spingle/source/gl_rmisc.c

657 lines
15 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske
Copyright (C) 2010-2014 QuakeSpasm developers
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_misc.c
#include "q_defs.h"
//johnfitz -- new cvars
extern cvar_t r_stereo;
extern cvar_t r_stereodepth;
extern cvar_t r_clearcolor;
extern cvar_t r_drawflat;
extern cvar_t r_flatlightstyles;
extern cvar_t gl_fullbrights;
extern cvar_t gl_farclip;
extern cvar_t gl_overbright;
extern cvar_t gl_overbright_models;
extern cvar_t r_waterquality;
extern cvar_t r_oldwater;
extern cvar_t r_waterwarp;
extern cvar_t r_oldskyleaf;
extern cvar_t r_drawworld;
extern cvar_t r_showtris;
extern cvar_t r_showbboxes;
extern cvar_t r_lerpmodels;
extern cvar_t r_lerpmove;
extern cvar_t r_nolerp_list;
extern cvar_t r_noshadow_list;
//johnfitz
extern cvar_t gl_zfix; // QuakeSpasm z-fighting fix
extern gltexture_t *playertextures[MAX_SCOREBOARD]; //johnfitz
/*
====================
GL_Overbright_f -- johnfitz
====================
*/
static void GL_Overbright_f(cvar_t *var)
{
(void)var;
R_RebuildAllLightmaps();
}
/*
====================
GL_Fullbrights_f -- johnfitz
====================
*/
static void GL_Fullbrights_f(cvar_t *var)
{
(void)var;
TexMgr_ReloadNobrightImages();
}
/*
====================
R_SetClearColor_f -- johnfitz
====================
*/
static void R_SetClearColor_f(cvar_t *var)
{
byte *rgb;
int32_t s;
(void)var;
s = (int32_t)r_clearcolor.value & 0xFF;
rgb = (byte*)(d_8to24table + s);
glClearColor(rgb[0] / 255.0, rgb[1] / 255.0, rgb[2] / 255.0, 0);
}
/*
====================
R_Novis_f -- johnfitz
====================
*/
static void R_VisChanged(cvar_t *var)
{
extern int32_t vis_changed;
(void)var;
vis_changed = 1;
}
/*
===============
R_Model_ExtraFlags_List_f -- johnfitz -- called when r_nolerp_list or r_noshadow_list cvar changes
===============
*/
static void R_Model_ExtraFlags_List_f(cvar_t *var)
{
(void)var;
int32_t i;
for(i = 0; i < MAX_MODELS; i++)
Mod_SetExtraFlags(cl.model_precache[i]);
}
/*
====================
R_SetWateralpha_f -- ericw
====================
*/
static void R_SetWateralpha_f(cvar_t *var)
{
map_wateralpha = var->value;
}
/*
====================
R_SetLavaalpha_f -- ericw
====================
*/
static void R_SetLavaalpha_f(cvar_t *var)
{
map_lavaalpha = var->value;
}
/*
====================
R_SetTelealpha_f -- ericw
====================
*/
static void R_SetTelealpha_f(cvar_t *var)
{
map_telealpha = var->value;
}
/*
====================
R_SetSlimealpha_f -- ericw
====================
*/
static void R_SetSlimealpha_f(cvar_t *var)
{
map_slimealpha = var->value;
}
/*
====================
GL_WaterAlphaForSurfface -- ericw
====================
*/
float GL_WaterAlphaForSurface(msurface_t *fa)
{
if(fa->flags & SURF_DRAWLAVA)
return map_lavaalpha > 0 ? map_lavaalpha : map_wateralpha;
else if(fa->flags & SURF_DRAWTELE)
return map_telealpha > 0 ? map_telealpha : map_wateralpha;
else if(fa->flags & SURF_DRAWSLIME)
return map_slimealpha > 0 ? map_slimealpha : map_wateralpha;
else
return map_wateralpha;
}
/*
===============
R_Init
===============
*/
void R_Init(void)
{
extern cvar_t gl_finish;
Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
Cmd_AddCommand("pointfile", R_ReadPointFile_f);
Cvar_RegisterVariable(&r_norefresh);
Cvar_RegisterVariable(&r_lightmap);
Cvar_RegisterVariable(&r_fullbright);
Cvar_RegisterVariable(&r_drawentities);
Cvar_RegisterVariable(&r_drawviewmodel);
Cvar_RegisterVariable(&r_shadows);
Cvar_RegisterVariable(&r_wateralpha);
Cvar_SetCallback(&r_wateralpha, R_SetWateralpha_f);
