📄 gl_rmain.c
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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 );
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