Xash3D FWGS engine.
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/*
gl_rmain.c - renderer main loop
Copyright (C) 2010 Uncle Mike
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 3 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.
*/
#include "common.h"
#include "client.h"
#include "gl_local.h"
#include "mathlib.h"
#include "library.h"
#include "beamdef.h"
#include "particledef.h"
#include "entity_types.h"
#define IsLiquidContents( cnt ) ( cnt == CONTENTS_WATER || cnt == CONTENTS_SLIME || cnt == CONTENTS_LAVA )
float gldepthmin, gldepthmax;
ref_instance_t RI;
static int R_RankForRenderMode( int rendermode )
{
switch( rendermode )
{
case kRenderTransTexture:
return 1; // draw second
case kRenderTransAdd:
return 2; // draw third
case kRenderGlow:
return 3; // must be last!
}
return 0;
}
void R_AllowFog( int allowed )
{
static int isFogEnabled;
if( allowed )
{
if( isFogEnabled )
pglEnable( GL_FOG );
}
else
{
isFogEnabled = pglIsEnabled( GL_FOG );
if( isFogEnabled )
pglDisable( GL_FOG );
}
}
/*
===============
R_OpaqueEntity
Opaque entity can be brush or studio model but sprite
===============
*/
static qboolean R_OpaqueEntity( cl_entity_t *ent )
{
if( R_GetEntityRenderMode( ent ) == kRenderNormal )
return true;
return false;
}
/*
===============
R_TransEntityCompare
Sorting translucent entities by rendermode then by distance
===============
*/
static int R_TransEntityCompare( const cl_entity_t **a, const cl_entity_t **b )
{
cl_entity_t *ent1, *ent2;
vec3_t vecLen, org;
float dist1, dist2;
int rendermode1;
int rendermode2;
ent1 = (cl_entity_t *)*a;
ent2 = (cl_entity_t *)*b;
rendermode1 = R_GetEntityRenderMode( ent1 );
rendermode2 = R_GetEntityRenderMode( ent2 );
// sort by distance
if( ent1->model->type != mod_brush || rendermode1 != kRenderTransAlpha )
{
VectorAverage( ent1->model->mins, ent1->model->maxs, org );
VectorAdd( ent1->origin, org, org );
VectorSubtract( RI.vieworg, org, vecLen );
dist1 = DotProduct( vecLen, vecLen );
}
else dist1 = 1000000000;
if( ent2->model->type != mod_brush || rendermode2 != kRenderTransAlpha )
{
VectorAverage( ent2->model->mins, ent2->model->maxs, org );
VectorAdd( ent2->origin, org, org );
VectorSubtract( RI.vieworg, org, vecLen );
dist2 = DotProduct( vecLen, vecLen );
}
else dist2 = 1000000000;
if( dist1 > dist2 )
return -1;
if( dist1 < dist2 )
return 1;
// then sort by rendermode
if( R_RankForRenderMode( rendermode1 ) > R_RankForRenderMode( rendermode2 ))
return 1;
if( R_RankForRenderMode( rendermode1 ) < R_RankForRenderMode( rendermode2 ))
return -1;
return 0;
}
/*
===============
R_WorldToScreen
Convert a given point from world into screen space
Returns true if we behind to screen
===============
*/
int R_WorldToScreen( const vec3_t point, vec3_t screen )
{
matrix4x4 worldToScreen;
qboolean behind;
float w;
if( !point || !screen )
return true;
Matrix4x4_Copy( worldToScreen, RI.worldviewProjectionMatrix );
screen[0] = worldToScreen[0][0] * point[0] + worldToScreen[0][1] * point[1] + worldToScreen[0][2] * point[2] + worldToScreen[0][3];
screen[1] = worldToScreen[1][0] * point[0] + worldToScreen[1][1] * point[1] + worldToScreen[1][2] * point[2] + worldToScreen[1][3];
w = worldToScreen[3][0] * point[0] + worldToScreen[3][1] * point[1] + worldToScreen[3][2] * point[2] + worldToScreen[3][3];
screen[2] = 0.0f; // just so we have something valid here
if( w < 0.001f )
{
screen[0] *= 100000;
screen[1] *= 100000;
behind = true;
}
else
{
float invw = 1.0f / w;
screen[0] *= invw;
screen[1] *= invw;
behind = false;
}
return behind;
}
/*
===============
R_ScreenToWorld
Convert a given point from screen into world space
===============
*/
void R_ScreenToWorld( const vec3_t screen, vec3_t point )
{
matrix4x4 screenToWorld;
float w;
if( !point || !screen )
return;
Matrix4x4_Invert_Full( screenToWorld, RI.worldviewProjectionMatrix );
point[0] = screen[0] * screenToWorld[0][0] + screen[1] * screenToWorld[0][1] + screen[2] * screenToWorld[0][2] + screenToWorld[0][3];
point[1] = screen[0] * screenToWorld[1][0] + screen[1] * screenToWorld[1][1] + screen[2] * screenToWorld[1][2] + screenToWorld[1][3];
