#include "jpeg.h"
#include "cl_collision.h"
-cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1"};
-cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0"};
-cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0"};
-cvar_t gl_paranoid = {0, "gl_paranoid", "0"};
-cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0"};
-cvar_t r_stereo_separation = {0, "r_stereo_separation", "4"};
-cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0"};
-cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0"};
-cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0"};
-cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0"};
-
-cvar_t r_render = {0, "r_render", "1"};
-cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1"};
-cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1"};
-cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1"}; // whether or not to use dithering
-cvar_t gl_lockarrays = {0, "gl_lockarrays", "1"};
+cvar_t gl_mesh_drawrangeelements = {0, "gl_mesh_drawrangeelements", "1", "use glDrawRangeElements function if available instead of glDrawElements (for performance comparisons or bug testing)"};
+cvar_t gl_mesh_testarrayelement = {0, "gl_mesh_testarrayelement", "0", "use glBegin(GL_TRIANGLES);glArrayElement();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_mesh_testmanualfeeding = {0, "gl_mesh_testmanualfeeding", "0", "use glBegin(GL_TRIANGLES);glTexCoord2f();glVertex3f();glEnd(); primitives instead of glDrawElements (useful to test for driver bugs with glDrawElements)"};
+cvar_t gl_paranoid = {0, "gl_paranoid", "0", "enables OpenGL error checking and other tests"};
+cvar_t gl_printcheckerror = {0, "gl_printcheckerror", "0", "prints all OpenGL error checks, useful to identify location of driver crashes"};
+cvar_t r_stereo_separation = {0, "r_stereo_separation", "4", "separation of eyes in the world (try negative values too)"};
+cvar_t r_stereo_sidebyside = {0, "r_stereo_sidebyside", "0", "side by side views (for those who can't afford glasses but can afford eye strain)"};
+cvar_t r_stereo_redblue = {0, "r_stereo_redblue", "0", "red/blue anaglyph stereo glasses (note: most of these glasses are actually red/cyan, try that one too)"};
+cvar_t r_stereo_redcyan = {0, "r_stereo_redcyan", "0", "red/cyan anaglyph stereo glasses, the kind given away at drive-in movies like Creature From The Black Lagoon In 3D"};
+cvar_t r_stereo_redgreen = {0, "r_stereo_redgreen", "0", "red/green anaglyph stereo glasses (for those who don't mind yellow)"};
+
+cvar_t r_render = {0, "r_render", "1", "enables rendering calls (you want this on!)"};
+cvar_t r_waterwarp = {CVAR_SAVE, "r_waterwarp", "1", "warp view while underwater"};
+cvar_t gl_polyblend = {CVAR_SAVE, "gl_polyblend", "1", "tints view while underwater, hurt, etc"};
+cvar_t gl_dither = {CVAR_SAVE, "gl_dither", "1", "enables OpenGL dithering (16bit looks bad with this off)"};
+cvar_t gl_lockarrays = {0, "gl_lockarrays", "1", "enables use of glLockArraysEXT, may cause glitches with some broken drivers"};
int gl_maxdrawrangeelementsvertices;
int gl_maxdrawrangeelementsindices;
}
#endif
-#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n");
+#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active");
void SCR_ScreenShot_f (void);
if (gl_support_fragment_shader)
{
CHECKGLERROR
- qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, &backendimageunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS_ARB, (int *)&backendimageunits);
CHECKGLERROR
- qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, &backendarrayunits);
+ qglGetIntegerv(GL_MAX_TEXTURE_COORDS_ARB, (int *)&backendarrayunits);
CHECKGLERROR
Con_Printf("GLSL shader support detected: texture units = %i texenv, %i image, %i array\n", backendunits, backendimageunits, backendarrayunits);
}
{
}
-cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0"};
-cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20"};
-cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20"};
-cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20"};
+cvar_t scr_zoomwindow = {CVAR_SAVE, "scr_zoomwindow", "0", "displays a zoomed in overlay window"};
+cvar_t scr_zoomwindow_viewsizex = {CVAR_SAVE, "scr_zoomwindow_viewsizex", "20", "horizontal viewsize of zoom window"};
+cvar_t scr_zoomwindow_viewsizey = {CVAR_SAVE, "scr_zoomwindow_viewsizey", "20", "vertical viewsize of zoom window"};
+cvar_t scr_zoomwindow_fov = {CVAR_SAVE, "scr_zoomwindow_fov", "20", "fov of zoom window"};
void gl_backend_init(void)
{
memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix));
}
-void GL_SetupView_Mode_Perspective (double fovx, double fovy, double zNear, double zFar)
+void GL_SetupView_Mode_Perspective (double frustumx, double frustumy, double zNear, double zFar)
{
- double xmax, ymax;
double m[16];
if (!r_render.integer)
// set up viewpoint
qglMatrixMode(GL_PROJECTION);CHECKGLERROR
qglLoadIdentity();CHECKGLERROR
- // pyramid slopes
- xmax = zNear * tan(fovx * M_PI / 360.0);
- ymax = zNear * tan(fovy * M_PI / 360.0);
// set view pyramid
- qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR
+ qglFrustum(-frustumx * zNear, frustumx * zNear, -frustumy * zNear, frustumy * zNear, zNear, zFar);CHECKGLERROR
qglGetDoublev(GL_PROJECTION_MATRIX, m);
backend_projectmatrix.m[0][0] = m[0];
backend_projectmatrix.m[1][0] = m[1];
GL_SetupView_Orientation_Identity();
}
-void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double fovx, double fovy, double zNear)
+void GL_SetupView_Mode_PerspectiveInfiniteFarClip (double frustumx, double frustumy, double zNear)
{
double nudge, m[16];
qglLoadIdentity();CHECKGLERROR
// set view pyramid
nudge = 1.0 - 1.0 / (1<<23);
- m[ 0] = 1.0 / tan(fovx * M_PI / 360.0);
+ m[ 0] = 1.0 / frustumx;
m[ 1] = 0;
m[ 2] = 0;
m[ 3] = 0;
m[ 4] = 0;
- m[ 5] = 1.0 / tan(fovy * M_PI / 360.0);
+ m[ 5] = 1.0 / frustumy;
m[ 6] = 0;
m[ 7] = 0;
m[ 8] = 0;
}
gltextureunit_t;
-static struct
+static struct gl_state_s
{
int blendfunc1;
int blendfunc2;
unsigned int i;
gltextureunit_t *unit;
CHECKGLERROR
- gl_state.unit = -1;
- gl_state.clientunit = -1;
+ gl_state.unit = MAX_TEXTUREUNITS;
+ gl_state.clientunit = MAX_TEXTUREUNITS;
for (i = 0;i < MAX_TEXTUREUNITS;i++)
{
unit = gl_state.units + 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
}
{
GLint vertexshadercompiled, fragmentshadercompiled, programlinked;
GLuint vertexshaderobject, fragmentshaderobject, programobject = 0;
- char compilelog[4096];
+ char compilelog[MAX_INPUTLINE];
CHECKGLERROR
programobject = qglCreateProgramObjectARB();
qglGetObjectParameterivARB(vertexshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &vertexshadercompiled);
qglGetInfoLogARB(vertexshaderobject, sizeof(compilelog), NULL, compilelog);
if (compilelog[0])
- Con_Printf("vertex shader compile log:\n%s\n", compilelog);
+ Con_DPrintf("vertex shader compile log:\n%s\n", compilelog);
if (!vertexshadercompiled)
{
qglDeleteObjectARB(programobject);
qglGetObjectParameterivARB(fragmentshaderobject, GL_OBJECT_COMPILE_STATUS_ARB, &fragmentshadercompiled);
qglGetInfoLogARB(fragmentshaderobject, sizeof(compilelog), NULL, compilelog);
if (compilelog[0])
- Con_Printf("fragment shader compile log:\n%s\n", compilelog);
+ Con_DPrintf("fragment shader compile log:\n%s\n", compilelog);
if (!fragmentshadercompiled)
{
qglDeleteObjectARB(programobject);
qglGetInfoLogARB(programobject, sizeof(compilelog), NULL, compilelog);
if (compilelog[0])
{
- Con_Printf("program link log:\n%s\n", compilelog);
+ Con_DPrintf("program link log:\n%s\n", compilelog);
// software vertex shader is ok but software fragment shader is WAY
// too slow, fail program if so.
