]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
reduced size of viewblend triangle from 64000 units to 64 units, in hopes of curing...
[xonotic/darkplaces.git] / gl_rmain.c
index c30c0a9517ed1a51a6dd2a8f587ad4a7306636e9..35e975988dd9d1f10847ae27af8061fd7672bc38 100644 (file)
@@ -39,10 +39,11 @@ qboolean envmap;
 float r_farclip;
 
 // view origin
-vec3_t r_origin;
-vec3_t vpn;
-vec3_t vright;
-vec3_t vup;
+vec3_t r_vieworigin;
+vec3_t r_viewforward;
+vec3_t r_viewleft;
+vec3_t r_viewright;
+vec3_t r_viewup;
 
 //
 // screen size info
@@ -54,7 +55,6 @@ unsigned short d_lightstylevalue[256];
 
 cvar_t r_drawentities = {0, "r_drawentities","1"};
 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
-cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0"};
 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
 cvar_t r_speeds = {0, "r_speeds","0"};
 cvar_t r_fullbright = {0, "r_fullbright","0"};
@@ -118,22 +118,23 @@ qboolean intimerefresh = 0;
 static void R_TimeRefresh_f (void)
 {
        int i;
-       float start, stop, time;
+       float timestart, timedelta, oldangles[3];
 
        intimerefresh = 1;
-       start = Sys_DoubleTime ();
+       VectorCopy(cl.viewangles, oldangles);
+       VectorClear(cl.viewangles);
+
+       timestart = Sys_DoubleTime();
        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;
+               Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
                CL_UpdateScreen();
        }
+       timedelta = Sys_DoubleTime() - timestart;
 
-       stop = Sys_DoubleTime ();
+       VectorCopy(oldangles, cl.viewangles);
        intimerefresh = 0;
-       time = stop-start;
-       Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
+       Con_Printf ("%f seconds (%f fps)\n", timedelta, 128/timedelta);
 }
 
 vec3_t fogcolor;
@@ -248,7 +249,6 @@ void GL_Main_Init(void)
        Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
        Cvar_RegisterVariable(&r_drawentities);
        Cvar_RegisterVariable(&r_drawviewmodel);
-       Cvar_RegisterVariable(&r_shadows);
        Cvar_RegisterVariable(&r_shadow_staticworldlights);
        Cvar_RegisterVariable(&r_speeds);
        Cvar_RegisterVariable(&r_fullbrights);
@@ -337,7 +337,8 @@ void Render_Init(void)
        R_Light_Init();
        R_Particles_Init();
        R_Explosion_Init();
-       ui_init();
+       //ui_init();
+       UI_Init();
        Sbar_Init();
        R_LightningBeams_Init();
 }
@@ -433,7 +434,8 @@ static void R_MarkEntities (void)
                R_LerpAnimation(ent);
                R_UpdateEntLights(ent);
                if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
-                && !VIS_CullBox(ent->mins, ent->maxs))
+                && !VIS_CullBox(ent->mins, ent->maxs)
+                && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL))))
                {
                        ent->visframe = r_framecount;
                        R_FarClip_Box(ent->mins, ent->maxs);
@@ -509,25 +511,6 @@ void R_DrawModels(void)
        }
 }
 
-void R_DrawFakeShadows(void)
-{
-       int i;
-       entity_render_t *ent;
-
-       ent = &cl_entities[0].render;
-       if (ent->model && ent->model->DrawFakeShadow)
-               ent->model->DrawFakeShadow(ent);
-
-       if (!r_drawentities.integer)
-               return;
-       for (i = 0;i < r_refdef.numentities;i++)
-       {
-               ent = r_refdef.entities[i];
-               if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawFakeShadow)
-                       ent->model->DrawFakeShadow(ent);
-       }
-}
-
 #include "r_shadow.h"
 
 int shadowframecount = 0;
@@ -545,7 +528,6 @@ void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float c
 
 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
 
-extern void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
 void R_ShadowVolumeLighting(int visiblevolumes)
 {
        int i;
@@ -601,13 +583,13 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                                VectorScale(lightcolor, f, lightcolor);
                        }
 
-                       if (wl->castshadows && (gl_stencil || visiblevolumes))
+                       if (r_shadow_worldshadows.integer && wl->castshadows && (gl_stencil || visiblevolumes))
                        {
                                if (!visiblevolumes)
                                        R_Shadow_Stage_ShadowVolumes();
                                ent = &cl_entities[0].render;
-                               if (wl->shadowvolume && r_shadow_staticworldlights.integer)
-                                       R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
+                               if (r_shadow_staticworldlights.integer)
+                                       R_Shadow_DrawStaticWorldLight_Shadow(wl, &ent->matrix);
                                else
                                        R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
                                if (r_drawentities.integer)
@@ -617,7 +599,7 @@ void R_ShadowVolumeLighting(int visiblevolumes)
 