Cvar_RegisterVariable(&r_dynamic);
Cvar_RegisterVariable(&r_novis);
Cvar_SetCallback(&r_novis, R_VisChanged);
Cvar_RegisterVariable(&r_speeds);
Cvar_RegisterVariable(&r_pos);
Cvar_RegisterVariable(&gl_finish);
Cvar_RegisterVariable(&gl_clear);
Cvar_RegisterVariable(&gl_cull);
Cvar_RegisterVariable(&gl_smoothmodels);
Cvar_RegisterVariable(&gl_affinemodels);
Cvar_RegisterVariable(&gl_polyblend);
Cvar_RegisterVariable(&gl_flashblend);
Cvar_RegisterVariable(&gl_playermip);
Cvar_RegisterVariable(&gl_nocolors);
//johnfitz -- new cvars
Cvar_RegisterVariable(&r_stereo);
Cvar_RegisterVariable(&r_stereodepth);
Cvar_RegisterVariable(&r_clearcolor);
Cvar_SetCallback(&r_clearcolor, R_SetClearColor_f);
Cvar_RegisterVariable(&r_waterquality);
Cvar_RegisterVariable(&r_oldwater);
Cvar_RegisterVariable(&r_waterwarp);
Cvar_RegisterVariable(&r_drawflat);
Cvar_RegisterVariable(&r_flatlightstyles);
Cvar_RegisterVariable(&r_oldskyleaf);
Cvar_SetCallback(&r_oldskyleaf, R_VisChanged);
Cvar_RegisterVariable(&r_drawworld);
Cvar_RegisterVariable(&r_showtris);
Cvar_RegisterVariable(&r_showbboxes);
Cvar_RegisterVariable(&gl_farclip);
Cvar_RegisterVariable(&gl_fullbrights);
Cvar_RegisterVariable(&gl_overbright);
Cvar_SetCallback(&gl_fullbrights, GL_Fullbrights_f);
Cvar_SetCallback(&gl_overbright, GL_Overbright_f);
Cvar_RegisterVariable(&gl_overbright_models);
Cvar_RegisterVariable(&r_lerpmodels);
Cvar_RegisterVariable(&r_lerpmove);
Cvar_RegisterVariable(&r_nolerp_list);
Cvar_SetCallback(&r_nolerp_list, R_Model_ExtraFlags_List_f);
Cvar_RegisterVariable(&r_noshadow_list);
Cvar_SetCallback(&r_noshadow_list, R_Model_ExtraFlags_List_f);
//johnfitz
Cvar_RegisterVariable(&gl_zfix); // QuakeSpasm z-fighting fix
Cvar_RegisterVariable(&r_lavaalpha);
Cvar_RegisterVariable(&r_telealpha);
Cvar_RegisterVariable(&r_slimealpha);
Cvar_RegisterVariable(&r_scale);
Cvar_SetCallback(&r_lavaalpha, R_SetLavaalpha_f);
Cvar_SetCallback(&r_telealpha, R_SetTelealpha_f);
Cvar_SetCallback(&r_slimealpha, R_SetSlimealpha_f);
R_InitParticles();
R_SetClearColor_f(&r_clearcolor); //johnfitz
Sky_Init(); //johnfitz
Fog_Init(); //johnfitz
}
/*
===============
R_TranslatePlayerSkin -- johnfitz -- rewritten. also, only handles new colors, not new skins
===============
*/
void R_TranslatePlayerSkin(int32_t playernum)
{
int32_t top, bottom;
top = (cl.scores[playernum].colors & 0xf0) >> 4;
bottom = cl.scores[playernum].colors & 15;
//FIXME: if gl_nocolors is on, then turned off, the textures may be out of sync with the scoreboard colors.
if(!gl_nocolors.value)
if(playertextures[playernum])
TexMgr_ReloadImage(playertextures[playernum], top, bottom);
}
/*
===============
R_TranslateNewPlayerSkin -- johnfitz -- split off of TranslatePlayerSkin -- this is called when
the skin or model actually changes, instead of just new colors
added bug fix from bengt jardup
===============
*/
void R_TranslateNewPlayerSkin(int32_t playernum)
{
char name[64];
byte *pixels;
aliashdr_t *paliashdr;
int32_t skinnum;
//get correct texture pixels
currententity = &cl_entities[1 + playernum];
if(!currententity->model || currententity->model->type != mod_alias)
return;
paliashdr = (aliashdr_t *)Mod_Extradata(currententity->model);
skinnum = currententity->skinnum;
//TODO: move these tests to the place where skinnum gets received from the server
if(skinnum < 0 || skinnum >= paliashdr->numskins)
{
Con_DPrintf("(%" PRIi32 "): Invalid player skin #%" PRIi32 "\n", playernum, skinnum);
skinnum = 0;
}
pixels = (byte *)paliashdr + paliashdr->texels[skinnum]; // This is not a persistent place!
