/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code 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. Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // tr_init.c -- functions that are not called every frame #include "tr_local.h" glconfig_t glConfig; qboolean textureFilterAnisotropic = qfalse; int maxAnisotropy = 0; float displayAspect = 0.0f; qboolean vertexShaders = qfalse; qboolean postprocess = qfalse; qboolean palettedTextureSupport = qfalse; // leilei - paletted textures char depthimage; glstate_t glState; static void GfxInfo_f( void ); extern int voodootype; #ifdef USE_RENDERER_DLOPEN cvar_t *com_altivec; #endif cvar_t *r_flareSize; cvar_t *r_flareFade; cvar_t *r_flareCoeff; cvar_t *r_railWidth; cvar_t *r_railCoreWidth; cvar_t *r_railSegmentLength; cvar_t *r_ignoreFastPath; cvar_t *r_verbose; cvar_t *r_ignore; cvar_t *r_detailTextures; cvar_t *r_detailTextureScale; cvar_t *r_detailTextureLayers; cvar_t *r_znear; cvar_t *r_zproj; cvar_t *r_stereoSeparation; cvar_t *r_skipBackEnd; cvar_t *r_stereoEnabled; cvar_t *r_anaglyphMode; cvar_t *r_greyscale; cvar_t *r_monolightmaps; cvar_t *r_ignorehwgamma; cvar_t *r_measureOverdraw; cvar_t *r_inGameVideo; cvar_t *r_fastsky; cvar_t *r_drawSun; cvar_t *r_dynamiclight; cvar_t *r_dlightBacks; cvar_t *r_lodbias; cvar_t *r_lodscale; cvar_t *r_norefresh; cvar_t *r_drawentities; cvar_t *r_drawworld; cvar_t *r_speeds; cvar_t *r_fullbright; cvar_t *r_novis; cvar_t *r_nocull; cvar_t *r_facePlaneCull; cvar_t *r_showcluster; cvar_t *r_nocurves; cvar_t *r_allowExtensions; cvar_t *r_ext_compressed_textures; cvar_t *r_ext_multitexture; cvar_t *r_ext_compiled_vertex_array; cvar_t *r_ext_texture_env_add; cvar_t *r_ext_texture_filter_anisotropic; cvar_t *r_ext_max_anisotropy; cvar_t *r_ext_vertex_shader; cvar_t *r_ext_paletted_texture; // leilei - Paletted Texture cvar_t *r_ext_gamma_control; // leilei - 3dfx gamma control cvar_t *r_postprocess; cvar_t *r_ignoreGLErrors; cvar_t *r_logFile; cvar_t *r_stencilbits; cvar_t *r_depthbits; cvar_t *r_colorbits; cvar_t *r_primitives; cvar_t *r_texturebits; cvar_t *r_ext_multisample; cvar_t *r_drawBuffer; cvar_t *r_lightmap; cvar_t *r_vertexLight; cvar_t *r_uiFullScreen; cvar_t *r_shadows; cvar_t *r_flares; cvar_t *r_mode; cvar_t *r_nobind; cvar_t *r_singleShader; cvar_t *r_roundImagesDown; cvar_t *r_colorMipLevels; cvar_t *r_picmip; cvar_t *r_iconmip; cvar_t *r_iconBits; cvar_t *r_lightmapBits; cvar_t *r_showtris; cvar_t *r_showsky; cvar_t *r_shownormals; cvar_t *r_finish; cvar_t *r_clear; cvar_t *r_swapInterval; cvar_t *r_textureMode; cvar_t *r_offsetFactor; cvar_t *r_offsetUnits; cvar_t *r_gamma; cvar_t *r_intensity; cvar_t *r_lockpvs; cvar_t *r_noportals; cvar_t *r_portalOnly; cvar_t *r_subdivisions; cvar_t *r_lodCurveError; cvar_t *r_fullscreen; cvar_t *r_noborder; cvar_t *r_customwidth; cvar_t *r_customheight; cvar_t *r_customPixelAspect; cvar_t *r_overBrightBits; cvar_t *r_mapOverBrightBits; cvar_t *r_debugSurface; cvar_t *r_simpleMipMaps; cvar_t *r_showImages; cvar_t *r_ambientScale; cvar_t *r_directedScale; cvar_t *r_debugLight; cvar_t *r_debugSort; cvar_t *r_printShaders; cvar_t *r_saveFontData; cvar_t *r_marksOnTriangleMeshes; cvar_t *r_aviMotionJpegQuality; cvar_t *r_screenshotJpegQuality; cvar_t *r_maxpolys; int max_polys; cvar_t *r_maxpolyverts; int max_polyverts; // tcpp cvar_t *r_lensReflection1; cvar_t *r_lensReflection2; cvar_t *r_lensReflectionBrightness; // leilei