                        if (!visiblevolumes)
                        {
-                               if (wl->castshadows && gl_stencil)
+                               if (r_shadow_worldshadows.integer && wl->castshadows && gl_stencil)
                                        R_Shadow_Stage_LightWithShadows();
                                else
                                        R_Shadow_Stage_LightWithoutShadows();
@@ -639,12 +621,12 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                                if (ent->model && ent->model->DrawLight)
                                {
                                        Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
-                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
                                        Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
-                                       if (wl->numsurfaces)
-                                               R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+                                       if (r_shadow_staticworldlights.integer)
+                                               R_Shadow_DrawStaticWorldLight_Light(wl, &ent->matrix, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
                                        else
                                                ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
                                }
@@ -658,7 +640,7 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                                                 && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
                                                {
                                                        Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
-                                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
                                                        Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
                                                        Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
                                                        Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
@@ -686,7 +668,7 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                        cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
                        VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
 
-                       if (gl_stencil || visiblevolumes)
+                       if (r_shadow_dlightshadows.integer && (gl_stencil || visiblevolumes))
                        {
                                if (!visiblevolumes)
                                        R_Shadow_Stage_ShadowVolumes();
@@ -705,7 +687,7 @@ void R_ShadowVolumeLighting(int visiblevolumes)
 
                        if (!visiblevolumes)
                        {
-                               if (gl_stencil)
+                               if (r_shadow_dlightshadows.integer && gl_stencil)
                                        R_Shadow_Stage_LightWithShadows();
                                else
                                        R_Shadow_Stage_LightWithoutShadows();
@@ -727,7 +709,7 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                                if (ent->model && ent->model->DrawLight)
                                {
                                        Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
-                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
                                        Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
                                        Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
@@ -743,7 +725,7 @@ void R_ShadowVolumeLighting(int visiblevolumes)
                                                 && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
                                                {
                                                        Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
-                                                       Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+                                                       Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
                                                        Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
                                                        Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
                                                        Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
@@ -756,10 +738,12 @@ void R_ShadowVolumeLighting(int visiblevolumes)
        }
 
        if (visiblevolumes)
+       {
                qglEnable(GL_CULL_FACE);
+               qglDisable(GL_SCISSOR_TEST);
+       }
        else
                R_Shadow_Stage_End();
-       qglDisable(GL_SCISSOR_TEST);
 }
 
 static void R_SetFrustum (void)
@@ -768,24 +752,24 @@ static void R_SetFrustum (void)
        // degrees assumed a square view (wrong), so I removed it, Quake2 has it
        // disabled as well.
 
-       // rotate VPN right by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
-       frustum[0].dist = DotProduct (r_origin, frustum[0].normal);
+       // 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 VPN left by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
-       frustum[1].dist = DotProduct (r_origin, frustum[1].normal);
+       // rotate R_VIEWFORWARD left by FOV_X/2 degrees
+       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 VPN up by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
-       frustum[2].dist = DotProduct (r_origin, frustum[2].normal);
+       // rotate R_VIEWFORWARD up by FOV_X/2 degrees
+       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 VPN down by FOV_X/2 degrees
-       RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
-       frustum[3].dist = DotProduct (r_origin, frustum[3].normal);
+       // rotate R_VIEWFORWARD down by FOV_X/2 degrees
+       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]);
 }
 
@@ -807,12 +791,13 @@ static void R_SetupFrame (void)
 
        r_framecount++;
 
-// build the transformation matrix for the given view angles
-       VectorCopy (r_refdef.vieworg, r_origin);
+       // break apart the viewentity matrix into vectors for various purposes
+       Matrix4x4_ToVectors(&r_refdef.viewentitymatrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
+       VectorNegate(r_viewleft, r_viewright);
 
-       AngleVectors (r_refdef.viewangles, vpn, vright, vup);
+       GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
 
-       R_AnimateLight ();
+       R_AnimateLight();
 }
 
 
@@ -835,16 +820,16 @@ static void R_BlendView(void)
        GL_DepthTest(false); // magic
        GL_VertexPointer(vertex3f);
        GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
-       r = 64000;
-       vertex3f[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
-       vertex3f[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
-       vertex3f[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
-       vertex3f[3] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r + vup[0] * r * 3;
-       vertex3f[4] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r + vup[1] * r * 3;
-       vertex3f[5] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r + vup[2] * r * 3;
-       vertex3f[6] = r_origin[0] + vpn[0] * 1.5 + vright[0] * r * 3 - vup[0] * r;
-       vertex3f[7] = r_origin[1] + vpn[1] * 1.5 + vright[1] * r * 3 - vup[1] * r;
-       vertex3f[8] = r_origin[2] + vpn[2] * 1.5 + vright[2] * r * 3 - vup[2] * r;
+       r = 64;
+       vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r;
+       vertex3f[1] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r - r_viewup[1] * r;
+       vertex3f[2] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r - r_viewup[2] * r;
+       vertex3f[3] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r + r_viewup[0] * r * 3;
+       vertex3f[4] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r + r_viewup[1] * r * 3;
+       vertex3f[5] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r + r_viewup[2] * r * 3;
+       vertex3f[6] = r_vieworigin[0] + r_viewforward[0] * 1.5 - r_viewleft[0] * r * 3 - r_viewup[0] * r;
+       vertex3f[7] = r_vieworigin[1] + r_viewforward[1] * 1.5 - r_viewleft[1] * r * 3 - r_viewup[1] * r;
+       vertex3f[8] = r_vieworigin[2] + r_viewforward[2] * 1.5 - r_viewleft[2] * r * 3 - r_viewup[2] * r;
        R_Mesh_Draw(3, 1, polygonelements);
 }
 