//upload new image
q_snprintf(name, sizeof(name), "player_%" PRIi32, playernum);
playertextures[playernum] = TexMgr_LoadImage(currententity->model, name, paliashdr->skinwidth, paliashdr->skinheight,
SRC_INDEXED, pixels, paliashdr->gltextures[skinnum][0]->source_file, paliashdr->gltextures[skinnum][0]->source_offset, TEXPREF_PAD | TEXPREF_OVERWRITE);
//now recolor it
R_TranslatePlayerSkin(playernum);
}
/*
===============
R_NewGame -- johnfitz -- handle a game switch
===============
*/
void R_NewGame(void)
{
int32_t i;
//clear playertexture pointers (the textures themselves were freed by texmgr_newgame)
for(i = 0; i < MAX_SCOREBOARD; i++)
playertextures[i] = NULL;
}
/*
=============
R_ParseWorldspawn
called at map load
=============
*/
static void R_ParseWorldspawn(void)
{
char key[128], value[4096];
const char *data;
map_wateralpha = r_wateralpha.value;
map_lavaalpha = r_lavaalpha.value;
map_telealpha = r_telealpha.value;
map_slimealpha = r_slimealpha.value;
data = COM_Parse(cl.worldmodel->entities);
if(!data)
return; // error
if(com_token[0] != '{')
return; // error
while(1)
{
data = COM_Parse(data);
if(!data)
return; // error
if(com_token[0] == '}')
break; // end of worldspawn
if(com_token[0] == '_')
strcpy(key, com_token + 1);
else
strcpy(key, com_token);
while(key[strlen(key) - 1] == ' ') // remove trailing spaces
key[strlen(key) - 1] = 0;
data = COM_Parse(data);
if(!data)
return; // error
strcpy(value, com_token);
if(!strcmp("wateralpha", key))
map_wateralpha = atof(value);
if(!strcmp("lavaalpha", key))
map_lavaalpha = atof(value);
if(!strcmp("telealpha", key))
map_telealpha = atof(value);
if(!strcmp("slimealpha", key))
map_slimealpha = atof(value);
}
}
/*
===============
R_NewMap
===============
*/
void R_NewMap(void)
{
int32_t i;
for(i = 0 ; i < 256 ; i++)
d_lightstylevalue[i] = 264; // normal light value
// clear out efrags in case the level hasn't been reloaded
// FIXME: is this one short?
for(i = 0 ; i < cl.worldmodel->numleafs ; i++)
cl.worldmodel->leafs[i].efrags = NULL;
r_viewleaf = NULL;
R_ClearParticles();
GL_BuildLightmaps();
GL_BuildBModelVertexBuffer();
//ericw -- no longer load alias models into a VBO here, it's done in Mod_LoadAliasModel
r_framecount = 0; //johnfitz -- paranoid?
r_visframecount = 0; //johnfitz -- paranoid?
Sky_NewMap(); //johnfitz -- skybox in worldspawn
Fog_NewMap(); //johnfitz -- global fog in worldspawn
R_ParseWorldspawn(); //ericw -- wateralpha, lavaalpha, telealpha, slimealpha in worldspawn
load_subdivide_size = gl_subdivide_size.value; //johnfitz -- is this the right place to set this?