point[2] = screen[0] * screenToWorld[2][0] + screen[1] * screenToWorld[2][1] + screen[2] * screenToWorld[2][2] + screenToWorld[2][3];
w = screen[0] * screenToWorld[3][0] + screen[1] * screenToWorld[3][1] + screen[2] * screenToWorld[3][2] + screenToWorld[3][3];
if( w != 0.0f ) VectorScale( point, ( 1.0f / w ), point );
}
/*
===============
R_PushScene
===============
*/
void R_PushScene( void )
{
if( ++tr.draw_stack_pos >= MAX_DRAW_STACK )
Host_Error( "draw stack overflow\n" );
tr.draw_list = &tr.draw_stack[tr.draw_stack_pos];
}
/*
===============
R_PopScene
===============
*/
void R_PopScene( void )
{
if( --tr.draw_stack_pos < 0 )
Host_Error( "draw stack underflow\n" );
tr.draw_list = &tr.draw_stack[tr.draw_stack_pos];
}
/*
===============
R_ClearScene
===============
*/
void R_ClearScene( void )
{
tr.draw_list->num_solid_entities = 0;
tr.draw_list->num_trans_entities = 0;
tr.draw_list->num_beam_entities = 0;
}
/*
===============
R_AddEntity
===============
*/
qboolean R_AddEntity( struct cl_entity_s *clent, int type )
{
if( !r_drawentities->value )
return false; // not allow to drawing
if( !clent || !clent->model )
return false; // if set to invisible, skip
if( clent->curstate.effects & EF_NODRAW )
return false; // done
if( clent->curstate.rendermode != kRenderNormal && CL_FxBlend( clent ) <= 0 )
return true; // invisible
if( type == ET_FRAGMENTED )
r_stats.c_client_ents++;
if( R_OpaqueEntity( clent ))
{
// opaque
if( tr.draw_list->num_solid_entities >= MAX_VISIBLE_PACKET )
return false;
tr.draw_list->solid_entities[tr.draw_list->num_solid_entities] = clent;
tr.draw_list->num_solid_entities++;
}
else
{
// translucent
if( tr.draw_list->num_trans_entities >= MAX_VISIBLE_PACKET )
return false;
tr.draw_list->trans_entities[tr.draw_list->num_trans_entities] = clent;
tr.draw_list->num_trans_entities++;
}
return true;
}
/*
=============
R_Clear
=============
*/
static void R_Clear( int bitMask )
{
int bits;
if( CL_IsDevOverviewMode( ))
pglClearColor( 0.0f, 1.0f, 0.0f, 1.0f ); // green background (Valve rules)
else pglClearColor( 0.5f, 0.5f, 0.5f, 1.0f );
bits = GL_DEPTH_BUFFER_BIT;
if( glState.stencilEnabled )
bits |= GL_STENCIL_BUFFER_BIT;
bits &= bitMask;
pglClear( bits );
// change ordering for overview
if( RI.drawOrtho )
{
gldepthmin = 1.0f;
gldepthmax = 0.0f;
}
else
{
gldepthmin = 0.0f;
gldepthmax = 1.0f;
}
pglDepthFunc( GL_LEQUAL );
pglDepthRange( gldepthmin, gldepthmax );
}
//=============================================================================
/*
===============
R_GetFarClip
===============
*/
static float R_GetFarClip( void )
{
if( cl.worldmodel && RI.drawWorld )
return clgame.movevars.zmax * 1.73f;
return 2048.0f;
}
/*
===============
R_SetupFrustum
===============
*/
void R_SetupFrustum( void )
{
ref_overview_t *ov = &clgame.overView;
if( RP_NORMALPASS() && ( cl.local.waterlevel >= 3 ))
{
RI.fov_x = atan( tan( DEG2RAD( RI.fov_x ) / 2 ) * ( 0.97 + sin( cl.time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0);
RI.fov_y = atan( tan( DEG2RAD( RI.fov_y ) / 2 ) * ( 1.03 - sin( cl.time * 1.5 ) * 0.03 )) * 2 / (M_PI / 180.0);
}
// build the transformation matrix for the given view angles
AngleVectors( RI.viewangles, RI.vforward, RI.vright, RI.vup );
if( !r_lockfrustum->value )
{
VectorCopy( RI.vieworg, RI.cullorigin );
VectorCopy( RI.vforward, RI.cull_vforward );
VectorCopy( RI.vright, RI.cull_vright );
VectorCopy( RI.vup, RI.cull_vup );
}
if( RI.drawOrtho )
GL_FrustumInitOrtho( &RI.frustum, ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
else GL_FrustumInitProj( &RI.frustum, 0.0f, R_GetFarClip(), RI.fov_x, RI.fov_y ); // NOTE: we ignore nearplane here (mirrors only)
}
/*
=============
R_SetupProjectionMatrix
=============
*/
static void R_SetupProjectionMatrix( matrix4x4 m )
{
GLdouble xMin, xMax, yMin, yMax, zNear, zFar;
if( RI.drawOrtho )
{
ref_overview_t *ov = &clgame.overView;
Matrix4x4_CreateOrtho( m, ov->xLeft, ov->xRight, ov->yTop, ov->yBottom, ov->zNear, ov->zFar );
return;
}
RI.farClip = R_GetFarClip();
zNear = 4.0f;
zFar = max( 256.0f, RI.farClip );
yMax = zNear * tan( RI.fov_y * M_PI / 360.0 );