// NOTE: this string might be ATI specific, but that's ok because the
R_Mesh_Draw_ShowTris(firstvertex, numvertices, numtriangles, elements);
return;
}
- c_meshs++;
- c_meshelements += numelements;
+ renderstats.meshes++;
+ renderstats.meshes_elements += numelements;
if (gl_paranoid.integer)
{
unsigned int i, j, size;
void R_Mesh_ColorPointer(const float *color4f)
{
+ if (r_showtrispass)
+ return;
if (gl_state.pointer_color != color4f)
{
CHECKGLERROR
void R_Mesh_TexCoordPointer(unsigned int unitnum, unsigned int numcomponents, const float *texcoord)
{
gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
// update array settings
if (texcoord)
{
void R_Mesh_TexBindAll(unsigned int unitnum, int tex1d, int tex2d, int tex3d, int texcubemap)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendunits)
+ if (unitnum >= backendimageunits)
+ return;
+ if (r_showtrispass)
return;
// update 1d texture binding
if (unit->t1d != tex1d)
void R_Mesh_TexBind1D(unsigned int unitnum, int texnum)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendunits)
+ if (unitnum >= backendimageunits)
+ return;
+ if (r_showtrispass)
return;
// update 1d texture binding
if (unit->t1d != texnum)
{
GL_ActiveTexture(unitnum);
- if (texnum)
- {
- if (unit->t1d == 0)
- qglEnable(GL_TEXTURE_1D);
- }
- else
+ if (unitnum < backendunits)
{
- if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);
+ if (texnum)
+ {
+ if (unit->t1d == 0)
+ qglEnable(GL_TEXTURE_1D);
+ }
+ else
+ {
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ }
}
unit->t1d = texnum;
qglBindTexture(GL_TEXTURE_1D, unit->t1d);
if (unit->t2d)
{
GL_ActiveTexture(unitnum);
- if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ }
unit->t2d = 0;
qglBindTexture(GL_TEXTURE_2D, unit->t2d);
CHECKGLERROR
if (unit->t3d)
{
GL_ActiveTexture(unitnum);
- if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ }
unit->t3d = 0;
qglBindTexture(GL_TEXTURE_3D, unit->t3d);
CHECKGLERROR
if (unit->tcubemap)
{
GL_ActiveTexture(unitnum);
- if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ if (unitnum < backendunits)
+ {
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ }
unit->tcubemap = 0;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
CHECKGLERROR
void R_Mesh_TexBind(unsigned int unitnum, int texnum)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendunits)
+ if (unitnum >= backendimageunits)
+ return;
+ if (r_showtrispass)
return;
// update 1d texture binding
if (unit->t1d)
{
GL_ActiveTexture(unitnum);
- if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ }
unit->t1d = 0;
qglBindTexture(GL_TEXTURE_1D, unit->t1d);
CHECKGLERROR
if (unit->t2d != texnum)
{
GL_ActiveTexture(unitnum);
- if (texnum)
- {
- if (unit->t2d == 0)
- qglEnable(GL_TEXTURE_2D);
- }
- else
+ if (unitnum < backendunits)
{
- if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);
+ if (texnum)
+ {
+ if (unit->t2d == 0)
+ qglEnable(GL_TEXTURE_2D);
+ }
+ else
+ {
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ }
}
unit->t2d = texnum;
qglBindTexture(GL_TEXTURE_2D, unit->t2d);
if (unit->t3d)
{
GL_ActiveTexture(unitnum);
- if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ }
unit->t3d = 0;
qglBindTexture(GL_TEXTURE_3D, unit->t3d);
CHECKGLERROR
if (unit->tcubemap != 0)
{
GL_ActiveTexture(unitnum);
