case VF_MIN:
r_refdef.view.x = (int)(f[0]);
r_refdef.view.y = (int)(f[1]);
+ DrawQ_RecalcView();
break;
case VF_MIN_X:
r_refdef.view.x = (int)(k);
+ DrawQ_RecalcView();
break;
case VF_MIN_Y:
r_refdef.view.y = (int)(k);
+ DrawQ_RecalcView();
break;
case VF_SIZE:
r_refdef.view.width = (int)(f[0]);
r_refdef.view.height = (int)(f[1]);
+ DrawQ_RecalcView();
break;
case VF_SIZE_X:
r_refdef.view.width = (int)(k);
+ DrawQ_RecalcView();
break;
case VF_SIZE_Y:
r_refdef.view.height = (int)(k);
+ DrawQ_RecalcView();
break;
case VF_VIEWPORT:
r_refdef.view.x = (int)(f[0]);
f = PRVM_G_VECTOR(OFS_PARM2);
r_refdef.view.width = (int)(f[0]);
r_refdef.view.height = (int)(f[1]);
+ DrawQ_RecalcView();
break;
case VF_FOV:
r_refdef.view.frustum_x = tan(f[0] * M_PI / 360.0);r_refdef.view.ortho_x = f[0];
VM_SAFEPARMCOUNT(1, VM_CL_unproject);
f = PRVM_G_VECTOR(OFS_PARM0);
- if(v_flipped.integer)
- f[0] = (2 * r_refdef.view.x + r_refdef.view.width) * (vid_conwidth.integer / (float) vid.width) - f[0];
VectorSet(temp,
f[2],
- (-1.0 + 2.0 * (f[0] / (vid_conwidth.integer / (float) vid.width) - r_refdef.view.x) / r_refdef.view.width) * f[2] * -r_refdef.view.frustum_x,
- (-1.0 + 2.0 * (f[1] / (vid_conheight.integer / (float) vid.height) - r_refdef.view.y) / r_refdef.view.height) * f[2] * -r_refdef.view.frustum_y);
+ (-1.0 + 2.0 * (f[0] / vid_conwidth.integer)) * f[2] * -r_refdef.view.frustum_x,
+ (-1.0 + 2.0 * (f[1] / vid_conheight.integer)) * f[2] * -r_refdef.view.frustum_y);
+ if(v_flipped.integer)
+ temp[1] = -temp[1];
Matrix4x4_Transform(&r_refdef.view.matrix, temp, PRVM_G_VECTOR(OFS_RETURN));
}
if(v_flipped.integer)
v[1] = -v[1];
VectorSet(PRVM_G_VECTOR(OFS_RETURN),
- (vid_conwidth.integer / (float) vid.width) * (r_refdef.view.x + r_refdef.view.width*0.5*(1.0+v[1]/v[0]/-r_refdef.view.frustum_x)),
- (vid_conheight.integer / (float) vid.height) * (r_refdef.view.y + r_refdef.view.height*0.5*(1.0+v[2]/v[0]/-r_refdef.view.frustum_y)),
+ vid_conwidth.integer * (0.5*(1.0+v[1]/v[0]/-r_refdef.view.frustum_x)),
+ vid_conheight.integer * (0.5*(1.0+v[2]/v[0]/-r_refdef.view.frustum_y)),
v[0]);
+ // explanation:
+ // after transforming, relative position to viewport (0..1) = 0.5 * (1 + v[2]/v[0]/-frustum_{x \or y})
+ // as 2D drawing honors the viewport too, to get the same pixel, we simply multiply this by conwidth/height
}
//#330 float(float stnum) getstatf (EXT_CSQC)
{
rtexture_t *texture;
int drawflag;
+ qboolean hasalpha;
unsigned short elements[3];
}vmpolygons_triangle_t;
float begin_vertex[VMPOLYGONS_MAXPOINTS][3];
float begin_color[VMPOLYGONS_MAXPOINTS][4];
float begin_texcoord[VMPOLYGONS_MAXPOINTS][2];
+ qboolean begin_texture_hasalpha;
} vmpolygons_t;
// FIXME: make VM_CL_R_Polygon functions use Debug_Polygon functions?
int numtriangles = 0;
rtexture_t *tex = polys->data_triangles[surfacelist[surfacelistindex]].texture;
int drawflag = polys->data_triangles[surfacelist[surfacelistindex]].drawflag;
- // this can't call _DrawQ_ProcessDrawFlag, but should be in sync with it
- // FIXME factor this out
- if(drawflag == DRAWFLAG_ADDITIVE)
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
- else if(drawflag == DRAWFLAG_MODULATE)
- GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
- else if(drawflag == DRAWFLAG_2XMODULATE)
- GL_BlendFunc(GL_DST_COLOR,GL_SRC_COLOR);
- else if(drawflag == DRAWFLAG_SCREEN)
- GL_BlendFunc(GL_ONE_MINUS_DST_COLOR,GL_ONE);
- else
- GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ DrawQ_ProcessDrawFlag(drawflag, polys->data_triangles[surfacelist[surfacelistindex]].hasalpha);
R_SetupShader_Generic(tex, NULL, GL_MODULATE, 1);
numtriangles = 0;
for (;surfacelistindex < numsurfaces;surfacelistindex++)
void VMPolygons_Store(vmpolygons_t *polys)
{
+ qboolean hasalpha;
+ int i;
+
+ // detect if we have alpha
+ hasalpha = polys->begin_texture_hasalpha;
+ for(i = 0; !hasalpha && (i < polys->begin_vertices); ++i)
+ if(polys->begin_color[i][3] < 1)
+ hasalpha = true;
+
if (r_refdef.draw2dstage)
{
// draw the polygon as 2D immediately
mesh.data_vertex3f = polys->begin_vertex[0];
mesh.data_color4f = polys->begin_color[0];
mesh.data_texcoord2f = polys->begin_texcoord[0];
- DrawQ_Mesh(&mesh, polys->begin_drawflag);
+ DrawQ_Mesh(&mesh, polys->begin_drawflag, hasalpha);
}
else
{
polys->data_triangles[polys->num_triangles].elements[0] = polys->num_vertices;
polys->data_triangles[polys->num_triangles].elements[1] = polys->num_vertices + i+1;
polys->data_triangles[polys->num_triangles].elements[2] = polys->num_vertices + i+2;
+ polys->data_triangles[polys->num_triangles].hasalpha = hasalpha;
polys->num_triangles++;
}
polys->num_vertices += polys->begin_vertices;
}
polys->begin_texture = (sf && sf->base) ? sf->base : r_texture_white;
+ polys->begin_texture_hasalpha = (sf && sf->base) ? sf->hasalpha : false;
polys->begin_drawflag = (int)PRVM_G_FLOAT(OFS_PARM1) & DRAWFLAG_MASK;
polys->begin_vertices = 0;
polys->begin_active = true;