yMin = -yMax;
xMax = zNear * tan( RI.fov_x * M_PI / 360.0 );
xMin = -xMax;
Matrix4x4_CreateProjection( m, xMax, xMin, yMax, yMin, zNear, zFar );
}
/*
=============
R_SetupModelviewMatrix
=============
*/
static void R_SetupModelviewMatrix( matrix4x4 m )
{
Matrix4x4_CreateModelview( m );
Matrix4x4_ConcatRotate( m, -RI.viewangles[2], 1, 0, 0 );
Matrix4x4_ConcatRotate( m, -RI.viewangles[0], 0, 1, 0 );
Matrix4x4_ConcatRotate( m, -RI.viewangles[1], 0, 0, 1 );
Matrix4x4_ConcatTranslate( m, -RI.vieworg[0], -RI.vieworg[1], -RI.vieworg[2] );
}
/*
=============
R_LoadIdentity
=============
*/
void R_LoadIdentity( void )
{
if( tr.modelviewIdentity ) return;
Matrix4x4_LoadIdentity( RI.objectMatrix );
Matrix4x4_Copy( RI.modelviewMatrix, RI.worldviewMatrix );
pglMatrixMode( GL_MODELVIEW );
GL_LoadMatrix( RI.modelviewMatrix );
tr.modelviewIdentity = true;
}
/*
=============
R_RotateForEntity
=============
*/
void R_RotateForEntity( cl_entity_t *e )
{
float scale = 1.0f;
if( e == clgame.entities )
{
R_LoadIdentity();
return;
}
if( e->model->type != mod_brush && e->curstate.scale > 0.0f )
scale = e->curstate.scale;
Matrix4x4_CreateFromEntity( RI.objectMatrix, e->angles, e->origin, scale );
Matrix4x4_ConcatTransforms( RI.modelviewMatrix, RI.worldviewMatrix, RI.objectMatrix );
pglMatrixMode( GL_MODELVIEW );
GL_LoadMatrix( RI.modelviewMatrix );
tr.modelviewIdentity = false;
}
/*
=============
R_TranslateForEntity
=============
*/
void R_TranslateForEntity( cl_entity_t *e )
{
float scale = 1.0f;
if( e == clgame.entities )
{
R_LoadIdentity();
return;
}
if( e->model->type != mod_brush && e->curstate.scale > 0.0f )
scale = e->curstate.scale;
Matrix4x4_CreateFromEntity( RI.objectMatrix, vec3_origin, e->origin, scale );
Matrix4x4_ConcatTransforms( RI.modelviewMatrix, RI.worldviewMatrix, RI.objectMatrix );
pglMatrixMode( GL_MODELVIEW );
GL_LoadMatrix( RI.modelviewMatrix );
tr.modelviewIdentity = false;
}
/*
===============
R_FindViewLeaf
===============
*/
void R_FindViewLeaf( void )
{
RI.oldviewleaf = RI.viewleaf;
RI.viewleaf = Mod_PointInLeaf( RI.pvsorigin, cl.worldmodel->nodes );
}
/*
===============
R_SetupFrame
===============
*/
static void R_SetupFrame( void )
{
// setup viewplane dist
RI.viewplanedist = DotProduct( RI.vieworg, RI.vforward );
if( !gl_nosort->value )
{
// sort translucents entities by rendermode and distance
qsort( tr.draw_list->trans_entities, tr.draw_list->num_trans_entities, sizeof( cl_entity_t* ), R_TransEntityCompare );
}
// current viewleaf
if( RI.drawWorld )
{
RI.isSkyVisible = false; // unknown at this moment
R_FindViewLeaf();
}
}
/*
=============
R_SetupGL
=============
*/
void R_SetupGL( qboolean set_gl_state )
{
R_SetupModelviewMatrix( RI.worldviewMatrix );
R_SetupProjectionMatrix( RI.projectionMatrix );
Matrix4x4_Concat( RI.worldviewProjectionMatrix, RI.projectionMatrix, RI.worldviewMatrix );
if( !set_gl_state ) return;
if( RP_NORMALPASS( ))
{
int x, x2, y, y2;
// set up viewport (main, playersetup)
x = floor( RI.viewport[0] * glState.width / glState.width );
x2 = ceil(( RI.viewport[0] + RI.viewport[2] ) * glState.width / glState.width );
y = floor( glState.height - RI.viewport[1] * glState.height / glState.height );
y2 = ceil( glState.height - ( RI.viewport[1] + RI.viewport[3] ) * glState.height / glState.height );
pglViewport( x, y2, x2 - x, y - y2 );
}
else
{
// envpass, mirrorpass
pglViewport( RI.viewport[0], RI.viewport[1], RI.viewport[2], RI.viewport[3] );
}
pglMatrixMode( GL_PROJECTION );
GL_LoadMatrix( RI.projectionMatrix );
pglMatrixMode( GL_MODELVIEW );
GL_LoadMatrix( RI.worldviewMatrix );
if( RI.params & RP_CLIPPLANE )
{
GLdouble clip[4];
mplane_t *p = &RI.clipPlane;
clip[0] = p->normal[0];
clip[1] = p->normal[1];
clip[2] = p->normal[2];
clip[3] = -p->dist;
pglClipPlane( GL_CLIP_PLANE0, clip );
pglEnable( GL_CLIP_PLANE0 );
}
GL_Cull( GL_FRONT );
pglDisable( GL_BLEND );
pglDisable( GL_ALPHA_TEST );
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
}
/*
=============
R_EndGL
=============
*/
static void R_EndGL( void )
{
if( RI.params & RP_CLIPPLANE )
pglDisable( GL_CLIP_PLANE0 );
}
/*
=============
