar_t r_bloom_resolution = {CVAR_SAVE, "r_bloom_resolution", "320"};
-cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "4"};
+cvar_t r_bloom_power = {CVAR_SAVE, "r_bloom_power", "2"};
 
 cvar_t r_smoothnormals_areaweighting = {0, "r_smoothnormals_areaweighting", "1"};
 
@@ -449,6 +448,7 @@ void GL_Main_Init(void)
 // FIXME: move this to client?
        FOG_registercvars();
        Cvar_RegisterVariable(&r_showtris);
+       Cvar_RegisterVariable(&r_shownormals);
        Cvar_RegisterVariable(&r_drawentities);
        Cvar_RegisterVariable(&r_drawviewmodel);
        Cvar_RegisterVariable(&r_speeds);
@@ -714,41 +714,137 @@ static void R_SetFrustum(void)
        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
-       // degrees assumed a square view (wrong), so I removed it, Quake2 has it
-       // disabled as well.
+#if 0
+       frustum[0].normal[0] = 0 - 1.0 / r_refdef.frustum_x;
+       frustum[0].normal[1] = 0 - 0;
+       frustum[0].normal[2] = -1 - 0;
+       frustum[1].normal[0] = 0 + 1.0 / r_refdef.frustum_x;
+       frustum[1].normal[1] = 0 + 0;
+       frustum[1].normal[2] = -1 + 0;
+       frustum[2].normal[0] = 0 - 0;
+       frustum[2].normal[1] = 0 - 1.0 / r_refdef.frustum_y;
+       frustum[2].normal[2] = -1 - 0;
+       frustum[3].normal[0] = 0 + 0;
+       frustum[3].normal[1] = 0 + 1.0 / r_refdef.frustum_y;
+       frustum[3].normal[2] = -1 + 0;
+#endif
 
-       // rotate R_VIEWFORWARD right by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
+#if 0
+       zNear = 1.0;
+       nudge = 1.0 - 1.0 / (1<<23);
+       frustum[4].normal[0] = 0 - 0;
+       frustum[4].normal[1] = 0 - 0;
+       frustum[4].normal[2] = -1 - -nudge;
+       frustum[4].dist = 0 - -2 * zNear * nudge;
+       frustum[5].normal[0] = 0 + 0;
+       frustum[5].normal[1] = 0 + 0;
+       frustum[5].normal[2] = -1 + -nudge;
+       frustum[5].dist = 0 + -2 * zNear * nudge;
+#endif
+
+
+
+#if 0
+       frustum[0].normal[0] = m[3] - m[0];
+       frustum[0].normal[1] = m[7] - m[4];
+       frustum[0].normal[2] = m[11] - m[8];
+       frustum[0].dist = m[15] - m[12];
+
+       frustum[1].normal[0] = m[3] + m[0];
+       frustum[1].normal[1] = m[7] + m[4];
+       frustum[1].normal[2] = m[11] + m[8];
+       frustum[1].dist = m[15] + m[12];
+
+       frustum[2].normal[0] = m[3] - m[1];
+       frustum[2].normal[1] = m[7] - m[5];
+       frustum[2].normal[2] = m[11] - m[9];
+       frustum[2].dist = m[15] - m[13];
+
+       frustum[3].normal[0] = m[3] + m[1];
+       frustum[3].normal[1] = m[7] + m[5];
+       frustum[3].normal[2] = m[11] + m[9];
+       frustum[3].dist = m[15] + m[13];
+
+       frustum[4].normal[0] = m[3] - m[2];
+       frustum[4].normal[1] = m[7] - m[6];
+       frustum[4].normal[2] = m[11] - m[10];
+       frustum[4].dist = m[15] - m[14];
+
+       frustum[5].normal[0] = m[3] + m[2];
+       frustum[5].normal[1] = m[7] + m[6];
+       frustum[5].normal[2] = m[11] + m[10];
+       frustum[5].dist = m[15] + m[14];
+#endif
+
+
+
+       VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_x, r_viewleft, frustum[0].normal);
+       VectorMAM(1, r_viewforward, 1.0 /  r_refdef.frustum_x, r_viewleft, frustum[1].normal);
+       VectorMAM(1, r_viewforward, 1.0 / -r_refdef.frustum_y, r_viewup, frustum[2].normal);
+       VectorMAM(1, r_viewforward, 1.0 /  r_refdef.frustum_y, r_viewup, frustum[3].normal);
+       VectorCopy(r_viewforward, frustum[4].normal);
+       VectorNormalize(frustum[0].normal);
+       VectorNormalize(frustum[1].normal);
+       VectorNormalize(frustum[2].normal);
+       VectorNormalize(frustum[3].normal);
        frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+       frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+       frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+       frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+       frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
        PlaneClassify(&frustum[0]);
+       PlaneClassify(&frustum[1]);
+       PlaneClassify(&frustum[2]);
+       PlaneClassify(&frustum[3]);
+       PlaneClassify(&frustum[4]);
+
+       // LordHavoc: note to all quake engine coders, Quake had a special case
+       // for 90 degrees which assumed a square view (wrong), so I removed it,
+       // Quake2 has it 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));
+       //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_view_fov_x / 2));
-       frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
-       PlaneClassify(&frustum[1]);
+       //RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.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_view_fov_y / 2));
-       frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
-       PlaneClassify(&frustum[2]);
+       //RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.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_view_fov_y / 2));
-       frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
-       PlaneClassify(&frustum[3]);
+       //RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2));
+       //frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+       //PlaneClassify(&frustum[3]);
 