}
/*
====================
R_TimeRefresh_f
For program optimization
====================
*/
void R_TimeRefresh_f(void)
{
int32_t i;
float start, stop, time;
if(cls.state != ca_connected)
{
Con_Printf("Not connected to a server\n");
return;
}
start = Sys_DoubleTime();
for(i = 0; i < 128; i++)
{
GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
r_refdef.viewangles[1] = i / 128.0 * 360.0;
R_RenderView();
GL_EndRendering();
}
glFinish();
stop = Sys_DoubleTime();
time = stop - start;
Con_Printf("%f seconds (%f fps)\n", time, 128 / time);
}
void D_FlushCaches(void)
{
}
static GLuint gl_programs[16];
static int32_t gl_num_programs;
static bool GL_CheckShader(GLuint shader)
{
GLint status;
GL_GetShaderivFunc(shader, GL_COMPILE_STATUS, &status);
if(status != GL_TRUE)
{
char infolog[1024];
memset(infolog, 0, sizeof(infolog));
GL_GetShaderInfoLogFunc(shader, sizeof(infolog), NULL, infolog);
Con_Warning("GLSL program failed to compile: %s", infolog);
return false;
}
return true;
}
static bool GL_CheckProgram(GLuint program)
{
GLint status;
GL_GetProgramivFunc(program, GL_LINK_STATUS, &status);
if(status != GL_TRUE)
{
char infolog[1024];
memset(infolog, 0, sizeof(infolog));
GL_GetProgramInfoLogFunc(program, sizeof(infolog), NULL, infolog);
Con_Warning("GLSL program failed to link: %s", infolog);
return false;
}
return true;
}
/*
=============
GL_GetUniformLocation
=============
*/
GLint GL_GetUniformLocation(GLuint *programPtr, const char *name)
{
GLint location;
if(!programPtr)
return -1;
location = GL_GetUniformLocationFunc(*programPtr, name);
if(location == -1)
{
Con_Warning("GL_GetUniformLocationFunc %s failed\n", name);
*programPtr = 0;
}
return location;
}
/*
====================
GL_CreateProgram
Compiles and returns GLSL program.
====================
*/
GLuint GL_CreateProgram(const GLchar *vertSource, const GLchar *fragSource, int32_t numbindings, const glsl_attrib_binding_t *bindings)
{
int32_t i;
GLuint program, vertShader, fragShader;
if(!gl_glsl_able)
return 0;
vertShader = GL_CreateShaderFunc(GL_VERTEX_SHADER);
GL_ShaderSourceFunc(vertShader, 1, &vertSource, NULL);
GL_CompileShaderFunc(vertShader);
if(!GL_CheckShader(vertShader))
{
GL_DeleteShaderFunc(vertShader);
return 0;
}
fragShader = GL_CreateShaderFunc(GL_FRAGMENT_SHADER);
GL_ShaderSourceFunc(fragShader, 1, &fragSource, NULL);
GL_CompileShaderFunc(fragShader);
if(!GL_CheckShader(fragShader))
{
GL_DeleteShaderFunc(vertShader);
GL_DeleteShaderFunc(fragShader);
return 0;
}
program = GL_CreateProgramFunc();
GL_AttachShaderFunc(program, vertShader);
GL_DeleteShaderFunc(vertShader);
GL_AttachShaderFunc(program, fragShader);
GL_DeleteShaderFunc(fragShader);
for(i = 0; i < numbindings; i++)
{
GL_BindAttribLocationFunc(program, bindings[i].attrib, bindings[i].name);
}
GL_LinkProgramFunc(program);
if(!GL_CheckProgram(program))
{
GL_DeleteProgramFunc(program);
return 0;
}
else
{
if(gl_num_programs == arraysizeof(gl_programs))
Host_Error("gl_programs overflow");
gl_programs[gl_num_programs] = program;
gl_num_programs++;
return program;
}
}
/*
====================
R_DeleteShaders
Deletes any GLSL programs that have been created.
====================
*/
void R_DeleteShaders(void)
{
int32_t i;
if(!gl_glsl_able)
return;
for(i = 0; i < gl_num_programs; i++)
{
GL_DeleteProgramFunc(gl_programs[i]);
gl_programs[i] = 0;
}
gl_num_programs = 0;
}
GLuint current_array_buffer, current_element_array_buffer;
/*
====================
GL_BindBuffer
glBindBuffer wrapper
====================
*/
void GL_BindBuffer(GLenum target, GLuint buffer)
{
GLuint *cache;
if(!gl_vbo_able)
return;
switch(target)
{
case GL_ARRAY_BUFFER:
cache = &current_array_buffer;
break;
case GL_ELEMENT_ARRAY_BUFFER:
cache = &current_element_array_buffer;
break;
default:
Host_Error("GL_BindBuffer: unsupported target %" PRIi32, (int32_t)target);
return;
}
if(*cache != buffer)
{
*cache = buffer;
GL_BindBufferFunc(target, *cache);
}
}
/*
====================
GL_ClearBufferBindings
This must be called if you do anything that could make the cached bindings
invalid (e.g. manually binding, destroying the context).
====================
*/
void GL_ClearBufferBindings()
{
if(!gl_vbo_able)
return;
current_array_buffer = 0;
current_element_array_buffer = 0;
GL_BindBufferFunc(GL_ARRAY_BUFFER, 0);
GL_BindBufferFunc(GL_ELEMENT_ARRAY_BUFFER, 0);
}