R_RecursiveFindWaterTexture
using to find source waterleaf with
watertexture to grab fog values from it
=============
*/
static gltexture_t *R_RecursiveFindWaterTexture( const mnode_t *node, const mnode_t *ignore, qboolean down )
{
gltexture_t *tex = NULL;
// assure the initial node is not null
// we could check it here, but we would rather check it
// outside the call to get rid of one additional recursion level
Assert( node != NULL );
// ignore solid nodes
if( node->contents == CONTENTS_SOLID )
return NULL;
if( node->contents < 0 )
{
mleaf_t *pleaf;
msurface_t **mark;
int i, c;
// ignore non-liquid leaves
if( node->contents != CONTENTS_WATER && node->contents != CONTENTS_LAVA && node->contents != CONTENTS_SLIME )
return NULL;
// find texture
pleaf = (mleaf_t *)node;
mark = pleaf->firstmarksurface;
c = pleaf->nummarksurfaces;
for( i = 0; i < c; i++, mark++ )
{
if( (*mark)->flags & SURF_DRAWTURB && (*mark)->texinfo && (*mark)->texinfo->texture )
return R_GetTexture( (*mark)->texinfo->texture->gl_texturenum );
}
// texture not found
return NULL;
}
// this is a regular node
// traverse children
if( node->children[0] && ( node->children[0] != ignore ))
{
tex = R_RecursiveFindWaterTexture( node->children[0], node, true );
if( tex ) return tex;
}
if( node->children[1] && ( node->children[1] != ignore ))
{
tex = R_RecursiveFindWaterTexture( node->children[1], node, true );
if( tex ) return tex;
}
// for down recursion, return immediately
if( down ) return NULL;
// texture not found, step up if any
if( node->parent )
return R_RecursiveFindWaterTexture( node->parent, node, false );
// top-level node, bail out
return NULL;
}
/*
=============
R_CheckFog
check for underwater fog
Using backward recursion to find waterline leaf
from underwater leaf (idea: XaeroX)
=============
*/
static void R_CheckFog( void )
{
cl_entity_t *ent;
gltexture_t *tex;
int i, cnt, count;
// quake global fog
if( clgame.movevars.fog_settings != 0 && FBitSet( host.features, ENGINE_QUAKE_COMPATIBLE ))
{
// quake-style global fog
RI.fogColor[0] = ((clgame.movevars.fog_settings & 0xFF000000) >> 24) / 255.0f;
RI.fogColor[1] = ((clgame.movevars.fog_settings & 0xFF0000) >> 16) / 255.0f;
RI.fogColor[2] = ((clgame.movevars.fog_settings & 0xFF00) >> 8) / 255.0f;
RI.fogDensity = ((clgame.movevars.fog_settings & 0xFF) / 255.0f) * 0.015625f;
RI.fogStart = RI.fogEnd = 0.0f;
RI.fogColor[3] = 1.0f;
RI.fogCustom = false;
RI.fogEnabled = true;
RI.fogSkybox = true;
return;
}
#ifdef HACKS_RELATED_HLMODS
// special condition for Spirit 1.9 that used direct calls of glFog-functions
if(( !RI.fogEnabled && !RI.fogCustom ) && pglIsEnabled( GL_FOG ) && VectorIsNull( RI.fogColor ))
{
// fill the fog color from GL-state machine
pglGetFloatv( GL_FOG_COLOR, RI.fogColor );
RI.fogSkybox = true;
}
#endif
RI.fogEnabled = false;
if( RI.onlyClientDraw || cl.local.waterlevel < 3 || !RI.drawWorld || !RI.viewleaf )
{
if( RI.cached_waterlevel == 3 )
{
// in some cases waterlevel jumps from 3 to 1. Catch it
RI.cached_waterlevel = cl.local.waterlevel;
RI.cached_contents = CONTENTS_EMPTY;
if( !RI.fogCustom ) pglDisable( GL_FOG );
}
return;
}
ent = CL_GetWaterEntity( RI.vieworg );
if( ent && ent->model && ent->model->type == mod_brush && ent->curstate.skin < 0 )
cnt = ent->curstate.skin;
else cnt = RI.viewleaf->contents;
RI.cached_waterlevel = cl.local.waterlevel;
if( !IsLiquidContents( RI.cached_contents ) && IsLiquidContents( cnt ))
{
tex = NULL;
// check for water texture
if( ent && ent->model && ent->model->type == mod_brush )
{
msurface_t *surf;
count = ent->model->nummodelsurfaces;
for( i = 0, surf = &ent->model->surfaces[ent->model->firstmodelsurface]; i < count; i++, surf++ )
{
if( surf->flags & SURF_DRAWTURB && surf->texinfo && surf->texinfo->texture )
{
tex = R_GetTexture( surf->texinfo->texture->gl_texturenum );
RI.cached_contents = ent->curstate.skin;
break;
}
}
}
else
{
tex = R_RecursiveFindWaterTexture( RI.viewleaf->parent, NULL, false );
if( tex ) RI.cached_contents = RI.viewleaf->contents;
}
if( !tex ) return; // no valid fogs
// copy fog params
RI.fogColor[0] = tex->fogParams[0] / 255.0f;