        // nearclip plane
-       VectorCopy(r_viewforward, frustum[4].normal);
-       frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
-       PlaneClassify(&frustum[4]);
+       //VectorCopy(r_viewforward, frustum[4].normal);
+       //frustum[4].dist = DotProduct (r_vieworigin, frustum[4].normal) + 1.0f;
+       //PlaneClassify(&frustum[4]);
 }
 
 static void R_BlendView(void)
 {
+       int screenwidth, screenheight;
+       qboolean dobloom;
+       qboolean doblend;
        rmeshstate_t m;
 
-       if (r_refdef.viewblend[3] < 0.01f && !r_bloom.integer)
+       // set the (poorly named) screenwidth and screenheight variables to
+       // a power of 2 at least as large as the screen, these will define the
+       // size of the texture to allocate
+       for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
+       for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
+
+       doblend = r_refdef.viewblend[3] >= 0.01f;
+       dobloom = r_bloom.integer && screenwidth <= gl_max_texture_size && screenheight <= gl_max_texture_size && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512;
+
+       if (!dobloom && !doblend)
                return;
 
        GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100);
@@ -760,16 +856,11 @@ static void R_BlendView(void)
        varray_vertex3f[3] = 1;varray_vertex3f[4] = 0;varray_vertex3f[5] = 0;
        varray_vertex3f[6] = 1;varray_vertex3f[7] = 1;varray_vertex3f[8] = 0;
        varray_vertex3f[9] = 0;varray_vertex3f[10] = 1;varray_vertex3f[11] = 0;
-       if (r_bloom.integer && r_bloom_resolution.value >= 32 && r_bloom_power.integer >= 1 && r_bloom_power.integer < 100 && r_bloom_blur.value >= 0 && r_bloom_blur.value < 512)
+       if (dobloom)
        {
-               int screenwidth, screenheight, bloomwidth, bloomheight, x, dobloomblend, range;
+               int bloomwidth, bloomheight, x, dobloomblend, range;
                float xoffset, yoffset, r;
                renderstats.bloom++;
-               // set the (poorly named) screenwidth and screenheight variables to
-               // a power of 2 at least as large as the screen, these will define the
-               // size of the texture to allocate
-               for (screenwidth = 1;screenwidth < vid.width;screenwidth *= 2);
-               for (screenheight = 1;screenheight < vid.height;screenheight *= 2);
                // allocate textures as needed
                if (!r_bloom_texture_screen)
                        r_bloom_texture_screen = R_LoadTexture2D(r_main_texturepool, "screen", screenwidth, screenheight, NULL, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_CLAMP | TEXF_ALWAYSPRECACHE, NULL);
@@ -940,7 +1031,7 @@ static void R_BlendView(void)
                        renderstats.bloom_drawpixels += r_view_width * r_view_height;
                }
        }
-       if (r_refdef.viewblend[3] >= 0.01f)
+       if (doblend)
        {
                // apply a color tint to the whole view
                memset(&m, 0, sizeof(m));
@@ -972,8 +1063,6 @@ void R_RenderView(void)
        r_view_x = bound(0, r_refdef.x, vid.width - r_refdef.width);
        r_view_y = bound(0, r_refdef.y, vid.height - r_refdef.height);
        r_view_z = 0;
-       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_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
        r_rtworld = r_shadow_realtime_world.integer;
@@ -1025,9 +1114,9 @@ void R_RenderScene(void)
 