@@ -866,7 +851,7 @@ void R_RenderView (void)
        {
                if (!gl_stencil)
                {
-                       Con_Printf("Stencil not enabled, turning off r_shadow_realtime_world, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
+                       Con_Printf("Realtime world lighting requires 32bit color turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n");
                        Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
                }
        }
@@ -877,6 +862,9 @@ void R_RenderView (void)
        R_MoveExplosions();
        R_TimeReport("mexplosion");
 
+       qglPolygonOffset(0, 0);
+       qglEnable(GL_POLYGON_OFFSET_FILL);
+
        R_Textures_Frame();
        R_SetupFrame();
        R_SetFrustum();
@@ -886,22 +874,21 @@ void R_RenderView (void)
        R_TimeReport("setup");
 
        if (cl.worldmodel && cl.worldmodel->brush.FatPVS)
-               cl.worldmodel->brush.FatPVS(cl.worldmodel, r_origin, 2, r_pvsbits, sizeof(r_pvsbits));
+               cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
 
        R_WorldVisibility(world);
        R_TimeReport("worldvis");
 
-       R_FarClip_Start(r_origin, vpn, 768.0f);
+       R_FarClip_Start(r_vieworigin, r_viewforward, 768.0f);
        R_MarkEntities();
        r_farclip = R_FarClip_Finish() + 256.0f;
-       R_TimeReport("markentity");
-
-       GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
-       if (r_shadow_realtime_world.integer || gl_stencil)
+       if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer)))
                GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
        else
                GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
-       GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles);
+       GL_SetupView_Orientation_FromEntity(&r_refdef.viewentitymatrix);
+       R_TimeReport("markentity");
+
        qglDepthFunc(GL_LEQUAL);
 
        R_Mesh_Start();
@@ -923,17 +910,8 @@ void R_RenderView (void)
        R_DrawModels();
        R_TimeReport("models");
 
-       if (r_shadows.integer == 1 && !r_shadow_realtime_world.integer)
-       {
-               R_DrawFakeShadows();
-               R_TimeReport("fakeshadow");
-       }
-
-       if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
-       {
-               R_ShadowVolumeLighting(false);
-               R_TimeReport("dynlight");
-       }
+       R_ShadowVolumeLighting(false);
+       R_TimeReport("rtlights");
 
        R_DrawLightningBeams();
        R_TimeReport("lightning");
@@ -967,6 +945,9 @@ void R_RenderView (void)
 
        R_Mesh_Finish();
        R_TimeReport("meshfinish");
+
+       qglPolygonOffset(0, 0);
+       qglDisable(GL_POLYGON_OFFSET_FILL);
 }
 
 /*
@@ -998,7 +979,7 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa
        {
                for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
                {
-                       VectorSubtract(v, r_origin, diff);
+                       VectorSubtract(v, r_vieworigin, diff);
                        f2 = exp(fogdensity/DotProduct(diff, diff));
                        f1 = 1 - f2;
                        c[0] = c[0] * f1 + fogcolor[0] * f2;
@@ -1075,7 +1056,7 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2)
        {
                memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
                GL_ColorPointer(color4f);
-               VectorSubtract(ent->origin, r_origin, diff);
+               VectorSubtract(ent->origin, r_vieworigin, diff);
                f2 = exp(fogdensity/DotProduct(diff, diff));
                f1 = 1 - f2;
                for (i = 0, c = color4f;i < 6;i++, c += 4)
@@ -1114,12 +1095,12 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo
        VectorNormalizeFast (normal);
 
        // calculate 'right' vector for start
-       VectorSubtract (r_origin, org1, diff);
+       VectorSubtract (r_vieworigin, org1, diff);
        VectorNormalizeFast (diff);
        CrossProduct (normal, diff, right1);
 
        // calculate 'right' vector for end
-       VectorSubtract (r_origin, org2, diff);
+       VectorSubtract (r_vieworigin, org2, diff);
        VectorNormalizeFast (diff);
        CrossProduct (normal, diff, right2);
 
@@ -1146,7 +1127,7 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth
 
        if (fogenabled)
        {
-               VectorSubtract(origin, r_origin, diff);
+               VectorSubtract(origin, r_vieworigin, diff);
                ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
        }