RI.fogColor[1] = tex->fogParams[1] / 255.0f;
RI.fogColor[2] = tex->fogParams[2] / 255.0f;
RI.fogDensity = tex->fogParams[3] * 0.000025f;
RI.fogStart = RI.fogEnd = 0.0f;
RI.fogColor[3] = 1.0f;
RI.fogCustom = false;
RI.fogEnabled = true;
RI.fogSkybox = true;
}
else
{
RI.fogCustom = false;
RI.fogEnabled = true;
RI.fogSkybox = true;
}
}
/*
=============
R_DrawFog
=============
*/
void R_DrawFog( void )
{
if( !RI.fogEnabled ) return;
pglEnable( GL_FOG );
pglFogi( GL_FOG_MODE, GL_EXP );
pglFogf( GL_FOG_DENSITY, RI.fogDensity );
pglFogfv( GL_FOG_COLOR, RI.fogColor );
pglHint( GL_FOG_HINT, GL_NICEST );
}
/*
=============
R_DrawEntitiesOnList
=============
*/
void R_DrawEntitiesOnList( void )
{
int i;
tr.blend = 1.0f;
GL_CheckForErrors();
// first draw solid entities
for( i = 0; i < tr.draw_list->num_solid_entities && !RI.onlyClientDraw; i++ )
{
RI.currententity = tr.draw_list->solid_entities[i];
RI.currentmodel = RI.currententity->model;
Assert( RI.currententity != NULL );
Assert( RI.currentmodel != NULL );
switch( RI.currentmodel->type )
{
case mod_brush:
R_DrawBrushModel( RI.currententity );
break;
case mod_alias:
R_DrawAliasModel( RI.currententity );
break;
case mod_studio:
R_DrawStudioModel( RI.currententity );
break;
default:
break;
}
}
GL_CheckForErrors();
// quake-specific feature
R_DrawAlphaTextureChains();
GL_CheckForErrors();
// draw sprites seperately, because of alpha blending
for( i = 0; i < tr.draw_list->num_solid_entities && !RI.onlyClientDraw; i++ )
{
RI.currententity = tr.draw_list->solid_entities[i];
RI.currentmodel = RI.currententity->model;
Assert( RI.currententity != NULL );
Assert( RI.currentmodel != NULL );
switch( RI.currentmodel->type )
{
case mod_sprite:
R_DrawSpriteModel( RI.currententity );
break;
}
}
GL_CheckForErrors();
if( !RI.onlyClientDraw )
{
CL_DrawBeams( false );
}
GL_CheckForErrors();
if( RI.drawWorld )
clgame.dllFuncs.pfnDrawNormalTriangles();
GL_CheckForErrors();
// then draw translucent entities
for( i = 0; i < tr.draw_list->num_trans_entities && !RI.onlyClientDraw; i++ )
{
RI.currententity = tr.draw_list->trans_entities[i];
RI.currentmodel = RI.currententity->model;
// handle studiomodels with custom rendermodes on texture
if( RI.currententity->curstate.rendermode != kRenderNormal )
tr.blend = CL_FxBlend( RI.currententity ) / 255.0f;
else tr.blend = 1.0f; // draw as solid but sorted by distance
if( tr.blend <= 0.0f ) continue;
Assert( RI.currententity != NULL );
Assert( RI.currentmodel != NULL );
switch( RI.currentmodel->type )
{
case mod_brush:
R_DrawBrushModel( RI.currententity );
break;
case mod_alias:
R_DrawAliasModel( RI.currententity );
break;
case mod_studio:
R_DrawStudioModel( RI.currententity );
break;
case mod_sprite:
R_DrawSpriteModel( RI.currententity );
break;
default:
break;
}
}
GL_CheckForErrors();
if( RI.drawWorld )
{
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
clgame.dllFuncs.pfnDrawTransparentTriangles ();
}
GL_CheckForErrors();
if( !RI.onlyClientDraw )
{
R_AllowFog( false );
CL_DrawBeams( true );
CL_DrawParticles( tr.frametime );
CL_DrawTracers( tr.frametime );
R_AllowFog( true );
}
GL_CheckForErrors();
pglDisable( GL_BLEND ); // Trinity Render issues
if( !RI.onlyClientDraw )
R_DrawViewModel();
CL_ExtraUpdate();
GL_CheckForErrors();
}
/*
================
R_RenderScene
R_SetupRefParams must be called right before
================
*/
void R_RenderScene( void )
{
if( !cl.worldmodel && RI.drawWorld )
Host_Error( "R_RenderView: NULL worldmodel\n" );
// frametime is valid only for normal pass
if( RP_NORMALPASS( ))
tr.frametime = cl.time - cl.oldtime;
else tr.frametime = 0.0;
// begin a new frame
tr.framecount++;
R_PushDlights();
R_SetupFrustum();
R_SetupFrame();
R_SetupGL( true );
R_Clear( ~0 );
R_MarkLeaves();
R_DrawFog ();
R_DrawWorld();
R_CheckFog();
CL_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList();
R_DrawWaterSurfaces();
R_EndGL();
}
/*
===============
R_DoResetGamma
gamma will be reset for
some type of screenshots
===============
*/
qboolean R_DoResetGamma( void )
{
// FIXME: this looks ugly. apply the backward gamma changes to the output image
return false;
