void GL_SetupView_Orientation_Identity (void)
{
- Matrix4x4_CreateIdentity(&backend_viewmatrix);
+ backend_viewmatrix = identitymatrix;
memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
unit->combinergb = GL_MODULATE;
unit->combinealpha = GL_MODULATE;
unit->texmatrixenabled = false;
- unit->matrix = r_identitymatrix;
+ unit->matrix = identitymatrix;
}
for (i = 0;i < backendimageunits;i++)
{
if (gl_state.depthtest != state)
{
- if (r_showtrispass)
+ if (r_showtrispass && r_showdisabledepthtest.integer)
return;
gl_state.depthtest = state;
if (gl_state.depthtest)
int state = r*8 + g*4 + b*2 + a*1;
if (gl_state.colormask != state)
{
- if (r_showtrispass)
- return;
gl_state.colormask = state;
qglColorMask((GLboolean)r, (GLboolean)g, (GLboolean)b, (GLboolean)a);CHECKGLERROR
}
{
if (!r_showtrispass)
return;
- r_showtrispass = false;
+ r_showtrispass = 0;
GL_Color(cr * r_showtris.value, cg * r_showtris.value, cb * r_showtris.value, ca);
- r_showtrispass = true;
+ r_showtrispass = 1;
}
void GL_Clear(int mask)
{
+ // in showtris rendering, don't clear the color buffer as that would hide
+ // the accumulated lines
if (r_showtrispass)
- return;
+ mask &= ~GL_COLOR_BUFFER_BIT;
qglClear(mask);CHECKGLERROR
}
void SCR_DrawScreen (void)
{
- for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
- {
- R_Mesh_Start();
+ R_Mesh_Start();
+ if (r_timereport_active)
R_TimeReport("setup");
- if (r_showtrispass)
+ if (cls.signon == SIGNONS)
+ {
+ float size;
+
+ size = scr_viewsize.value * (1.0 / 100.0);
+ size = min(size, 1);
+
+ if (r_stereo_sidebyside.integer)
{
- rmeshstate_t m;
- r_showtrispass = 0;
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthTest(GL_FALSE);
- GL_DepthMask(GL_FALSE);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- //qglEnable(GL_LINE_SMOOTH);
- GL_ShowTrisColor(0.2,0.2,0.2,1);
- r_showtrispass = 1;
+ r_refdef.width = vid.width * size / 2.5;
+ r_refdef.height = vid.height * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
+ r_refdef.x = (vid.width - r_refdef.width * 2.5) * 0.5;
+ r_refdef.y = (vid.height - r_refdef.height)/2;
+ if (r_stereo_side)
+ r_refdef.x += r_refdef.width * 1.5;
}
-
- if (cls.signon == SIGNONS)
+ else
{
- float size;
+ r_refdef.width = vid.width * size;
+ r_refdef.height = vid.height * size * (1 - bound(0, r_letterbox.value, 100) / 100);
+ r_refdef.x = (vid.width - r_refdef.width)/2;
+ r_refdef.y = (vid.height - r_refdef.height)/2;
+ }
- size = scr_viewsize.value * (1.0 / 100.0);
- size = min(size, 1);
+ // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
+ // LordHavoc: this is designed to produce widescreen fov values
+ // when the screen is wider than 4/3 width/height aspect, to do
+ // this it simply assumes the requested fov is the vertical fov
+ // for a 4x3 display, if the ratio is not 4x3 this makes the fov
+ // higher/lower according to the ratio
+ r_refdef.frustum_y = tan(scr_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0);
+ r_refdef.frustum_x = r_refdef.frustum_y * (float)r_refdef.width / (float)r_refdef.height / vid_pixelheight.value;
- if (r_stereo_sidebyside.integer)
- {
- r_refdef.width = vid.width * size / 2.5;
- r_refdef.height = vid.height * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100);
- r_refdef.x = (vid.width - r_refdef.width * 2.5) * 0.5;
- r_refdef.y = (vid.height - r_refdef.height)/2;
- if (r_stereo_side)
- r_refdef.x += r_refdef.width * 1.5;
- }
- else
- {
- r_refdef.width = vid.width * size;
- r_refdef.height = vid.height * size * (1 - bound(0, r_letterbox.value, 100) / 100);
- r_refdef.x = (vid.width - r_refdef.width)/2;
- r_refdef.y = (vid.height - r_refdef.height)/2;
- }
+ r_refdef.frustum_x *= r_refdef.frustumscale_x;
+ r_refdef.frustum_y *= r_refdef.frustumscale_y;
+
+ if(!CL_VM_UpdateView())
