X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=653d515c0c5ef499ce67fd5d5230fc89055401e4;hp=210d1d73b5841c7c0f02157a7ecf08c46e06952b;hb=c9a530f5a0834ceafd6282aecab0c25d331e979a;hpb=f7606eca4ee8870d456d54494b73b6afb3004aa2 diff --git a/gl_rmain.c b/gl_rmain.c index 210d1d73..653d515c 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -21,66 +21,52 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -//static qboolean r_cache_thrash; // compatability +entity_render_t *currentrenderentity; -entity_render_t *currentrenderentity; +// used for dlight push checking and other things +int r_framecount; -int r_framecount; // used for dlight push checking +mplane_t frustum[4]; -mplane_t frustum[4]; +int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights; -int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights; +// true during envmap command capture +qboolean envmap; -qboolean envmap; // true during envmap command capture +float r_farclip; -// LordHavoc: moved all code related to particles into r_part.c -//int particletexture; // little dot for particles -//int playertextures; // up to 16 color translated skins - -// // view origin -// -vec3_t vup; -vec3_t vpn; -vec3_t vright; -vec3_t r_origin; - -//float r_world_matrix[16]; -//float r_base_world_matrix[16]; +vec3_t r_origin; +vec3_t vpn; +vec3_t vright; +vec3_t vup; // // screen size info // -refdef_t r_refdef; - -mleaf_t *r_viewleaf, *r_oldviewleaf; - -unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value - -//cvar_t r_norefresh = {0, "r_norefresh","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"}; -cvar_t r_fullbright = {0, "r_fullbright","0"}; -//cvar_t r_lightmap = {0, "r_lightmap","0"}; -cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; -cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; -cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"}; -cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; - -cvar_t gl_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting -//cvar_t r_dynamicbothsides = {CVAR_SAVE, "r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right... - -cvar_t gl_fogenable = {0, "gl_fogenable", "0"}; -cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"}; -cvar_t gl_fogred = {0, "gl_fogred","0.3"}; -cvar_t gl_foggreen = {0, "gl_foggreen","0.3"}; -cvar_t gl_fogblue = {0, "gl_fogblue","0.3"}; -cvar_t gl_fogstart = {0, "gl_fogstart", "0"}; -cvar_t gl_fogend = {0, "gl_fogend","0"}; - -cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"}; -cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"}; +refdef_t r_refdef; + +mleaf_t *r_viewleaf, *r_oldviewleaf; + +// 8.8 fraction of base light value +unsigned short d_lightstylevalue[256]; + +cvar_t r_drawentities = {0, "r_drawentities","1"}; +cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; +cvar_t r_speeds = {0, "r_speeds","0"}; +cvar_t r_fullbright = {0, "r_fullbright","0"}; +cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; +cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; +cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"}; +cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; + +cvar_t gl_fogenable = {0, "gl_fogenable", "0"}; +cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"}; +cvar_t gl_fogred = {0, "gl_fogred","0.3"}; +cvar_t gl_foggreen = {0, "gl_foggreen","0.3"}; +cvar_t gl_fogblue = {0, "gl_fogblue","0.3"}; +cvar_t gl_fogstart = {0, "gl_fogstart", "0"}; +cvar_t gl_fogend = {0, "gl_fogend","0"}; cvar_t r_multitexture = {0, "r_multitexture", "1"}; @@ -94,20 +80,18 @@ For program optimization qboolean intimerefresh = 0; static void R_TimeRefresh_f (void) { - int i; - float start, stop, time; + int i; + float start, stop, time; intimerefresh = 1; start = Sys_DoubleTime (); - glDrawBuffer (GL_FRONT); for (i = 0;i < 128;i++) { r_refdef.viewangles[0] = 0; r_refdef.viewangles[1] = i/128.0*360.0; r_refdef.viewangles[2] = 0; - R_RenderView(); + CL_UpdateScreen(); } - glDrawBuffer (GL_BACK); stop = Sys_DoubleTime (); intimerefresh = 0; @@ -161,8 +145,6 @@ loc0: goto loc0; } -qboolean lighthalf; - vec3_t fogcolor; vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; @@ -255,22 +237,54 @@ void GL_Main_Init(void) Cvar_RegisterVariable (&r_drawentities); Cvar_RegisterVariable (&r_drawviewmodel); Cvar_RegisterVariable (&r_speeds); - Cvar_RegisterVariable (&gl_lightmode); -// Cvar_RegisterVariable (&r_dynamicwater); -// Cvar_RegisterVariable (&r_dynamicbothsides); Cvar_RegisterVariable (&r_fullbrights); Cvar_RegisterVariable (&r_wateralpha); Cvar_RegisterVariable (&r_dynamic); Cvar_RegisterVariable (&r_waterripple); Cvar_RegisterVariable (&r_fullbright); - Cvar_RegisterVariable (&r_ser); - Cvar_RegisterVariable (&gl_viewmodeldepthhack); Cvar_RegisterVariable (&r_multitexture); if (gamemode == GAME_NEHAHRA) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } +vec3_t r_farclip_origin; +vec3_t r_farclip_direction; +vec_t r_farclip_directiondist; +vec_t r_farclip_meshfarclip; +int r_farclip_directionbit0; +int r_farclip_directionbit1; +int r_farclip_directionbit2; + +// start a farclip measuring session +void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip) +{ + VectorCopy(origin, r_farclip_origin); + VectorCopy(direction, r_farclip_direction); + r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction); + r_farclip_directionbit0 = r_farclip_direction[0] < 0; + r_farclip_directionbit1 = r_farclip_direction[1] < 0; + r_farclip_directionbit2 = r_farclip_direction[2] < 0; + r_farclip_meshfarclip = r_farclip_directiondist + startfarclip; +} + +// enlarge farclip to accomodate box +void R_FarClip_Box(vec3_t mins, vec3_t maxs) +{ + float d; + d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0] + + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1] + + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2]; + if (r_farclip_meshfarclip < d) + r_farclip_meshfarclip = d; +} + +// return farclip value +float R_FarClip_Finish(void) +{ + return r_farclip_meshfarclip - r_farclip_directiondist; +} + /* =============== R_NewMap @@ -279,15 +293,17 @@ R_NewMap void CL_ParseEntityLump(char *entitystring); void R_NewMap (void) { - int i; + int i; - for (i=0 ; i<256 ; i++) + for (i = 0;i < 256;i++) d_lightstylevalue[i] = 264; // normal light value r_viewleaf = NULL; if (cl.worldmodel->entities) CL_ParseEntityLump(cl.worldmodel->entities); R_Modules_NewMap(); + + r_farclip = 64.0f; } extern void R_Textures_Init(void); @@ -297,12 +313,10 @@ extern void GL_Main_Init(void); extern void GL_Models_Init(void); extern void R_Sky_Init(void); extern void GL_Surf_Init(void); -extern void GL_Screen_Init(void); extern void R_Crosshairs_Init(void); extern void R_Light_Init(void); extern void R_Particles_Init(void); extern void R_Explosion_Init(void); -extern void R_Clip_Init(void); extern void ui_init(void); extern void gl_backend_init(void); @@ -312,18 +326,15 @@ void Render_Init(void) R_Textures_Init(); Mod_RenderInit(); gl_backend_init(); - R_Clip_Init(); GL_Draw_Init(); GL_Main_Init(); GL_Models_Init(); R_Sky_Init(); GL_Surf_Init(); - GL_Screen_Init(); R_Crosshairs_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - R_Decals_Init(); ui_init(); R_Modules_Start(); } @@ -336,41 +347,24 @@ GL_Init extern char *ENGINE_EXTENSIONS; void GL_Init (void) { - gl_vendor = glGetString (GL_VENDOR); - Con_Printf ("GL_VENDOR: %s\n", gl_vendor); - gl_renderer = glGetString (GL_RENDERER); - Con_Printf ("GL_RENDERER: %s\n", gl_renderer); - - gl_version = glGetString (GL_VERSION); - Con_Printf ("GL_VERSION: %s\n", gl_version); - gl_extensions = glGetString (GL_EXTENSIONS); - Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions); - -// Con_Printf ("%s %s\n", gl_renderer, gl_version); - VID_CheckExtensions(); // LordHavoc: report supported