switch( cls.scrshot_action )
{
case scrshot_normal:
if( CL_IsDevOverviewMode( ))
return true;
return false;
case scrshot_snapshot:
if( CL_IsDevOverviewMode( ))
return true;
return false;
case scrshot_plaque:
case scrshot_savegame:
case scrshot_demoshot:
case scrshot_envshot:
case scrshot_skyshot:
case scrshot_mapshot:
return true;
default:
return false;
}
}
/*
===============
R_BeginFrame
===============
*/
void R_BeginFrame( qboolean clearScene )
{
glConfig.softwareGammaUpdate = false; // in case of possible fails
if(( gl_clear->value || CL_IsDevOverviewMode( )) && clearScene && cls.state != ca_cinematic )
{
pglClear( GL_COLOR_BUFFER_BIT );
}
if( R_DoResetGamma( ))
{
BuildGammaTable( 1.8f, 0.0f );
glConfig.softwareGammaUpdate = true;
GL_RebuildLightmaps();
glConfig.softwareGammaUpdate = false;
// next frame will be restored gamma
SetBits( vid_brightness->flags, FCVAR_CHANGED );
SetBits( vid_gamma->flags, FCVAR_CHANGED );
}
else if( FBitSet( vid_gamma->flags, FCVAR_CHANGED ) || FBitSet( vid_brightness->flags, FCVAR_CHANGED ))
{
BuildGammaTable( vid_gamma->value, vid_brightness->value );
glConfig.softwareGammaUpdate = true;
GL_RebuildLightmaps();
glConfig.softwareGammaUpdate = false;
}
R_Set2DMode( true );
// draw buffer stuff
pglDrawBuffer( GL_BACK );
// update texture parameters
if( FBitSet( gl_texture_nearest->flags|gl_lightmap_nearest->flags|gl_texture_anisotropy->flags|gl_texture_lodbias->flags, FCVAR_CHANGED ))
R_SetTextureParameters();
// swapinterval stuff
GL_UpdateSwapInterval();
CL_ExtraUpdate ();
}
/*
===============
R_SetupRefParams
set initial params for renderer
===============
*/
void R_SetupRefParams( const ref_viewpass_t *rvp )
{
RI.params = RP_NONE;
RI.drawWorld = FBitSet( rvp->flags, RF_DRAW_WORLD );
RI.onlyClientDraw = FBitSet( rvp->flags, RF_ONLY_CLIENTDRAW );
RI.farClip = 0;
if( !FBitSet( rvp->flags, RF_DRAW_CUBEMAP ))
RI.drawOrtho = FBitSet( rvp->flags, RF_DRAW_OVERVIEW );
else RI.drawOrtho = false;
// setup viewport
RI.viewport[0] = rvp->viewport[0];
RI.viewport[1] = rvp->viewport[1];
RI.viewport[2] = rvp->viewport[2];
RI.viewport[3] = rvp->viewport[3];
// calc FOV
RI.fov_x = rvp->fov_x;
RI.fov_y = rvp->fov_y;
VectorCopy( rvp->vieworigin, RI.vieworg );
VectorCopy( rvp->viewangles, RI.viewangles );
VectorCopy( rvp->vieworigin, RI.pvsorigin );
}
/*
===============
R_RenderFrame
===============
*/
void R_RenderFrame( const ref_viewpass_t *rvp )
{
if( r_norefresh->value )
return;
// setup the initial render params
R_SetupRefParams( rvp );
if( gl_finish->value && RI.drawWorld )
pglFinish();
if( glConfig.max_multisamples > 1 )
pglEnable( GL_MULTISAMPLE_ARB );
// completely override rendering
if( clgame.drawFuncs.GL_RenderFrame != NULL )
{
tr.fCustomRendering = true;
if( clgame.drawFuncs.GL_RenderFrame( rvp ))
{
tr.realframecount++;
tr.fResetVis = true;
return;
}
}
tr.fCustomRendering = false;
if( !RI.onlyClientDraw )
R_RunViewmodelEvents();
tr.realframecount++; // right called after viewmodel events
R_RenderScene();
}
/*
===============
R_EndFrame
===============
*/
void R_EndFrame( void )
{
// flush any remaining 2D bits
R_Set2DMode( false );
#ifdef XASH_SDL
SDL_GL_SwapWindow( host.hWnd );
#elif defined __ANDROID__ // For direct android backend
Android_SwapBuffers();
#endif
}
/*
===============
R_DrawCubemapView
===============
*/
void R_DrawCubemapView( const vec3_t origin, const vec3_t angles, int size )
{
ref_viewpass_t rvp;
// basic params
rvp.flags = rvp.viewentity = 0;
SetBits( rvp.flags, RF_DRAW_WORLD );
SetBits( rvp.flags, RF_DRAW_CUBEMAP );
rvp.viewport[0] = rvp.viewport[1] = 0;
rvp.viewport[2] = rvp.viewport[3] = size;
rvp.fov_x = rvp.fov_y = 90.0f; // this is a final fov value
// setup origin & angles
VectorCopy( origin, rvp.vieworigin );
VectorCopy( angles, rvp.viewangles );
R_RenderFrame( &rvp );
RI.viewleaf = NULL; // force markleafs next frame
}
static int GL_RenderGetParm( int parm, int arg )
{
gltexture_t *glt;
switch( parm )
{
case PARM_TEX_WIDTH:
glt = R_GetTexture( arg );
return glt->width;
case PARM_TEX_HEIGHT:
glt = R_GetTexture( arg );
return glt->height;
case PARM_TEX_SRC_WIDTH:
glt = R_GetTexture( arg );
return glt->srcWidth;
case PARM_TEX_SRC_HEIGHT:
glt = R_GetTexture( arg );
return glt->srcHeight;
case PARM_TEX_GLFORMAT:
glt = R_GetTexture( arg );
return glt->format;
case PARM_TEX_ENCODE:
glt = R_GetTexture( arg );
return glt->encode;
case PARM_TEX_MIPCOUNT:
glt = R_GetTexture( arg );
return glt->numMips;
case PARM_TEX_DEPTH:
glt = R_GetTexture( arg );
return glt->depth;
case PARM_BSP2_SUPPORTED:
#ifdef SUPPORT_BSP2_FORMAT
return 1;
#endif
return 0;
case PARM_TEX_SKYBOX:
Assert( arg >= 0 && arg < 6 );
return tr.skyboxTextures[arg];
case PARM_TEX_SKYTEXNUM:
return tr.skytexturenum;
case PARM_TEX_LIGHTMAP:
arg = bound( 0, arg, MAX_LIGHTMAPS - 1 );
return tr.lightmapTextures[arg];
case PARM_SKY_SPHERE:
return FBitSet( world.flags, FWORLD_SKYSPHERE ) && !FBitSet( world.flags, FWORLD_CUSTOM_SKYBOX );
case PARM_WIDESCREEN:
return glState.wideScreen;
case PARM_FULLSCREEN:
return glState.fullScreen;
case PARM_SCREEN_WIDTH:
return glState.width;
case PARM_SCREEN_HEIGHT:
return glState.height;
case PARM_CLIENT_INGAME:
return CL_IsInGame();
case PARM_MAX_ENTITIES:
return clgame.maxEntities;
case PARM_TEX_TARGET:
glt = R_GetTexture( arg );
return glt->target;
case PARM_TEX_TEXNUM:
glt = R_GetTexture( arg );
return glt->texnum;
case PARM_TEX_FLAGS:
glt = R_GetTexture( arg );
return glt->flags;
case PARM_FEATURES:
return host.features;
case PARM_ACTIVE_TMU:
return glState.activeTMU;
case PARM_LIGHTSTYLEVALUE:
arg = bound( 0, arg, MAX_LIGHTSTYLES - 1 );
return tr.lightstylevalue[arg];
case PARM_MAP_HAS_DELUXE:
return FBitSet( world.flags, FWORLD_HAS_DELUXEMAP );
case PARM_MAX_IMAGE_UNITS:
return GL_MaxTextureUnits();
case PARM_CLIENT_ACTIVE:
return (cls.state == ca_active);
case PARM_REBUILD_GAMMA:
return glConfig.softwareGammaUpdate;
case PARM_DEDICATED_SERVER:
return (host.type == HOST_DEDICATED);
case PARM_SURF_SAMPLESIZE:
if( arg >= 0 && arg < cl.worldmodel->numsurfaces )
return Mod_SampleSizeForFace( &cl.worldmodel->surfaces[arg] );
return LM_SAMPLE_SIZE;
case PARM_GL_CONTEXT_TYPE:
return glConfig.context;
case PARM_GLES_WRAPPER:
return glConfig.wrapper;
case PARM_STENCIL_ACTIVE:
return glState.stencilEnabled;
case PARM_WATER_ALPHA:
return FBitSet( world.flags, FWORLD_WATERALPHA );
}
return 0;
}
static void R_GetDetailScaleForTexture( int texture, float *xScale, float *yScale )
{
gltexture_t *glt = R_GetTexture( texture );
if( xScale ) *xScale = glt->xscale;
if( yScale ) *yScale = glt->yscale;
}
static void R_GetExtraParmsForTexture( int texture, byte *red, byte *green, byte *blue, byte *density )
{
gltexture_t *glt = R_GetTexture( texture );
if( red ) *red = glt->fogParams[0];
if( green ) *green = glt->fogParams[1];
if( blue ) *blue = glt->fogParams[2];
if( density ) *density = glt->fogParams[3];
}
/*
=================
R_EnvShot
=================
*/
static void R_EnvShot( const float *vieworg, const char *name, qboolean skyshot, int shotsize )
{
static vec3_t viewPoint;
if( !name )
{
MsgDev( D_ERROR, "R_%sShot: bad name\n", skyshot ? "Sky" : "Env" );
return;
}
if( cls.scrshot_action != scrshot_inactive )
{
if( cls.scrshot_action != scrshot_skyshot && cls.scrshot_action != scrshot_envshot )
MsgDev( D_ERROR, "R_%sShot: subsystem is busy, try later.\n", skyshot ? "Sky" : "Env" );
return;
}
cls.envshot_vieworg = NULL; // use client view
Q_strncpy( cls.shotname, name, sizeof( cls.shotname ));
if( vieworg )
{
// make sure what viewpoint don't temporare
VectorCopy( vieworg, viewPoint );
cls.envshot_vieworg = viewPoint;
cls.envshot_disable_vis = true;
}
// make request for envshot
if( skyshot ) cls.scrshot_action = scrshot_skyshot;
else cls.scrshot_action = scrshot_envshot;
// catch negative values
cls.envshot_viewsize = max( 0, shotsize );
}
static void R_SetCurrentEntity( cl_entity_t *ent )
{
RI.currententity = ent;
// set model also
if( RI.currententity != NULL )
{
RI.currentmodel = RI.currententity->model;
}
}
static void R_SetCurrentModel( model_t *mod )
{
RI.currentmodel = mod;
}
static int R_FatPVS( const vec3_t org, float radius, byte *visbuffer, qboolean merge, qboolean fullvis )
{