        r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
        if (r_rtworldshadows || r_rtdlightshadows)
-               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
+               GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f);
        else
-               GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
+               GL_SetupView_Mode_Perspective(r_refdef.frustum_x, r_refdef.frustum_y, 1.0f, r_farclip);
 
        GL_SetupView_Orientation_FromEntity(&r_view_matrix);
 
@@ -1781,7 +1870,6 @@ void RSurf_SetColorPointer(const entity_render_t *ent, const msurface_t *surface
        GL_Color(r, g, b, a);
 }
 
-
 static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *texture, int texturenumsurfaces, const msurface_t **texturesurfacelist, const vec3_t modelorg)
 {
        int texturesurfaceindex;
@@ -2040,6 +2128,54 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                                }
                        }
                }
+               if (r_shownormals.integer && !r_showtrispass)
+               {
+                       int j, k;
+                       float v[3];
+                       GL_DepthTest(true);
+                       GL_DepthMask(texture->currentlayers->depthmask);
+                       GL_BlendFunc(texture->currentlayers->blendfunc1, texture->currentlayers->blendfunc2);
+                       memset(&m, 0, sizeof(m));
+                       R_Mesh_State(&m);
+                       for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
+                       {
+                               surface = texturesurfacelist[texturesurfaceindex];
+                               RSurf_SetVertexPointer(ent, texture, surface, modelorg);
+                               if (!rsurface_svector3f)
+                               {
+                                       rsurface_svector3f = varray_svector3f;
+                                       rsurface_tvector3f = varray_tvector3f;
+                                       rsurface_normal3f = varray_normal3f;
+                                       Mod_BuildTextureVectorsAndNormals(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, rsurface_vertex3f, surface->groupmesh->data_texcoordtexture2f, surface->groupmesh->data_element3i + surface->num_firsttriangle * 3, rsurface_svector3f, rsurface_tvector3f, rsurface_normal3f, r_smoothnormals_areaweighting.integer);
+                               }
+                               GL_Color(1, 0, 0, 1);
+                               qglBegin(GL_LINES);
+                               for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+                               {
+                                       VectorCopy(rsurface_vertex3f + k * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                                       VectorMA(v, 8, rsurface_svector3f + k * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                               }
+                               GL_Color(0, 0, 1, 1);
+                               for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+                               {
+                                       VectorCopy(rsurface_vertex3f + k * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                                       VectorMA(v, 8, rsurface_tvector3f + k * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                               }
+                               GL_Color(0, 1, 0, 1);
+                               for (j = 0, k = surface->num_firstvertex;j < surface->num_vertices;j++, k++)
+                               {
+                                       VectorCopy(rsurface_vertex3f + k * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                                       VectorMA(v, 8, rsurface_normal3f + k * 3, v);
+                                       qglVertex3f(v[0], v[1], v[2]);
+                               }
+                               qglEnd();
+                       }
+               }
        }
        if (texture->textureflags & Q3TEXTUREFLAG_TWOSIDED)
                qglEnable(GL_CULL_FACE);