ref: c05151aa1b7ac81866cf937c973e7038035dfe53
dir: /ref_gl/gl_rmain.c/
/* Copyright (C) 1997-2001 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_main.c #include "gl_local.h" void R_Clear (void); viddef_t vid; refimport_t ri; model_t *r_worldmodel; float gldepthmin, gldepthmax; glconfig_t gl_config; glstate_t gl_state; image_t *r_notexture; // use for bad textures image_t *r_particletexture; // little dot for particles entity_t *currententity; model_t *currentmodel; cplane_t frustum[4]; int r_visframecount; // bumped when going to a new PVS int r_framecount; // used for dlight push checking int c_brush_polys, c_alias_polys; float v_blend[4]; // final blending color void GL_Strings_f( void ); // // 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]; // // screen size info // refdef_t r_newrefdef; int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2; cvar_t *r_norefresh; cvar_t *r_drawentities; cvar_t *r_drawworld; cvar_t *r_speeds; cvar_t *r_fullbright; cvar_t *r_novis; cvar_t *r_nocull; cvar_t *r_lerpmodels; cvar_t *r_lefthand; cvar_t *r_lightlevel; // FIXME: This is a HACK to get the client's light level cvar_t *gl_nosubimage; cvar_t *gl_allow_software; cvar_t *gl_vertex_arrays; cvar_t *gl_particle_min_size; cvar_t *gl_particle_max_size; cvar_t *gl_particle_size; cvar_t *gl_particle_att_a; cvar_t *gl_particle_att_b; cvar_t *gl_particle_att_c; cvar_t *gl_ext_swapinterval; cvar_t *gl_ext_palettedtexture; cvar_t *gl_ext_multitexture; cvar_t *gl_ext_pointparameters; cvar_t *gl_ext_compiled_vertex_array; cvar_t *gl_log; cvar_t *gl_bitdepth; cvar_t *gl_drawbuffer; cvar_t *gl_driver; cvar_t *gl_lightmap; cvar_t *gl_shadows; cvar_t *gl_mode; cvar_t *gl_dynamic; cvar_t *gl_monolightmap; cvar_t *gl_modulate; cvar_t *gl_nobind; cvar_t *gl_round_down; cvar_t *gl_picmip; cvar_t *gl_skymip; cvar_t *gl_showtris; cvar_t *gl_ztrick; cvar_t *gl_finish; cvar_t *gl_clear; cvar_t *gl_cull; cvar_t *gl_polyblend; cvar_t *gl_flashblend; cvar_t *gl_playermip; cvar_t *gl_saturatelighting; cvar_t *gl_swapinterval; cvar_t *gl_texturemode; cvar_t *gl_texturealphamode; cvar_t *gl_texturesolidmode; cvar_t *gl_lockpvs; cvar_t *gl_3dlabs_broken; cvar_t *vid_fullscreen; cvar_t *vid_gamma; cvar_t *vid_ref; /* ================= R_CullBox Returns true if the box is completely outside the frustom ================= */ qboolean R_CullBox (vec3_t mins, vec3_t maxs) { int i; if (r_nocull->value) return false; for (i=0 ; i<4 ; i++) if ( BOX_ON_PLANE_SIDE(mins, maxs, &frustum[i]) == 2) return true; return false; } void R_RotateForEntity (entity_t *e) { qglTranslatef (e->origin[0], e->origin[1], e->origin[2]); qglRotatef (e->angles[1], 0, 0, 1); qglRotatef (-e->angles[0], 0, 1, 0); qglRotatef (-e->angles[2], 1, 0, 0); } /* ============================================================= SPRITE MODELS ============================================================= */ /* ================= R_DrawSpriteModel ================= */ void R_DrawSpriteModel (entity_t *e) { float alpha = 1.0F; vec3_t point; dsprframe_t *frame; float *up, *right; dsprite_t *psprite; // don't even bother culling, because it's just a single // polygon without a surface cache psprite = (dsprite_t *)currentmodel->extradata; #if 0 if (e->frame < 0 || e->frame >= psprite->numframes) { ri.Con_Printf (PRINT_ALL, "no such sprite frame %i\n", e->frame); e->frame = 0; } #endif e->frame %= psprite->numframes; frame = &psprite->frames[e->frame]; #if 0 if (psprite->type == SPR_ORIENTED) { // bullet marks on walls vec3_t v_forward, v_right, v_up; AngleVectors (currententity->angles, v_forward, v_right, v_up); up = v_up; right = v_right; } else #endif { // normal sprite up = vup; right = vright; } if ( e->flags & RF_TRANSLUCENT ) alpha = e->alpha; if ( alpha != 1.0F ) qglEnable( GL_BLEND ); qglColor4f( 1, 1, 1, alpha ); GL_Bind(currentmodel->skins[e->frame]->texnum); GL_TexEnv( GL_MODULATE ); if ( alpha == 1.0 ) qglEnable (GL_ALPHA_TEST); else qglDisable( GL_ALPHA_TEST ); qglBegin (GL_QUADS); qglTexCoord2f (0, 1); VectorMA (e->origin, -frame->origin_y, up, point); VectorMA (point, -frame->origin_x, right, point); qglVertex3fv (point); qglTexCoord2f (0, 0); VectorMA (e->origin, frame->height - frame->origin_y, up, point); VectorMA (point, -frame->origin_x, right, point); qglVertex3fv (point); qglTexCoord2f (1, 0); VectorMA (e->origin, frame->height - frame->origin_y, up, point); VectorMA (point, frame->width - frame->origin_x, right, point); qglVertex3fv (point); qglTexCoord2f (1, 1); VectorMA (e->origin, -frame->origin_y, up, point); VectorMA (point, frame->width - frame->origin_x, right, point); qglVertex3fv (point); qglEnd (); qglDisable (GL_ALPHA_TEST); GL_TexEnv( GL_REPLACE ); if ( alpha != 1.0F ) qglDisable( GL_BLEND ); qglColor4f( 1, 1, 1, 1 ); } //================================================================================== /* ============= R_DrawNullModel ============= */ void R_DrawNullModel (void) { vec3_t shadelight; int i; if ( currententity->flags & RF_FULLBRIGHT ) shadelight[0] = shadelight[1] = shadelight[2] = 1.0F; else R_LightPoint (currententity->origin, shadelight); qglPushMatrix (); R_RotateForEntity (currententity); qglDisable (GL_TEXTURE_2D); qglColor3fv (shadelight); qglBegin (GL_TRIANGLE_FAN); qglVertex3f (0, 0, -16); for (i=0 ; i<=4 ; i++) qglVertex3f (16*cos(i*M_PI/2), 16*sin(i*M_PI/2), 0); qglEnd (); qglBegin (GL_TRIANGLE_FAN); qglVertex3f (0, 0, 16); for (i=4 ; i>=0 ; i--) qglVertex3f (16*cos(i*M_PI/2), 16*sin(i*M_PI/2), 0); qglEnd (); qglColor3f (1,1,1); qglPopMatrix (); qglEnable (GL_TEXTURE_2D); } /* ============= R_DrawEntitiesOnList ============= */ void R_DrawEntitiesOnList (void) { int i; if (!r_drawentities->value) return; // draw non-transparent first for (i=0 ; i<r_newrefdef.num_entities ; i++) { currententity = &r_newrefdef.entities[i]; if (currententity->flags & RF_TRANSLUCENT) continue; // solid if ( currententity->flags & RF_BEAM ) { R_DrawBeam( currententity ); } else { currentmodel = currententity->model; if (!currentmodel) { R_DrawNullModel (); continue; } switch (currentmodel->type) { case mod_alias: R_DrawAliasModel (currententity); break; case mod_brush: R_DrawBrushModel (currententity); break; case mod_sprite: R_DrawSpriteModel (currententity); break; default: ri.Sys_Error (ERR_DROP, "Bad modeltype"); break; } } } // draw transparent entities // we could sort these if it ever becomes a problem... qglDepthMask (0); // no z writes for (i=0 ; i<r_newrefdef.num_entities ; i++) { currententity = &r_newrefdef.entities[i]; if (!(currententity->flags & RF_TRANSLUCENT)) continue; // solid if ( currententity->flags & RF_BEAM ) { R_DrawBeam( currententity ); } else { currentmodel = currententity->model; if (!currentmodel) { R_DrawNullModel (); continue; } switch (currentmodel->type) { case mod_alias: R_DrawAliasModel (currententity); break; case mod_brush: R_DrawBrushModel (currententity); break; case mod_sprite: R_DrawSpriteModel (currententity); break; default: ri.Sys_Error (ERR_DROP, "Bad modeltype"); break; } } } qglDepthMask (1); // back to writing } /* ** GL_DrawParticles ** */ void GL_DrawParticles( int num_particles, const particle_t particles[], const unsigned colortable[768] ) { const particle_t *p; int i; vec3_t up, right; float scale; byte color[4]; GL_Bind(r_particletexture->texnum); qglDepthMask( GL_FALSE ); // no z buffering qglEnable( GL_BLEND ); GL_TexEnv( GL_MODULATE ); qglBegin( GL_TRIANGLES ); VectorScale (vup, 1.5, up); VectorScale (vright, 1.5, right); for ( p = particles, i=0 ; i < num_particles ; i++,p++) { // hack a scale up to keep particles from disapearing scale = ( p->origin[0] - r_origin[0] ) * vpn[0] + ( p->origin[1] - r_origin[1] ) * vpn[1] + ( p->origin[2] - r_origin[2] ) * vpn[2]; if (scale < 20) scale = 1; else scale = 1 + scale * 0.004; *(int *)color = colortable[p->color]; color[3] = p->alpha*255; qglColor4ubv( color ); qglTexCoord2f( 0.0625, 0.0625 ); qglVertex3fv( p->origin ); qglTexCoord2f( 1.0625, 0.0625 ); qglVertex3f( p->origin[0] + up[0]*scale, p->origin[1] + up[1]*scale, p->origin[2] + up[2]*scale); qglTexCoord2f( 0.0625, 1.0625 ); qglVertex3f( p->origin[0] + right[0]*scale, p->origin[1] + right[1]*scale, p->origin[2] + right[2]*scale); } qglEnd (); qglDisable( GL_BLEND ); qglColor4f( 1,1,1,1 ); qglDepthMask( 1 ); // back to normal Z buffering GL_TexEnv( GL_REPLACE ); } /* =============== R_DrawParticles =============== */ void R_DrawParticles (void) { if ( gl_ext_pointparameters->value && qglPointParameterfEXT ) { int i; unsigned char color[4]; const particle_t *p; qglDepthMask( GL_FALSE ); qglEnable( GL_BLEND ); qglDisable( GL_TEXTURE_2D ); qglPointSize( gl_particle_size->value ); qglBegin( GL_POINTS ); for ( i = 0, p = r_newrefdef.particles; i < r_newrefdef.num_particles; i++, p++ ) { *(int *)color = d_8to24table[p->color]; color[3] = p->alpha*255; qglColor4ubv( color ); qglVertex3fv( p->origin ); } qglEnd(); qglDisable( GL_BLEND ); qglColor4f( 1.0F, 1.0F, 1.0F, 1.0F ); qglDepthMask( GL_TRUE ); qglEnable( GL_TEXTURE_2D ); } else { GL_DrawParticles( r_newrefdef.num_particles, r_newrefdef.particles, d_8to24table ); } } /* ============ R_PolyBlend ============ */ void R_PolyBlend (void) { if (!gl_polyblend->value) return; if (!v_blend[3]) return; qglDisable (GL_ALPHA_TEST); qglEnable (GL_BLEND); qglDisable (GL_DEPTH_TEST); qglDisable (GL_TEXTURE_2D); qglLoadIdentity (); // FIXME: get rid of these qglRotatef (-90, 1, 0, 0); // put Z going up qglRotatef (90, 0, 0, 1); // put Z going up qglColor4fv (v_blend); qglBegin (GL_QUADS); qglVertex3f (10, 100, 100); qglVertex3f (10, -100, 100); qglVertex3f (10, -100, -100); qglVertex3f (10, 100, -100); qglEnd (); qglDisable (GL_BLEND); qglEnable (GL_TEXTURE_2D); qglEnable (GL_ALPHA_TEST); qglColor4f(1,1,1,1); } //======================================================================= int SignbitsForPlane (cplane_t *out) { int bits, j; // for fast box on planeside test bits = 0; for (j=0 ; j<3 ; j++) { if (out->normal[j] < 0) bits |= 1<<j; } return bits; } void R_SetFrustum (void) { int i; #if 0 /* ** this code is wrong, since it presume a 90 degree FOV both in the ** horizontal and vertical plane */ // front side is visible VectorAdd (vpn, vright, frustum[0].normal); VectorSubtract (vpn, vright, frustum[1].normal); VectorAdd (vpn, vup, frustum[2].normal); VectorSubtract (vpn, vup, frustum[3].normal); // we theoretically don't need to normalize these vectors, but I do it // anyway so that debugging is a little easier VectorNormalize( frustum[0].normal ); VectorNormalize( frustum[1].normal ); VectorNormalize( frustum[2].normal ); VectorNormalize( frustum[3].normal ); #else // rotate VPN right by FOV_X/2 degrees RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_newrefdef.fov_x / 2 ) ); // rotate VPN left by FOV_X/2 degrees RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_newrefdef.fov_x / 2 ); // rotate VPN up by FOV_X/2 degrees RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_newrefdef.fov_y / 2 ); // rotate VPN down by FOV_X/2 degrees RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_newrefdef.fov_y / 2 ) ); #endif for (i=0 ; i<4 ; i++) { frustum[i].type = PLANE_ANYZ; frustum[i].dist = DotProduct (r_origin, frustum[i].normal); frustum[i].signbits = SignbitsForPlane (&frustum[i]); } } //======================================================================= /* =============== R_SetupFrame =============== */ void R_SetupFrame (void) { int i; mleaf_t *leaf; r_framecount++; // build the transformation matrix for the given view angles VectorCopy (r_newrefdef.vieworg, r_origin); AngleVectors (r_newrefdef.viewangles, vpn, vright, vup); // current viewcluster if ( !( r_newrefdef.rdflags & RDF_NOWORLDMODEL ) ) { r_oldviewcluster = r_viewcluster; r_oldviewcluster2 = r_viewcluster2; leaf = Mod_PointInLeaf (r_origin, r_worldmodel); r_viewcluster = r_viewcluster2 = leaf->cluster; // check above and below so crossing solid water doesn't draw wrong if (!leaf->contents) { // look down a bit vec3_t temp; VectorCopy (r_origin, temp); temp[2] -= 16; leaf = Mod_PointInLeaf (temp, r_worldmodel); if ( !(leaf->contents & CONTENTS_SOLID) && (leaf->cluster != r_viewcluster2) ) r_viewcluster2 = leaf->cluster; } else { // look up a bit vec3_t temp; VectorCopy (r_origin, temp); temp[2] += 16; leaf = Mod_PointInLeaf (temp, r_worldmodel); if ( !(leaf->contents & CONTENTS_SOLID) && (leaf->cluster != r_viewcluster2) ) r_viewcluster2 = leaf->cluster; } } for (i=0 ; i<4 ; i++) v_blend[i] = r_newrefdef.blend[i]; c_brush_polys = 0; c_alias_polys = 0; // clear out the portion of the screen that the NOWORLDMODEL defines if ( r_newrefdef.rdflags & RDF_NOWORLDMODEL ) { qglEnable( GL_SCISSOR_TEST ); qglClearColor( 0.3, 0.3, 0.3, 1 ); qglScissor( r_newrefdef.x, vid.height - r_newrefdef.height - r_newrefdef.y, r_newrefdef.width, r_newrefdef.height ); qglClear( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT ); qglClearColor( 1, 0, 0.5, 0.5 ); qglDisable( GL_SCISSOR_TEST ); } } void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) { GLdouble xmin, xmax, ymin, ymax; ymax = zNear * tan( fovy * M_PI / 360.0 ); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; xmin += -( 2 * gl_state.camera_separation ) / zNear; xmax += -( 2 * gl_state.camera_separation ) / zNear; qglFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); } /* ============= R_SetupGL ============= */ void R_SetupGL (void) { float screenaspect; // float yfov; int x, x2, y2, y, w, h; // // set up viewport // x = floor(r_newrefdef.x * vid.width / vid.width); x2 = ceil((r_newrefdef.x + r_newrefdef.width) * vid.width / vid.width); y = floor(vid.height - r_newrefdef.y * vid.height / vid.height); y2 = ceil(vid.height - (r_newrefdef.y + r_newrefdef.height) * vid.height / vid.height); w = x2 - x; h = y - y2; qglViewport (x, y2, w, h); // // set up projection matrix // screenaspect = (float)r_newrefdef.width/r_newrefdef.height; // yfov = 2*atan((float)r_newrefdef.height/r_newrefdef.width)*180/M_PI; qglMatrixMode(GL_PROJECTION); qglLoadIdentity (); MYgluPerspective (r_newrefdef.fov_y, screenaspect, 4, 4096); qglCullFace(GL_FRONT); qglMatrixMode(GL_MODELVIEW); qglLoadIdentity (); qglRotatef (-90, 1, 0, 0); // put Z going up qglRotatef (90, 0, 0, 1); // put Z going up qglRotatef (-r_newrefdef.viewangles[2], 1, 0, 0); qglRotatef (-r_newrefdef.viewangles[0], 0, 1, 0); qglRotatef (-r_newrefdef.viewangles[1], 0, 0, 1); qglTranslatef (-r_newrefdef.vieworg[0], -r_newrefdef.vieworg[1], -r_newrefdef.vieworg[2]); // if ( gl_state.camera_separation != 0 && gl_state.stereo_enabled ) // qglTranslatef ( gl_state.camera_separation, 0, 0 ); qglGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); // // set drawing parms // if (gl_cull->value) qglEnable(GL_CULL_FACE); else qglDisable(GL_CULL_FACE); qglDisable(GL_BLEND); qglDisable(GL_ALPHA_TEST); qglEnable(GL_DEPTH_TEST); } /* ============= R_Clear ============= */ void R_Clear (void) { if (gl_ztrick->value) { static int trickframe; if (gl_clear->value) qglClear (GL_COLOR_BUFFER_BIT); trickframe++; if (trickframe & 1) { gldepthmin = 0; gldepthmax = 0.49999; qglDepthFunc (GL_LEQUAL); } else { gldepthmin = 1; gldepthmax = 0.5; qglDepthFunc (GL_GEQUAL); } } else { if (gl_clear->value) qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); else qglClear (GL_DEPTH_BUFFER_BIT); gldepthmin = 0; gldepthmax = 1; qglDepthFunc (GL_LEQUAL); } qglDepthRange (gldepthmin, gldepthmax); } void R_Flash( void ) { R_PolyBlend (); } /* ================ R_RenderView r_newrefdef must be set before the first call ================ */ void R_RenderView (refdef_t *fd) { if (r_norefresh->value) return; r_newrefdef = *fd; if (!r_worldmodel && !( r_newrefdef.rdflags & RDF_NOWORLDMODEL ) ) ri.Sys_Error (ERR_DROP, "R_RenderView: NULL worldmodel"); if (r_speeds->value) { c_brush_polys = 0; c_alias_polys = 0; } R_PushDlights (); if (gl_finish->value) qglFinish (); R_SetupFrame (); R_SetFrustum (); R_SetupGL (); R_MarkLeaves (); // done here so we know if we're in water R_DrawWorld (); R_DrawEntitiesOnList (); R_RenderDlights (); R_DrawParticles (); R_DrawAlphaSurfaces (); R_Flash(); if (r_speeds->value) { ri.Con_Printf (PRINT_ALL, "%4i wpoly %4i epoly %i tex %i lmaps\n", c_brush_polys, c_alias_polys, c_visible_textures, c_visible_lightmaps); } } void R_SetGL2D (void) { // set 2D virtual screen size qglViewport (0,0, vid.width, vid.height); qglMatrixMode(GL_PROJECTION); qglLoadIdentity (); qglOrtho (0, vid.width, vid.height, 0, -99999, 99999); qglMatrixMode(GL_MODELVIEW); qglLoadIdentity (); qglDisable (GL_DEPTH_TEST); qglDisable (GL_CULL_FACE); qglDisable (GL_BLEND); qglEnable (GL_ALPHA_TEST); qglColor4f (1,1,1,1); } static void GL_DrawColoredStereoLinePair( float r, float g, float b, float y ) { qglColor3f( r, g, b ); qglVertex2f( 0, y ); qglVertex2f( vid.width, y ); qglColor3f( 0, 0, 0 ); qglVertex2f( 0, y + 1 ); qglVertex2f( vid.width, y + 1 ); } static void GL_DrawStereoPattern( void ) { int i; if ( !( gl_config.renderer & GL_RENDERER_INTERGRAPH ) ) return; if ( !gl_state.stereo_enabled ) return; R_SetGL2D(); qglDrawBuffer( GL_BACK_LEFT ); for ( i = 0; i < 20; i++ ) { qglBegin( GL_LINES ); GL_DrawColoredStereoLinePair( 1, 0, 0, 0 ); GL_DrawColoredStereoLinePair( 1, 0, 0, 2 ); GL_DrawColoredStereoLinePair( 1, 0, 0, 4 ); GL_DrawColoredStereoLinePair( 1, 0, 0, 6 ); GL_DrawColoredStereoLinePair( 0, 1, 0, 8 ); GL_DrawColoredStereoLinePair( 1, 1, 0, 10); GL_DrawColoredStereoLinePair( 1, 1, 0, 12); GL_DrawColoredStereoLinePair( 0, 1, 0, 14); qglEnd(); GLimp_EndFrame(); } } /* ==================== R_SetLightLevel ==================== */ void R_SetLightLevel (void) { vec3_t shadelight; if (r_newrefdef.rdflags & RDF_NOWORLDMODEL) return; // save off light value for server to look at (BIG HACK!) R_LightPoint (r_newrefdef.vieworg, shadelight); // pick the greatest component, which should be the same // as the mono value returned by software if (shadelight[0] > shadelight[1]) { if (shadelight[0] > shadelight[2]) r_lightlevel->value = 150*shadelight[0]; else r_lightlevel->value = 150*shadelight[2]; } else { if (shadelight[1] > shadelight[2]) r_lightlevel->value = 150*shadelight[1]; else r_lightlevel->value = 150*shadelight[2]; } } /* @@@@@@@@@@@@@@@@@@@@@ R_RenderFrame @@@@@@@@@@@@@@@@@@@@@ */ void R_RenderFrame (refdef_t *fd) { R_RenderView( fd ); R_SetLightLevel (); R_SetGL2D (); } void R_Register( void ) { r_lefthand = ri.Cvar_Get( "hand", "0", CVAR_USERINFO | CVAR_ARCHIVE ); r_norefresh = ri.Cvar_Get ("r_norefresh", "0", 0); r_fullbright = ri.Cvar_Get ("r_fullbright", "0", 0); r_drawentities = ri.Cvar_Get ("r_drawentities", "1", 0); r_drawworld = ri.Cvar_Get ("r_drawworld", "1", 0); r_novis = ri.Cvar_Get ("r_novis", "0", 0); r_nocull = ri.Cvar_Get ("r_nocull", "0", 0); r_lerpmodels = ri.Cvar_Get ("r_lerpmodels", "1", 0); r_speeds = ri.Cvar_Get ("r_speeds", "0", 0); r_lightlevel = ri.Cvar_Get ("r_lightlevel", "0", 0); gl_nosubimage = ri.Cvar_Get( "gl_nosubimage", "0", 0 ); gl_allow_software = ri.Cvar_Get( "gl_allow_software", "0", 0 ); gl_particle_min_size = ri.Cvar_Get( "gl_particle_min_size", "2", CVAR_ARCHIVE ); gl_particle_max_size = ri.Cvar_Get( "gl_particle_max_size", "40", CVAR_ARCHIVE ); gl_particle_size = ri.Cvar_Get( "gl_particle_size", "40", CVAR_ARCHIVE ); gl_particle_att_a = ri.Cvar_Get( "gl_particle_att_a", "0.01", CVAR_ARCHIVE ); gl_particle_att_b = ri.Cvar_Get( "gl_particle_att_b", "0.0", CVAR_ARCHIVE ); gl_particle_att_c = ri.Cvar_Get( "gl_particle_att_c", "0.01", CVAR_ARCHIVE ); gl_modulate = ri.Cvar_Get ("gl_modulate", "1", CVAR_ARCHIVE ); gl_log = ri.Cvar_Get( "gl_log", "0", 0 ); gl_bitdepth = ri.Cvar_Get( "gl_bitdepth", "0", 0 ); gl_mode = ri.Cvar_Get( "gl_mode", "3", CVAR_ARCHIVE ); gl_lightmap = ri.Cvar_Get ("gl_lightmap", "0", 0); gl_shadows = ri.Cvar_Get ("gl_shadows", "0", CVAR_ARCHIVE ); gl_dynamic = ri.Cvar_Get ("gl_dynamic", "1", 0); gl_nobind = ri.Cvar_Get ("gl_nobind", "0", 0); gl_round_down = ri.Cvar_Get ("gl_round_down", "1", 0); gl_picmip = ri.Cvar_Get ("gl_picmip", "0", 0); gl_skymip = ri.Cvar_Get ("gl_skymip", "0", 0); gl_showtris = ri.Cvar_Get ("gl_showtris", "0", 0); gl_ztrick = ri.Cvar_Get ("gl_ztrick", "0", 0); gl_finish = ri.Cvar_Get ("gl_finish", "0", CVAR_ARCHIVE); gl_clear = ri.Cvar_Get ("gl_clear", "0", 0); gl_cull = ri.Cvar_Get ("gl_cull", "1", 0); gl_polyblend = ri.Cvar_Get ("gl_polyblend", "1", 0); gl_flashblend = ri.Cvar_Get ("gl_flashblend", "0", 0); gl_playermip = ri.Cvar_Get ("gl_playermip", "0", 0); gl_monolightmap = ri.Cvar_Get( "gl_monolightmap", "0", 0 ); gl_driver = ri.Cvar_Get( "gl_driver", "opengl32", CVAR_ARCHIVE ); gl_texturemode = ri.Cvar_Get( "gl_texturemode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE ); gl_texturealphamode = ri.Cvar_Get( "gl_texturealphamode", "default", CVAR_ARCHIVE ); gl_texturesolidmode = ri.Cvar_Get( "gl_texturesolidmode", "default", CVAR_ARCHIVE ); gl_lockpvs = ri.Cvar_Get( "gl_lockpvs", "0", 0 ); gl_vertex_arrays = ri.Cvar_Get( "gl_vertex_arrays", "0", CVAR_ARCHIVE ); gl_ext_swapinterval = ri.Cvar_Get( "gl_ext_swapinterval", "1", CVAR_ARCHIVE ); gl_ext_palettedtexture = ri.Cvar_Get( "gl_ext_palettedtexture", "1", CVAR_ARCHIVE ); gl_ext_multitexture = ri.Cvar_Get( "gl_ext_multitexture", "1", CVAR_ARCHIVE ); gl_ext_pointparameters = ri.Cvar_Get( "gl_ext_pointparameters", "1", CVAR_ARCHIVE ); gl_ext_compiled_vertex_array = ri.Cvar_Get( "gl_ext_compiled_vertex_array", "1", CVAR_ARCHIVE ); gl_drawbuffer = ri.Cvar_Get( "gl_drawbuffer", "GL_BACK", 0 ); gl_swapinterval = ri.Cvar_Get( "gl_swapinterval", "1", CVAR_ARCHIVE ); gl_saturatelighting = ri.Cvar_Get( "gl_saturatelighting", "0", 0 ); gl_3dlabs_broken = ri.Cvar_Get( "gl_3dlabs_broken", "1", CVAR_ARCHIVE ); vid_fullscreen = ri.Cvar_Get( "vid_fullscreen", "0", CVAR_ARCHIVE ); vid_gamma = ri.Cvar_Get( "vid_gamma", "1.0", CVAR_ARCHIVE ); vid_ref = ri.Cvar_Get( "vid_ref", "soft", CVAR_ARCHIVE ); ri.Cmd_AddCommand( "imagelist", GL_ImageList_f ); ri.Cmd_AddCommand( "screenshot", GL_ScreenShot_f ); ri.Cmd_AddCommand( "modellist", Mod_Modellist_f ); ri.Cmd_AddCommand( "gl_strings", GL_Strings_f ); } /* ================== R_SetMode ================== */ qboolean R_SetMode (void) { rserr_t err; qboolean fullscreen; if ( vid_fullscreen->modified && !gl_config.allow_cds ) { ri.Con_Printf( PRINT_ALL, "R_SetMode() - CDS not allowed with this driver\n" ); ri.Cvar_SetValue( "vid_fullscreen", !vid_fullscreen->value ); vid_fullscreen->modified = false; } fullscreen = vid_fullscreen->value; vid_fullscreen->modified = false; gl_mode->modified = false; if ( ( err = GLimp_SetMode( &vid.width, &vid.height, gl_mode->value, fullscreen ) ) == rserr_ok ) { gl_state.prev_mode = gl_mode->value; } else { if ( err == rserr_invalid_fullscreen ) { ri.Cvar_SetValue( "vid_fullscreen", 0); vid_fullscreen->modified = false; ri.Con_Printf( PRINT_ALL, "ref_gl::R_SetMode() - fullscreen unavailable in this mode\n" ); if ( ( err = GLimp_SetMode( &vid.width, &vid.height, gl_mode->value, false ) ) == rserr_ok ) return true; } else if ( err == rserr_invalid_mode ) { ri.Cvar_SetValue( "gl_mode", gl_state.prev_mode ); gl_mode->modified = false; ri.Con_Printf( PRINT_ALL, "ref_gl::R_SetMode() - invalid mode\n" ); } // try setting it back to something safe if ( ( err = GLimp_SetMode( &vid.width, &vid.height, gl_state.prev_mode, false ) ) != rserr_ok ) { ri.Con_Printf( PRINT_ALL, "ref_gl::R_SetMode() - could not revert to safe mode\n" ); return false; } } return true; } /* =============== R_Init =============== */ int R_Init( void *hinstance, void *hWnd ) { char renderer_buffer[1000]; char vendor_buffer[1000]; int err; int j; extern float r_turbsin[256]; for ( j = 0; j < 256; j++ ) { r_turbsin[j] *= 0.5; } ri.Con_Printf (PRINT_ALL, "ref_gl version: "REF_VERSION"\n"); Draw_GetPalette (); R_Register(); // initialize our QGL dynamic bindings if ( !QGL_Init( gl_driver->string ) ) { QGL_Shutdown(); ri.Con_Printf (PRINT_ALL, "ref_gl::R_Init() - could not load \"%s\"\n", gl_driver->string ); return -1; } // initialize OS-specific parts of OpenGL if ( !GLimp_Init( hinstance, hWnd ) ) { QGL_Shutdown(); return -1; } // set our "safe" modes gl_state.prev_mode = 3; // create the window and set up the context if ( !R_SetMode () ) { QGL_Shutdown(); ri.Con_Printf (PRINT_ALL, "ref_gl::R_Init() - could not R_SetMode()\n" ); return -1; } ri.Vid_MenuInit(); /* ** get our various GL strings */ gl_config.vendor_string = qglGetString (GL_VENDOR); ri.Con_Printf (PRINT_ALL, "GL_VENDOR: %s\n", gl_config.vendor_string ); gl_config.renderer_string = qglGetString (GL_RENDERER); ri.Con_Printf (PRINT_ALL, "GL_RENDERER: %s\n", gl_config.renderer_string ); gl_config.version_string = qglGetString (GL_VERSION); ri.Con_Printf (PRINT_ALL, "GL_VERSION: %s\n", gl_config.version_string ); gl_config.extensions_string = qglGetString (GL_EXTENSIONS); ri.Con_Printf (PRINT_ALL, "GL_EXTENSIONS: %s\n", gl_config.extensions_string ); strcpy( renderer_buffer, gl_config.renderer_string ); strlwr( renderer_buffer ); strcpy( vendor_buffer, gl_config.vendor_string ); strlwr( vendor_buffer ); if ( strstr( renderer_buffer, "voodoo" ) ) { if ( !strstr( renderer_buffer, "rush" ) ) gl_config.renderer = GL_RENDERER_VOODOO; else gl_config.renderer = GL_RENDERER_VOODOO_RUSH; } else if ( strstr( vendor_buffer, "sgi" ) ) gl_config.renderer = GL_RENDERER_SGI; else if ( strstr( renderer_buffer, "permedia" ) ) gl_config.renderer = GL_RENDERER_PERMEDIA2; else if ( strstr( renderer_buffer, "glint" ) ) gl_config.renderer = GL_RENDERER_GLINT_MX; else if ( strstr( renderer_buffer, "glzicd" ) ) gl_config.renderer = GL_RENDERER_REALIZM; else if ( strstr( renderer_buffer, "gdi" ) ) gl_config.renderer = GL_RENDERER_MCD; else if ( strstr( renderer_buffer, "pcx2" ) ) gl_config.renderer = GL_RENDERER_PCX2; else if ( strstr( renderer_buffer, "verite" ) ) gl_config.renderer = GL_RENDERER_RENDITION; else gl_config.renderer = GL_RENDERER_OTHER; if ( toupper( gl_monolightmap->string[1] ) != 'F' ) { if ( gl_config.renderer == GL_RENDERER_PERMEDIA2 ) { ri.Cvar_Set( "gl_monolightmap", "A" ); ri.Con_Printf( PRINT_ALL, "...using gl_monolightmap 'a'\n" ); } else if ( gl_config.renderer & GL_RENDERER_POWERVR ) { ri.Cvar_Set( "gl_monolightmap", "0" ); } else { ri.Cvar_Set( "gl_monolightmap", "0" ); } } // power vr can't have anything stay in the framebuffer, so // the screen needs to redraw the tiled background every frame if ( gl_config.renderer & GL_RENDERER_POWERVR ) { ri.Cvar_Set( "scr_drawall", "1" ); } else { ri.Cvar_Set( "scr_drawall", "0" ); } // MCD has buffering issues if ( gl_config.renderer == GL_RENDERER_MCD ) { ri.Cvar_SetValue( "gl_finish", 1 ); } if ( gl_config.renderer & GL_RENDERER_3DLABS ) { if ( gl_3dlabs_broken->value ) gl_config.allow_cds = false; else gl_config.allow_cds = true; } else { gl_config.allow_cds = true; } if ( gl_config.allow_cds ) ri.Con_Printf( PRINT_ALL, "...allowing CDS\n" ); else ri.Con_Printf( PRINT_ALL, "...disabling CDS\n" ); /* ** grab extensions */ #ifdef WIN32 if ( strstr( gl_config.extensions_string, "GL_EXT_compiled_vertex_array" ) || strstr( gl_config.extensions_string, "GL_SGI_compiled_vertex_array" ) ) { ri.Con_Printf( PRINT_ALL, "...enabling GL_EXT_compiled_vertex_array\n" ); qglLockArraysEXT = ( void * ) qwglGetProcAddress( "glLockArraysEXT" ); qglUnlockArraysEXT = ( void * ) qwglGetProcAddress( "glUnlockArraysEXT" ); } else { ri.Con_Printf( PRINT_ALL, "...GL_EXT_compiled_vertex_array not found\n" ); } if ( strstr( gl_config.extensions_string, "WGL_EXT_swap_control" ) ) { qwglSwapIntervalEXT = ( BOOL (WINAPI *)(int)) qwglGetProcAddress( "wglSwapIntervalEXT" ); ri.Con_Printf( PRINT_ALL, "...enabling WGL_EXT_swap_control\n" ); } else { ri.Con_Printf( PRINT_ALL, "...WGL_EXT_swap_control not found\n" ); } if ( strstr( gl_config.extensions_string, "GL_EXT_point_parameters" ) ) { if ( gl_ext_pointparameters->value ) { qglPointParameterfEXT = ( void (APIENTRY *)( GLenum, GLfloat ) ) qwglGetProcAddress( "glPointParameterfEXT" ); qglPointParameterfvEXT = ( void (APIENTRY *)( GLenum, const GLfloat * ) ) qwglGetProcAddress( "glPointParameterfvEXT" ); ri.Con_Printf( PRINT_ALL, "...using GL_EXT_point_parameters\n" ); } else { ri.Con_Printf( PRINT_ALL, "...ignoring GL_EXT_point_parameters\n" ); } } else { ri.Con_Printf( PRINT_ALL, "...GL_EXT_point_parameters not found\n" ); } if ( strstr( gl_config.extensions_string, "GL_EXT_paletted_texture" ) && strstr( gl_config.extensions_string, "GL_EXT_shared_texture_palette" ) ) { if ( gl_ext_palettedtexture->value ) { ri.Con_Printf( PRINT_ALL, "...using GL_EXT_shared_texture_palette\n" ); qglColorTableEXT = ( void ( APIENTRY * ) ( int, int, int, int, int, const void * ) ) qwglGetProcAddress( "glColorTableEXT" ); } else { ri.Con_Printf( PRINT_ALL, "...ignoring GL_EXT_shared_texture_palette\n" ); } } else { ri.Con_Printf( PRINT_ALL, "...GL_EXT_shared_texture_palette not found\n" ); } if ( strstr( gl_config.extensions_string, "GL_SGIS_multitexture" ) ) { if ( gl_ext_multitexture->value ) { ri.Con_Printf( PRINT_ALL, "...using GL_SGIS_multitexture\n" ); qglMTexCoord2fSGIS = ( void * ) qwglGetProcAddress( "glMTexCoord2fSGIS" ); qglSelectTextureSGIS = ( void * ) qwglGetProcAddress( "glSelectTextureSGIS" ); } else { ri.Con_Printf( PRINT_ALL, "...ignoring GL_SGIS_multitexture\n" ); } } else { ri.Con_Printf( PRINT_ALL, "...GL_SGIS_multitexture not found\n" ); } #endif GL_SetDefaultState(); /* ** draw our stereo patterns */ #if 0 // commented out until H3D pays us the money they owe us GL_DrawStereoPattern(); #endif GL_InitImages (); Mod_Init (); R_InitParticleTexture (); Draw_InitLocal (); err = qglGetError(); if ( err != GL_NO_ERROR ) ri.Con_Printf (PRINT_ALL, "glGetError() = 0x%x\n", err); } /* =============== R_Shutdown =============== */ void R_Shutdown (void) { ri.Cmd_RemoveCommand ("modellist"); ri.Cmd_RemoveCommand ("screenshot"); ri.Cmd_RemoveCommand ("imagelist"); ri.Cmd_RemoveCommand ("gl_strings"); Mod_FreeAll (); GL_ShutdownImages (); /* ** shut down OS specific OpenGL stuff like contexts, etc. */ GLimp_Shutdown(); /* ** shutdown our QGL subsystem */ QGL_Shutdown(); } /* @@@@@@@@@@@@@@@@@@@@@ R_BeginFrame @@@@@@@@@@@@@@@@@@@@@ */ void R_BeginFrame( float camera_separation ) { gl_state.camera_separation = camera_separation; /* ** change modes if necessary */ if ( gl_mode->modified || vid_fullscreen->modified ) { // FIXME: only restart if CDS is required cvar_t *ref; ref = ri.Cvar_Get ("vid_ref", "gl", 0); ref->modified = true; } if ( gl_log->modified ) { GLimp_EnableLogging( gl_log->value ); gl_log->modified = false; } if ( gl_log->value ) { GLimp_LogNewFrame(); } /* ** update 3Dfx gamma -- it is expected that a user will do a vid_restart ** after tweaking this value */ if ( vid_gamma->modified ) { vid_gamma->modified = false; if ( gl_config.renderer & ( GL_RENDERER_VOODOO ) ) { char envbuffer[1024]; float g; g = 2.00 * ( 0.8 - ( vid_gamma->value - 0.5 ) ) + 1.0F; Com_sprintf( envbuffer, sizeof(envbuffer), "SSTV2_GAMMA=%f", g ); putenv( envbuffer ); Com_sprintf( envbuffer, sizeof(envbuffer), "SST_GAMMA=%f", g ); putenv( envbuffer ); } } GLimp_BeginFrame( camera_separation ); /* ** go into 2D mode */ qglViewport (0,0, vid.width, vid.height); qglMatrixMode(GL_PROJECTION); qglLoadIdentity (); qglOrtho (0, vid.width, vid.height, 0, -99999, 99999); qglMatrixMode(GL_MODELVIEW); qglLoadIdentity (); qglDisable (GL_DEPTH_TEST); qglDisable (GL_CULL_FACE); qglDisable (GL_BLEND); qglEnable (GL_ALPHA_TEST); qglColor4f (1,1,1,1); /* ** draw buffer stuff */ if ( gl_drawbuffer->modified ) { gl_drawbuffer->modified = false; if ( gl_state.camera_separation == 0 || !gl_state.stereo_enabled ) { if ( Q_stricmp( gl_drawbuffer->string, "GL_FRONT" ) == 0 ) qglDrawBuffer( GL_FRONT ); else qglDrawBuffer( GL_BACK ); } } /* ** texturemode stuff */ if ( gl_texturemode->modified ) { GL_TextureMode( gl_texturemode->string ); gl_texturemode->modified = false; } if ( gl_texturealphamode->modified ) { GL_TextureAlphaMode( gl_texturealphamode->string ); gl_texturealphamode->modified = false; } if ( gl_texturesolidmode->modified ) { GL_TextureSolidMode( gl_texturesolidmode->string ); gl_texturesolidmode->modified = false; } /* ** swapinterval stuff */ GL_UpdateSwapInterval(); // // clear screen if desired // R_Clear (); } /* ============= R_SetPalette ============= */ unsigned r_rawpalette[256]; void R_SetPalette ( const unsigned char *palette) { int i; byte *rp = ( byte * ) r_rawpalette; if ( palette ) { for ( i = 0; i < 256; i++ ) { rp[i*4+0] = palette[i*3+0]; rp[i*4+1] = palette[i*3+1]; rp[i*4+2] = palette[i*3+2]; rp[i*4+3] = 0xff; } } else { for ( i = 0; i < 256; i++ ) { rp[i*4+0] = d_8to24table[i] & 0xff; rp[i*4+1] = ( d_8to24table[i] >> 8 ) & 0xff; rp[i*4+2] = ( d_8to24table[i] >> 16 ) & 0xff; rp[i*4+3] = 0xff; } } GL_SetTexturePalette( r_rawpalette ); qglClearColor (0,0,0,0); qglClear (GL_COLOR_BUFFER_BIT); qglClearColor (1,0, 0.5 , 0.5); } /* ** R_DrawBeam */ void R_DrawBeam( entity_t *e ) { #define NUM_BEAM_SEGS 6 int i; float r, g, b; vec3_t perpvec; vec3_t direction, normalized_direction; vec3_t start_points[NUM_BEAM_SEGS], end_points[NUM_BEAM_SEGS]; vec3_t oldorigin, origin; oldorigin[0] = e->oldorigin[0]; oldorigin[1] = e->oldorigin[1]; oldorigin[2] = e->oldorigin[2]; origin[0] = e->origin[0]; origin[1] = e->origin[1]; origin[2] = e->origin[2]; normalized_direction[0] = direction[0] = oldorigin[0] - origin[0]; normalized_direction[1] = direction[1] = oldorigin[1] - origin[1]; normalized_direction[2] = direction[2] = oldorigin[2] - origin[2]; if ( VectorNormalize( normalized_direction ) == 0 ) return; PerpendicularVector( perpvec, normalized_direction ); VectorScale( perpvec, e->frame / 2, perpvec ); for ( i = 0; i < 6; i++ ) { RotatePointAroundVector( start_points[i], normalized_direction, perpvec, (360.0/NUM_BEAM_SEGS)*i ); VectorAdd( start_points[i], origin, start_points[i] ); VectorAdd( start_points[i], direction, end_points[i] ); } qglDisable( GL_TEXTURE_2D ); qglEnable( GL_BLEND ); qglDepthMask( GL_FALSE ); r = ( d_8to24table[e->skinnum & 0xFF] ) & 0xFF; g = ( d_8to24table[e->skinnum & 0xFF] >> 8 ) & 0xFF; b = ( d_8to24table[e->skinnum & 0xFF] >> 16 ) & 0xFF; r *= 1/255.0F; g *= 1/255.0F; b *= 1/255.0F; qglColor4f( r, g, b, e->alpha ); qglBegin( GL_TRIANGLE_STRIP ); for ( i = 0; i < NUM_BEAM_SEGS; i++ ) { qglVertex3fv( start_points[i] ); qglVertex3fv( end_points[i] ); qglVertex3fv( start_points[(i+1)%NUM_BEAM_SEGS] ); qglVertex3fv( end_points[(i+1)%NUM_BEAM_SEGS] ); } qglEnd(); qglEnable( GL_TEXTURE_2D ); qglDisable( GL_BLEND ); qglDepthMask( GL_TRUE ); } //=================================================================== void R_BeginRegistration (char *map); struct model_s *R_RegisterModel (char *name); struct image_s *R_RegisterSkin (char *name); void R_SetSky (char *name, float rotate, vec3_t axis); void R_EndRegistration (void); void R_RenderFrame (refdef_t *fd); struct image_s *Draw_FindPic (char *name); void Draw_Pic (int x, int y, char *name); void Draw_Char (int x, int y, int c); void Draw_TileClear (int x, int y, int w, int h, char *name); void Draw_Fill (int x, int y, int w, int h, int c); void Draw_FadeScreen (void); /* @@@@@@@@@@@@@@@@@@@@@ GetRefAPI @@@@@@@@@@@@@@@@@@@@@ */ refexport_t GetRefAPI (refimport_t rimp ) { refexport_t re; ri = rimp; re.api_version = API_VERSION; re.BeginRegistration = R_BeginRegistration; re.RegisterModel = R_RegisterModel; re.RegisterSkin = R_RegisterSkin; re.RegisterPic = Draw_FindPic; re.SetSky = R_SetSky; re.EndRegistration = R_EndRegistration; re.RenderFrame = R_RenderFrame; re.DrawGetPicSize = Draw_GetPicSize; re.DrawPic = Draw_Pic; re.DrawStretchPic = Draw_StretchPic; re.DrawChar = Draw_Char; re.DrawTileClear = Draw_TileClear; re.DrawFill = Draw_Fill; re.DrawFadeScreen= Draw_FadeScreen; re.DrawStretchRaw = Draw_StretchRaw; re.Init = R_Init; re.Shutdown = R_Shutdown; re.CinematicSetPalette = R_SetPalette; re.BeginFrame = R_BeginFrame; re.EndFrame = GLimp_EndFrame; re.AppActivate = GLimp_AppActivate; Swap_Init (); return re; } #ifndef REF_HARD_LINKED // this is only here so the functions in q_shared.c and q_shwin.c can link void Sys_Error (char *error, ...) { va_list argptr; char text[1024]; va_start (argptr, error); vsprintf (text, error, argptr); va_end (argptr); ri.Sys_Error (ERR_FATAL, "%s", text); } void Com_Printf (char *fmt, ...) { va_list argptr; char text[1024]; va_start (argptr, fmt); vsprintf (text, fmt, argptr); va_end (argptr); ri.Con_Printf (PRINT_ALL, "%s", text); } #endif