cvar_t *r_flareMethod; // method of flare intensity cvar_t *r_flareQuality; // testing quality of the flares. cvar_t *r_flareSun; // type of flare to use for the sun cvar_t *r_flareDelay; // time delay for medium quality flare testing cvar_t *r_flaresMotionBlur; // Stretch blur cvar_t *r_specMode; //cvar_t *r_waveMode; cvar_t *r_flaresDlight; cvar_t *r_flaresDlightShrink; cvar_t *r_flaresDlightFade; cvar_t *r_flaresDlightOpacity; cvar_t *r_flaresDlightScale; //cvar_t *r_flaresSurfradii; cvar_t *r_alternateBrightness; // leilei - linux overbright fix cvar_t *r_mockvr; // Leilei - for debugging PVR only! cvar_t *r_parseStageSimple; // Leilei - for debugging PVR only! cvar_t *r_leifx; // Leilei - leifx nostalgia filter cvar_t *r_modelshader; // Leilei cvar_t *r_particles; // Leilei - particle effects motif cvar_t *r_ntsc; // Leilei - ntsc / composite signals //cvar_t *r_tvMode; // Leilei - tv fake mode cvar_t *r_retroAA; // Leilei - old console AA cvar_t *r_anime; // Leilei - anime filter cvar_t *r_palletize; // Leilei - palletization cvar_t *r_leidebug; // Leilei - debug cvar_t *r_leidebugeye; // Leilei - eye debug cvar_t *r_suggestiveThemes; // leilei - mature content control //cvar_t *r_motionblur; // Leilei - motionblur cvar_t *r_motionblur_fps; // Leilei - motionblur framerated cvar_t *r_slowness; // Leilei - the cvar that slows everything down. use with caution. cvar_t *r_slowness_cpu; // Leilei cvar_t *r_slowness_gpu; // Leilei cvar_t *r_textureDither; // leilei - Dithered texture cvar_t *r_texdump; // Leilei - debug - texture dump as they load, players should never need to use this! // leilei - fallback shader hack #ifdef USE_FALLBACK_GLSL extern const char *fallbackShader_anime_vp; extern const char *fallbackShader_anime_fp; extern const char *fallbackShader_anime_film_vp; extern const char *fallbackShader_anime_film_fp; extern const char *fallbackShader_brightness_vp; extern const char *fallbackShader_brightness_fp; extern const char *fallbackShader_leifx_dither_vp; extern const char *fallbackShader_leifx_dither_fp; extern const char *fallbackShader_leifx_filter_vp; extern const char *fallbackShader_leifx_filter_fp; extern const char *fallbackShader_leifx_gamma_vp; extern const char *fallbackShader_leifx_gamma_fp; extern const char *fallbackShader_leifx_vgasignal_vp; extern const char *fallbackShader_leifx_vgasignal_fp; extern const char *fallbackShader_motionblur_accum_vp; extern const char *fallbackShader_motionblur_accum_fp; extern const char *fallbackShader_motionblur_post_vp; extern const char *fallbackShader_motionblur_post_fp; #endif /* ** InitOpenGL ** ** This function is responsible for initializing a valid OpenGL subsystem. This ** is done by calling GLimp_Init (which gives us a working OGL subsystem) then ** setting variables, checking GL constants, and reporting the gfx system config ** to the user. */ static void InitOpenGL( void ) { char renderer_buffer[1024]; // // initialize OS specific portions of the renderer // // GLimp_Init directly or indirectly references the following cvars: // - r_fullscreen // - r_mode // - r_(color|depth|stencil)bits // - r_ignorehwgamma // - r_gamma // if ( glConfig.vidWidth == 0 ) { GLint temp; GLimp_Init(); GLimp_InitExtraExtensions(); strcpy( renderer_buffer, glConfig.renderer_string ); Q_strlwr( renderer_buffer ); // OpenGL driver constants qglGetIntegerv( GL_MAX_TEXTURE_SIZE, &temp ); glConfig.maxTextureSize = temp; // stubbed or broken drivers may have reported 0... if ( glConfig.maxTextureSize <= 0 ) { glConfig.maxTextureSize = 0; } } // set default state GL_SetDefaultState(); } /* ================== GL_CheckErrors ================== */ void GL_CheckErrors( void ) { int err; char s[64]; err = qglGetError(); if ( err == GL_NO_ERROR ) { return; } if ( r_ignoreGLErrors->integer ) { return; } switch( err ) { case GL_INVALID_ENUM: strcpy( s, "GL_INVALID_ENUM" ); break; case GL_INVALID_VALUE: strcpy( s, "GL_INVALID_VALUE" ); break; case GL_INVALID_OPERATION: strcpy( s, "GL_INVALID_OPERATION" ); break; case GL_STACK_OVERFLOW: strcpy( s, "GL_STACK_OVERFLOW" ); break; case GL_STACK_UNDERFLOW: strcpy( s, "GL_STACK_UNDERFLOW" ); break; case GL_OUT_OF_MEMORY: strcpy( s, "GL_OUT_OF_MEMORY" ); break; default: Com_sprintf( s, sizeof(s), "%i", err); break; } ri.Error( ERR_FATAL, "GL_CheckErrors: %s", s ); } /* ** R_GetModeInfo */ typedef struct vidmode_s { const char *description; int width, height; float pixelAspect; // pixel width / height } vidmode_t; vidmode_t r_vidModes[] = { { "Mode 0: 320x240", 320, 240, 1 }, { "Mode 1: 400x300", 400, 300, 1 }, { "Mode 2: 512x384", 512, 384, 1 }, { "Mode 3: 640x480 (480p)", 640, 480, 1 }, { "Mode 4: 800x600", 800, 600, 1 }, { "Mode 5: 960x720", 960, 720, 1 }, { "Mode 6: 1024x768", 1024, 768, 1 }, { "Mode 7: 1152x864", 1152, 864, 1 }, { "Mode 8: 1280x1024", 1280, 1024, 1 }, { "Mode 9: 1600x1200", 1600, 1200, 1 }, { "Mode 10: 2048x1536", 2048, 1536, 1 }, { "Mode 11: 856x480", 856, 480, 1 }, // Q3 MODES END HERE AND EXTENDED MODES BEGIN { "Mode 12: 1280x720 (720p)", 1280, 720, 1 }, { "Mode 13: 1280x768", 1280, 768, 1 }, { "Mode 14: 1280x800", 1280, 800, 1 }, { "Mode 15: 1280x960", 1280, 960, 1 }, { "Mode 16: 1360x768", 1360, 768, 1 }, { "Mode 17: 1366x768", 1366, 768, 1 }, // yes there are some out there on that extra 6 { "Mode 18: 1360x1024", 1360, 1024, 1 }, { "Mode 19: 1400x1050", 1400, 1050, 1 }, { "Mode 20: 1400x900", 1400, 900, 1 }, { "Mode 21: 1600x900", 1600, 900, 1 }, { "Mode 22: 1680x1050", 1680, 1050, 1 }, { "Mode 23: 1920x1080 (1080p)", 1920, 1080, 1 }, { "Mode 24: 1920x1200", 1920, 1200, 1 }, { "Mode 25: 1920x1440", 1920, 1440, 1 }, { "Mode 26: 2560x1600", 2560, 1600, 1 }, { "Mode 27: 3840x2160 (4K)", 3840, 2160, 1 } }; static int s_numVidModes = ARRAY_LEN( r_vidModes ); qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode ) { vidmode_t *vm; float pixelAspect; if ( mode < -1 ) { return qfalse; } if ( mode >= s_numVidModes ) { return qfalse; } if ( mode == -1 ) { *width = r_customwidth->integer; *height = r_customheight->integer; pixelAspect = r_customPixelAspect->value; } else { vm = &r_vidModes[mode]; *width = vm->width; *height = vm->height; pixelAspect = vm->pixelAspect; } *windowAspect = (float)*width / ( *height * pixelAspect ); return qtrue; } /* ** R_ModeList_f */ static void R_ModeList_f( void ) { int i; ri.Printf( PRINT_ALL, "\n" ); for ( i = 0; i < s_numVidModes; i++ ) { ri.Printf( PRINT_ALL, "%s\n", r_vidModes[i].description ); } ri.Printf( PRINT_ALL, "\n" ); } /* ============================================================================== SCREEN SHOTS NOTE TTimo some thoughts about the screenshots system: screenshots get written in fs_homepath + fs_gamedir vanilla q3 .. baseq3/screenshots/ *.tga team arena .. missionpack/screenshots/ *.tga two commands: "screenshot" and "screenshotJPEG" we use