return Mod_FatPVS( org, radius, visbuffer, world.visbytes, merge, fullvis );
}
static lightstyle_t *CL_GetLightStyle( int number )
{
Assert( number >= 0 && number < MAX_LIGHTSTYLES );
return &cl.lightstyles[number];
}
static dlight_t *CL_GetDynamicLight( int number )
{
Assert( number >= 0 && number < MAX_DLIGHTS );
return &cl_dlights[number];
}
static dlight_t *CL_GetEntityLight( int number )
{
Assert( number >= 0 && number < MAX_ELIGHTS );
return &cl_elights[number];
}
static float R_GetFrameTime( void )
{
return tr.frametime;
}
static const char *GL_TextureName( unsigned int texnum )
{
return R_GetTexture( texnum )->name;
}
const byte *GL_TextureData( unsigned int texnum )
{
rgbdata_t *pic = R_GetTexture( texnum )->original;
if( pic != NULL )
return pic->buffer;
return NULL;
}
static int GL_LoadTextureNoFilter( const char *name, const byte *buf, size_t size, int flags )
{
return GL_LoadTexture( name, buf, size, flags, NULL );
}
static int GL_LoadTextureArrayNoFilter( const char **names, int flags )
{
return GL_LoadTextureArray( names, flags, NULL );
}
static const ref_overview_t *GL_GetOverviewParms( void )
{
return &clgame.overView;
}
static void *R_Mem_Alloc( size_t cb, const char *filename, const int fileline )
{
return _Mem_Alloc( cls.mempool, cb, filename, fileline );
}
static void R_Mem_Free( void *mem, const char *filename, const int fileline )
{
if( !mem ) return;
_Mem_Free( mem, filename, fileline );
}
/*
=========
pfnGetFilesList
=========
*/
static char **pfnGetFilesList( const char *pattern, int *numFiles, int gamedironly )
{
static search_t *t = NULL;
if( t ) Mem_Free( t ); // release prev search
t = FS_Search( pattern, true, gamedironly );
if( !t )
{
if( numFiles ) *numFiles = 0;
return NULL;
}
if( numFiles ) *numFiles = t->numfilenames;
return t->filenames;
}
static uint pfnFileBufferCRC32( const void *buffer, const int length )
{
uint modelCRC = 0;
if( !buffer || length <= 0 )
return modelCRC;
CRC32_Init( &modelCRC );
CRC32_ProcessBuffer( &modelCRC, buffer, length );
return CRC32_Final( modelCRC );
}
/*
=============
CL_GenericHandle
=============
*/
const char *CL_GenericHandle( int fileindex )
{
if( fileindex < 0 || fileindex >= MAX_CUSTOM )
return 0;
return cl.files_precache[fileindex];
}
static render_api_t gRenderAPI =
{
GL_RenderGetParm,
R_GetDetailScaleForTexture,
R_GetExtraParmsForTexture,
CL_GetLightStyle,
CL_GetDynamicLight,
CL_GetEntityLight,
LightToTexGamma,
R_GetFrameTime,
R_SetCurrentEntity,
R_SetCurrentModel,
R_FatPVS,
R_StoreEfrags,
GL_FindTexture,
GL_TextureName,
GL_TextureData,
GL_LoadTextureNoFilter,
GL_CreateTexture,
GL_LoadTextureArrayNoFilter,
GL_CreateTextureArray,
GL_FreeTexture,
DrawSingleDecal,
R_DecalSetupVerts,
R_EntityRemoveDecals,
(void*)AVI_LoadVideoNoSound,
(void*)AVI_GetVideoInfo,
(void*)AVI_GetVideoFrameNumber,
(void*)AVI_GetVideoFrame,
R_UploadStretchRaw,
(void*)AVI_FreeVideo,
(void*)AVI_IsActive,
NULL,
NULL,
NULL,
GL_Bind,
GL_SelectTexture,
GL_LoadTexMatrixExt,
GL_LoadIdentityTexMatrix,
GL_CleanUpTextureUnits,
GL_TexGen,
GL_TextureTarget,
GL_SetTexCoordArrayMode,
GL_GetProcAddress,
NULL,
NULL,
NULL,
CL_DrawParticlesExternal,
R_EnvShot,
pfnSPR_LoadExt,
R_LightVec,
R_StudioGetTexture,
GL_GetOverviewParms,
CL_GenericHandle,
NULL,
NULL,
R_Mem_Alloc,
R_Mem_Free,
pfnGetFilesList,
pfnFileBufferCRC32,
COM_CompareFileTime,
Host_Error,
(void*)CL_ModelHandle,
pfnTime,
Cvar_Set,
S_FadeMusicVolume,
COM_SetRandomSeed,
};
/*
===============
R_InitRenderAPI
Initialize client external rendering
===============
*/
qboolean R_InitRenderAPI( void )
{
// make sure what render functions is cleared
memset( &clgame.drawFuncs, 0, sizeof( clgame.drawFuncs ));
if( clgame.dllFuncs.pfnGetRenderInterface )
{
if( clgame.dllFuncs.pfnGetRenderInterface( CL_RENDER_INTERFACE_VERSION, &gRenderAPI, &clgame.drawFuncs ))
{
MsgDev( D_REPORT, "CL_LoadProgs: ^2initailized extended RenderAPI ^7ver. %i\n", CL_RENDER_INTERFACE_VERSION );
return true;
}
// make sure what render functions is cleared
memset( &clgame.drawFuncs, 0, sizeof( clgame.drawFuncs ));
return false; // just tell user about problems
}
// render interface is missed
return true;
}