- if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ if (unitnum < backendunits)
+ {
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ }
unit->tcubemap = 0;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
CHECKGLERROR
void R_Mesh_TexBind3D(unsigned int unitnum, int texnum)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendunits)
+ if (unitnum >= backendimageunits)
+ return;
+ if (r_showtrispass)
return;
// update 1d texture binding
if (unit->t1d)
{
GL_ActiveTexture(unitnum);
- if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ }
unit->t1d = 0;
qglBindTexture(GL_TEXTURE_1D, unit->t1d);
CHECKGLERROR
if (unit->t2d)
{
GL_ActiveTexture(unitnum);
- if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ }
unit->t2d = 0;
qglBindTexture(GL_TEXTURE_2D, unit->t2d);
CHECKGLERROR
if (unit->t3d != texnum)
{
GL_ActiveTexture(unitnum);
- if (texnum)
- {
- if (unit->t3d == 0)
- qglEnable(GL_TEXTURE_3D);
- }
- else
+ if (unitnum < backendunits)
{
- if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);
+ if (texnum)
+ {
+ if (unit->t3d == 0)
+ qglEnable(GL_TEXTURE_3D);
+ }
+ else
+ {
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ }
}
unit->t3d = texnum;
qglBindTexture(GL_TEXTURE_3D, unit->t3d);
if (unit->tcubemap != 0)
{
GL_ActiveTexture(unitnum);
- if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ if (unitnum < backendunits)
+ {
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ }
unit->tcubemap = 0;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
CHECKGLERROR
void R_Mesh_TexBindCubeMap(unsigned int unitnum, int texnum)
{
gltextureunit_t *unit = gl_state.units + unitnum;
- if (unitnum >= backendunits)
+ if (unitnum >= backendimageunits)
+ return;
+ if (r_showtrispass)
return;
// update 1d texture binding
if (unit->t1d)
{
GL_ActiveTexture(unitnum);
- if (unit->t1d)
- qglDisable(GL_TEXTURE_1D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t1d)
+ qglDisable(GL_TEXTURE_1D);
+ }
unit->t1d = 0;
qglBindTexture(GL_TEXTURE_1D, unit->t1d);
CHECKGLERROR
if (unit->t2d)
{
GL_ActiveTexture(unitnum);
- if (unit->t2d)
- qglDisable(GL_TEXTURE_2D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t2d)
+ qglDisable(GL_TEXTURE_2D);
+ }
unit->t2d = 0;
qglBindTexture(GL_TEXTURE_2D, unit->t2d);
CHECKGLERROR
if (unit->t3d)
{
GL_ActiveTexture(unitnum);
- if (unit->t3d)
- qglDisable(GL_TEXTURE_3D);
+ if (unitnum < backendunits)
+ {
+ if (unit->t3d)
+ qglDisable(GL_TEXTURE_3D);
+ }
unit->t3d = 0;
qglBindTexture(GL_TEXTURE_3D, unit->t3d);
CHECKGLERROR
if (unit->tcubemap != texnum)
{
GL_ActiveTexture(unitnum);
- if (texnum)
- {
- if (unit->tcubemap == 0)
- qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
- }
- else
+ if (unitnum < backendunits)
{
- if (unit->tcubemap)
- qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ if (texnum)
+ {
+ if (unit->tcubemap == 0)
+ qglEnable(GL_TEXTURE_CUBE_MAP_ARB);
+ }
+ else
+ {
+ if (unit->tcubemap)
+ qglDisable(GL_TEXTURE_CUBE_MAP_ARB);
+ }
}
unit->tcubemap = texnum;
qglBindTexture(GL_TEXTURE_CUBE_MAP_ARB, unit->tcubemap);
void R_Mesh_TexMatrix(unsigned int unitnum, const matrix4x4_t *matrix)
{
gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
if (matrix->m[3][3])
{
// texmatrix specified, check if it is different
void R_Mesh_TexCombine(unsigned int unitnum, int combinergb, int combinealpha, int rgbscale, int alphascale)