statics to store a count and start writing the first screenshot/screenshot????.tga (.jpg) available (with FS_FileExists / FS_FOpenFileWrite calls) FIXME: the statics don't get a reinit between fs_game changes ============================================================================== */ /* ================== RB_ReadPixels Reads an image but takes care of alignment issues for reading RGB images. Reads a minimum offset for where the RGB data starts in the image from integer stored at pointer offset. When the function has returned the actual offset was written back to address offset. This address will always have an alignment of packAlign to ensure efficient copying. Stores the length of padding after a line of pixels to address padlen Return value must be freed with ri.Hunk_FreeTempMemory() ================== */ byte *RB_ReadPixels(int x, int y, int width, int height, size_t *offset, int *padlen) { byte *buffer, *bufstart; int padwidth, linelen; GLint packAlign; qglGetIntegerv(GL_PACK_ALIGNMENT, &packAlign); linelen = width * 3; padwidth = PAD(linelen, packAlign); // Allocate a few more bytes so that we can choose an alignment we like buffer = ri.Hunk_AllocateTempMemory(padwidth * height + *offset + packAlign - 1); bufstart = PADP((intptr_t) buffer + *offset, packAlign); qglReadPixels(x, y, width, height, GL_RGB, GL_UNSIGNED_BYTE, bufstart); *offset = bufstart - buffer; *padlen = padwidth - linelen; return buffer; } /* ================== RB_TakeScreenshot ================== */ void RB_TakeScreenshot(int x, int y, int width, int height, char *fileName) { byte *allbuf, *buffer; byte *srcptr, *destptr; byte *endline, *endmem; byte temp; int linelen, padlen; size_t offset = 18, memcount; allbuf = RB_ReadPixels(x, y, width, height, &offset, &padlen); buffer = allbuf + offset - 18; Com_Memset (buffer, 0, 18); buffer[2] = 2; // uncompressed type buffer[12] = width & 255; buffer[13] = width >> 8; buffer[14] = height & 255; buffer[15] = height >> 8; buffer[16] = 24; // pixel size // swap rgb to bgr and remove padding from line endings linelen = width * 3; srcptr = destptr = allbuf + offset; endmem = srcptr + (linelen + padlen) * height; while(srcptr < endmem) { endline = srcptr + linelen; while(srcptr < endline) { temp = srcptr[0]; *destptr++ = srcptr[2]; *destptr++ = srcptr[1]; *destptr++ = temp; srcptr += 3; } // Skip the pad srcptr += padlen; } memcount = linelen * height; // gamma correct if ( glConfig.deviceSupportsGamma && !r_alternateBrightness->integer) { R_GammaCorrect(allbuf + offset, memcount); } ri.FS_WriteFile(fileName, buffer, memcount + 18); ri.Hunk_FreeTempMemory(allbuf); } /* ================== RB_TakeScreenshotJPEG ================== */ void RB_TakeScreenshotJPEG(int x, int y, int width, int height, char *fileName) { byte *buffer; size_t offset = 0, memcount; int padlen; buffer = RB_ReadPixels(x, y, width, height, &offset, &padlen); memcount = (width * 3 + padlen) * height; // gamma correct if(glConfig.deviceSupportsGamma) R_GammaCorrect(buffer + offset, memcount); RE_SaveJPG(fileName, r_screenshotJpegQuality->integer, width, height, buffer + offset, padlen); ri.Hunk_FreeTempMemory(buffer); } /* ================== RB_TakeScreenshotCmd ================== */ extern int tvWidth; extern int tvHeight; const void *RB_TakeScreenshotCmd( const void *data ) { const screenshotCommand_t *cmd; cmd = (const screenshotCommand_t *)data; // leilei - hack for tvmode