extensions Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS); - glCullFace(GL_FRONT); - glEnable(GL_TEXTURE_2D); - -// glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); + qglCullFace(GL_FRONT); + qglEnable(GL_TEXTURE_2D); } //================================================================================== -void R_Entity_Callback(void *data, void *junk) -{ - ((entity_render_t *)data)->visframe = r_framecount; -} - static void R_MarkEntities (void) { - int i; - vec3_t v; + int i; + vec3_t v; + + R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs); if (!r_drawentities.integer) return; @@ -413,21 +407,21 @@ static void R_MarkEntities (void) continue; R_LerpAnimation(currentrenderentity); - if (r_ser.integer) - currentrenderentity->model->SERAddEntity(); - else - currentrenderentity->visframe = r_framecount; + currentrenderentity->visframe = r_framecount; + + R_FarClip_Box(currentrenderentity->mins, currentrenderentity->maxs); } } // only used if skyrendermasked, and normally returns false int R_DrawBModelSky (void) { - int i, sky = false; + int i, sky; if (!r_drawentities.integer) return false; + sky = false; for (i = 0;i < r_refdef.numentities;i++) { currentrenderentity = r_refdef.entities[i]; @@ -442,7 +436,7 @@ int R_DrawBModelSky (void) void R_DrawModels (void) { - int i; + int i; if (!r_drawentities.integer) return; @@ -471,23 +465,12 @@ void R_DrawViewModel (void) R_LerpAnimation(currentrenderentity); - // hack the depth range to prevent view model from poking into walls - if (gl_viewmodeldepthhack.integer) - { - R_Mesh_Render(); - glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); - } currentrenderentity->model->Draw(); - if (gl_viewmodeldepthhack.integer) - { - R_Mesh_Render(); - glDepthRange (gldepthmin, gldepthmax); - } } static void R_SetFrustum (void) { - int i; + int i; // 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 @@ -501,8 +484,7 @@ static void R_SetFrustum (void) // rotate VPN down by FOV_X/2 degrees RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) ); - - for (i=0 ; i<4 ; i++) + for (i = 0;i < 4;i++) { frustum[i].type = PLANE_ANYZ; frustum[i].dist = DotProduct (r_origin, frustum[i].normal); @@ -539,117 +521,46 @@ static void R_SetupFrame (void) r_oldviewleaf = r_viewleaf; r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); -// r_cache_thrash = false; - R_AnimateLight (); } -static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) -{ - GLdouble xmax, ymax; - - xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect; - ymax = zNear * tan( fovy * M_PI / 360.0 ); - - if (r_viewleaf->contents != CONTENTS_EMPTY && r_viewleaf->contents != CONTENTS_SOLID) - { - xmax *= (sin(cl.time * 4.7) * 0.03 + 0.97); - ymax *= (sin(cl.time * 3.0) * 0.03 + 0.97); - } - - glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar ); -} - - -/* -============= -R_SetupGL -============= -*/ -static void R_SetupGL (void) -{ - if (!r_render.integer) - return; - -// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen - gldepthmin = 0; - gldepthmax = 1; - glDepthFunc (GL_LEQUAL); - - glDepthRange (gldepthmin, gldepthmax); - - // update farclip based on previous frame - r_farclip = r_newfarclip; - - // set up viewpoint - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - - // y is weird beause OpenGL is bottom to top, we use top to bottom - glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height); -// yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI; - MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip); - - glCullFace(GL_FRONT); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); - - glRotatef (-90, 1, 0, 0); // put Z going up - glRotatef (90, 0, 0, 1); // put Z going up - glRotatef (-r_refdef.viewangles[2], 1, 0, 0); - glRotatef (-r_refdef.viewangles[0], 0, 1, 0); - glRotatef (-r_refdef.viewangles[1], 0, 0, 1); - glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); - -// glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); - - // - // set drawing parms - // -// if (gl_cull.integer) - glEnable(GL_CULL_FACE); -// else -// glDisable(GL_CULL_FACE); - - glEnable(GL_BLEND); // was Disable - glEnable(GL_DEPTH_TEST); - glDepthMask(1); -} - static void R_BlendView(void) { - if (!r_render.integer) - return; + rmeshbufferinfo_t m; + float r; if (r_refdef.viewblend[3] < 0.01f) return; - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - glOrtho (0, 1, 1, 0, -99999, 99999); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); - glDisable (GL_DEPTH_TEST); - glDisable (GL_CULL_FACE); - glDisable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBegin (GL_TRIANGLES); - if (lighthalf) - glColor4f (r_refdef.viewblend[0] * 0.5f, r_refdef.viewblend[1] * 0.5f, r_refdef.viewblend[2] * 0.5f, r_refdef.viewblend[3]); - else - glColor4fv (r_refdef.viewblend); - glVertex2f (-5, -5); - glVertex2f (10, -5); - glVertex2f (-5, 10); - glEnd (); - - glEnable (GL_CULL_FACE); - glEnable (GL_DEPTH_TEST); - glDisable(GL_BLEND); - glEnable(GL_TEXTURE_2D); + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + m.depthdisable = true; // magic + m.numtriangles = 1; + m.numverts = 3; + if (R_Mesh_Draw_GetBuffer(&m)) + { + m.index[0] = 0; + m.index[1] = 1; + m.index[2] = 2; + m.color[0] = m.color[4] = m.color[8] = r_refdef.viewblend[0]; + m.color[1] = m.color[5] = m.color[9] = r_refdef.viewblend[1]; + m.color[2] = m.color[6] = m.color[10] = r_refdef.viewblend[2]; + m.color[3] = m.color[7] = m.color[11] = r_refdef.viewblend[3]; + r = 64000; + m.vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r; + m.vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r; + m.vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r; + r *= 3; + m.vertex[4] = m.vertex[0] + vup[0] * r; + m.vertex[5] = m.vertex[1] + vup[1] * r; + m.vertex[6] = m.vertex[2] + vup[2] * r; + m.vertex[8] = m.vertex[0] + vright[0] * r; + m.vertex[9] = m.vertex[1] + vright[1] * r; + m.vertex[10] = m.vertex[2] + vright[2] * r; + } } /* @@ -662,7 +573,7 @@ r_refdef must be set before the first call void R_RenderView (void) { if (!cl.worldmodel) - Host_Error ("R_RenderView: NULL worldmodel"); + return; //Host_Error ("R_RenderView: NULL worldmodel"); // FIXME: move to client R_MoveExplosions(); @@ -670,14 +581,12 @@ void R_RenderView (void) R_SetupFrame(); R_SetFrustum(); - R_SetupGL(); R_SetupFog(); R_SkyStartFrame(); - R_Mesh_Clear(); - if (r_ser.integer) - R_Clip_StartFrame(); R_BuildLightList(); + R_FarClip_Start(r_origin, vpn, 768.0f); + R_TimeReport("setup"); R_DrawWorld(); @@ -686,28 +595,30 @@ void R_RenderView (void) R_MarkEntities(); R_TimeReport("markentity"); - if (r_ser.integer) - { - R_Clip_EndFrame(); - R_TimeReport("hiddensurf"); - } - R_MarkWorldLights(); R_TimeReport("marklights"); - if (skyrendermasked && R_DrawBModelSky()) + r_farclip = R_FarClip_Finish() + 256.0f; + + R_Mesh_Start(r_farclip); + + if (skyrendermasked) { - R_TimeReport("bmodelsky"); + if (R_DrawBModelSky()) + R_TimeReport("bmodelsky"); + } + else + { + R_DrawViewModel(); + R_TimeReport("viewmodel"); } - - R_DrawViewModel(); - R_TimeReport("viewmodel"); R_SetupForWorldRendering(); R_PrepareSurfaces(); R_TimeReport("surfprep"); - R_DrawSurfacesAll(); + R_DrawSurfaces(SHADERSTAGE_SKY); + R_DrawSurfaces(SHADERSTAGE_NORMAL); R_TimeReport("surfdraw"); if (r_drawportals.integer) @@ -720,12 +631,15 @@ void R_RenderView (void) if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); + if (skyrendermasked) + { + R_DrawViewModel(); + R_TimeReport("viewmodel"); + } + R_DrawModels(); R_TimeReport("models"); - R_DrawDecals(); - R_TimeReport("decals"); - R_DrawParticles(); R_TimeReport("particles"); @@ -739,13 +653,14 @@ void R_RenderView (void) R_DrawCoronas(); R_TimeReport("coronas"); - // render any queued meshs - R_Mesh_Render(); - R_TimeReport("meshrender"); - R_BlendView(); R_TimeReport("blendview"); - //Mem_CheckSentinelsGlobal(); - //R_TimeReport("memtest"); + R_DrawCrosshair(); + R_TimeReport("crosshair"); + + // render any queued meshs + R_Mesh_Finish(); + R_TimeReport("meshfinish"); } +