{
gltextureunit_t *unit = gl_state.units + unitnum;
+ if (r_showtrispass)
+ return;
if (gl_combine.integer)
{
// GL_ARB_texture_env_combine
BACKENDACTIVECHECK
R_Mesh_VertexPointer(m->pointer_vertex);
-
- if (r_showtrispass)
- return;
-
R_Mesh_ColorPointer(m->pointer_color);
if (gl_backend_rebindtextures)
==============================================================================
*/
-qboolean SCR_ScreenShot(char *filename, qbyte *buffer1, qbyte *buffer2, qbyte *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect)
+qboolean SCR_ScreenShot(char *filename, unsigned char *buffer1, unsigned char *buffer2, unsigned char *buffer3, int x, int y, int width, int height, qboolean flipx, qboolean flipy, qboolean flipdiagonal, qboolean jpeg, qboolean gammacorrect)
{
int indices[3] = {0,1,2};
qboolean ret;
}
}
-/*
-====================
-CalcFov
-====================
-*/
-float CalcFov (float fov_x, float width, float height)
-{
- // calculate vision size and alter by aspect, then convert back to angle
- return atan (((height/width)/vid_pixelaspect.value)*tan(fov_x/360.0*M_PI))*360.0/M_PI;
-}
+qboolean CL_VM_UpdateView (void);
+void SCR_DrawConsole (void);
int r_stereo_side;
void SCR_DrawScreen (void)
{
- for (r_showtrispass = 0;r_showtrispass <= (r_showtris.value > 0);r_showtrispass++)
+ R_Mesh_Start();
+
+ R_TimeReport("setup");
+
+ if (cls.signon == SIGNONS)
{
- R_Mesh_Start();
+ float size;
- R_TimeReport("setup");
+ size = scr_viewsize.value * (1.0 / 100.0);
+ size = min(size, 1);
- if (r_showtrispass)
+ 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;
-
- size = scr_viewsize.value * (1.0 / 100.0);
- size = min(size, 1);
+ 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;
+ }
- 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;
- }
+ // 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;
- // LordHavoc: viewzoom (zoom in for sniper rifles, etc)
- r_refdef.fov_x = scr_fov.value * r_refdef.fovscale_x;
- r_refdef.fov_y = CalcFov (scr_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
+ 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.fov_x = scr_zoomwindow_fov.value * r_refdef.fovscale_x;
- r_refdef.fov_y = CalcFov(scr_zoomwindow_fov.value, r_refdef.width, r_refdef.height) * r_refdef.fovscale_y;
+ 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();
- R_TimeReport("meshfinish");
- }
- r_showtrispass = 0;
- //qglDisable(GL_LINE_SMOOTH);
+ R_TimeReport("meshfinish");
}
void SCR_UpdateLoadingScreen (void)
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);
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");
}
// size of data buffer
static int r_mesh_rcachedata_size = RCACHEARRAY_DEFAULTSIZE;
// data buffer
-static qbyte r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
+static unsigned char r_mesh_rcachedata[RCACHEARRAY_DEFAULTSIZE];
// current state
static int r_mesh_rcachedata_offset;
//R_Mesh_CacheArray_ValidateState(3);
// calculate a hashindex to choose a cache chain
r->data = NULL;
- hashindex = CRC_Block((void *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
+ hashindex = CRC_Block((unsigned char *)r, sizeof(*r)) % RCACHEARRAY_HASHSIZE;
// is it already cached?
for (lhead = &r_mesh_rcachechain[hashindex], l = lhead->next;l != lhead;l = l->next)