+ R_RenderView();
+ else
+ SCR_DrawConsole();
+
+ if (scr_zoomwindow.integer)
+ {
+ float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
+ float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
+ r_refdef.width = vid.width * sizex;
+ r_refdef.height = vid.height * sizey;
+ r_refdef.x = (vid.width - r_refdef.width)/2;
+ r_refdef.y = 0;
- // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
- // LordHavoc: this is designed to produce widescreen fov values
- // when the screen is wider than 4/3 width/height aspect, to do
- // this it simply assumes the requested fov is the vertical fov
- // for a 4x3 display, if the ratio is not 4x3 this makes the fov
- // higher/lower according to the ratio
- r_refdef.frustum_y = tan(scr_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0);
- r_refdef.frustum_x = r_refdef.frustum_y * (float)r_refdef.width / (float)r_refdef.height / vid_pixelheight.value;
+ r_refdef.frustum_y = tan(scr_zoomwindow_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0);
+ r_refdef.frustum_x = r_refdef.frustum_y * vid_pixelheight.value * (float)r_refdef.width / (float)r_refdef.height;
r_refdef.frustum_x *= r_refdef.frustumscale_x;
r_refdef.frustum_y *= r_refdef.frustumscale_y;
if(!CL_VM_UpdateView())
R_RenderView();
- else
- SCR_DrawConsole();
-
- if (scr_zoomwindow.integer)
- {
- float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0;
- float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0;
- r_refdef.width = vid.width * sizex;
- r_refdef.height = vid.height * sizey;
- r_refdef.x = (vid.width - r_refdef.width)/2;
- r_refdef.y = 0;
-
- r_refdef.frustum_y = tan(scr_zoomwindow_fov.value * cl.viewzoom * M_PI / 360.0) * (3.0/4.0);
- r_refdef.frustum_x = r_refdef.frustum_y * vid_pixelheight.value * (float)r_refdef.width / (float)r_refdef.height;
-
- r_refdef.frustum_x *= r_refdef.frustumscale_x;
- r_refdef.frustum_y *= r_refdef.frustumscale_y;
-
- if(!CL_VM_UpdateView())
- R_RenderView();
- }
}
+ }
- if (!r_stereo_sidebyside.integer)
- {
- r_refdef.width = vid.width;
- r_refdef.height = vid.height;
- r_refdef.x = 0;
- r_refdef.y = 0;
- }
+ if (!r_stereo_sidebyside.integer)
+ {
+ r_refdef.width = vid.width;
+ r_refdef.height = vid.height;
+ r_refdef.x = 0;
+ r_refdef.y = 0;
+ }
- // draw 2D stuff
- R_DrawQueue();
+ // draw 2D stuff
+ R_DrawQueue();
- R_Mesh_Finish();
+ R_Mesh_Finish();
+ if (r_timereport_active)
R_TimeReport("meshfinish");
- }
- r_showtrispass = 0;
- //qglDisable(GL_LINE_SMOOTH);
}
void SCR_UpdateLoadingScreen (void)
R_Textures_Frame();
GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
R_Mesh_Start();
- R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_Matrix(&identitymatrix);
// draw the loading plaque
pic = Draw_CachePic("gfx/loading", false);
x = (vid_conwidth.integer - pic->width)/2;
GL_LockArrays(0, 0);
R_Mesh_Finish();
// refresh
- VID_Finish();
+ VID_Finish(false);
}
/*
if (gl_combine.integer && !gl_combine_extension)
Cvar_SetValueQuick(&gl_combine, 0);
+ r_showtrispass = 0;
+
CHECKGLERROR
qglViewport(0, 0, vid.width, vid.height);
qglDisable(GL_SCISSOR_TEST);
qglClear(GL_COLOR_BUFFER_BIT);
CHECKGLERROR
- R_TimeReport("clear");
+ if (r_timereport_active)
+ R_TimeReport("clear");
if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer)
{
r_refdef.viewentitymatrix = originalmatrix;
}
else
- {
- r_showtrispass = false;
SCR_DrawScreen();
- if (r_showtris.value > 0)
- {
- rmeshstate_t m;
- GL_BlendFunc(GL_ONE, GL_ONE);
- GL_DepthTest(GL_FALSE);
- GL_DepthMask(GL_FALSE);
- memset(&m, 0, sizeof(m));
- R_Mesh_State(&m);
- r_showtrispass = true;
- GL_ShowTrisColor(0.2,0.2,0.2,1);
- SCR_DrawScreen();
- r_showtrispass = false;
- }
- }
-
- VID_Finish();
- R_TimeReport("finish");
+ VID_Finish(true);
+ if (r_timereport_active)
+ R_TimeReport("finish");
}