if (r_tvMode->integer > -1){ if (cmd->jpeg) RB_TakeScreenshotJPEG( cmd->x, cmd->y, tvWidth, tvHeight, cmd->fileName); else RB_TakeScreenshot( cmd->x, cmd->y, tvWidth, tvHeight, cmd->fileName); } if (cmd->jpeg) RB_TakeScreenshotJPEG( cmd->x, cmd->y, cmd->width, cmd->height, cmd->fileName); else RB_TakeScreenshot( cmd->x, cmd->y, cmd->width, cmd->height, cmd->fileName); return (const void *)(cmd + 1); } /* ================== R_TakeScreenshot ================== */ void R_TakeScreenshot( int x, int y, int width, int height, char *name, qboolean jpeg ) { static char fileName[MAX_OSPATH]; // bad things if two screenshots per frame? screenshotCommand_t *cmd; cmd = R_GetCommandBuffer( sizeof( *cmd ) ); if ( !cmd ) { return; } cmd->commandId = RC_SCREENSHOT; cmd->x = x; cmd->y = y; cmd->width = width; cmd->height = height; Q_strncpyz( fileName, name, sizeof(fileName) ); cmd->fileName = fileName; cmd->jpeg = jpeg; } /* ================== R_ScreenshotFilename ================== */ void R_ScreenshotFilename( int lastNumber, char *fileName ) { int a,b,c,d; if ( lastNumber < 0 || lastNumber > 9999 ) { Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot9999.tga" ); return; } a = lastNumber / 1000; lastNumber -= a*1000; b = lastNumber / 100; lastNumber -= b*100; c = lastNumber / 10; lastNumber -= c*10; d = lastNumber; Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot%i%i%i%i.tga" , a, b, c, d ); } /* ================== R_ScreenshotFilename ================== */ void R_ScreenshotFilenameJPEG( int lastNumber, char *fileName ) { int a,b,c,d; if ( lastNumber < 0 || lastNumber > 9999 ) { Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot9999.jpg" ); return; } a = lastNumber / 1000; lastNumber -= a*1000; b = lastNumber / 100; lastNumber -= b*100; c = lastNumber / 10; lastNumber -= c*10; d = lastNumber; Com_sprintf( fileName, MAX_OSPATH, "screenshots/shot%i%i%i%i.jpg" , a, b, c, d ); } /* ==================== R_LevelShot levelshots are specialized 128*128 thumbnails for the menu system, sampled down from full screen distorted images ==================== */ void R_LevelShot( void ) { char checkname[MAX_OSPATH]; byte *buffer; byte *source, *allsource; byte *src, *dst; size_t offset = 0; int padlen; int x, y; int r, g, b; float xScale, yScale; int xx, yy; Com_sprintf(checkname, sizeof(checkname), "levelshots/%s.tga", tr.world->baseName); allsource = RB_ReadPixels(0, 0, glConfig.vidWidth, glConfig.vidHeight, &offset, &padlen); source = allsource + offset; buffer = ri.Hunk_AllocateTempMemory(128 * 128*3 + 18); Com_Memset (buffer, 0, 18); buffer[2] = 2; // uncompressed type buffer[12] = 128; buffer[14] = 128; buffer[16] = 24; // pixel size // resample from source xScale = glConfig.vidWidth / 512.0f; yScale = glConfig.vidHeight / 384.0f; for ( y = 0 ; y < 128 ; y++ ) { for ( x = 0 ; x < 128 ; x++ ) { r = g = b = 0; for ( yy = 0 ; yy < 3 ; yy++ ) { for ( xx = 0 ; xx < 4 ; xx++ ) { src = source + (3 * glConfig.vidWidth + padlen) * (int)((y*3 + yy) * yScale) + 3 * (int) ((x*4 + xx) * xScale); r += src[0]; g += src[1]; b += src[2]; } } dst = buffer + 18 + 3 * ( y * 128 + x ); dst[0] = b / 12; dst[1] = g / 12; dst[2] = r / 12; } } // gamma correct if ( glConfig.deviceSupportsGamma ) { R_GammaCorrect( buffer + 18, 128 * 128 * 3 ); } ri.FS_WriteFile( checkname, buffer, 128 * 128*3 + 18 ); ri.Hunk_FreeTempMemory(buffer); ri.Hunk_FreeTempMemory(allsource); ri.Printf( PRINT_ALL, "Wrote %s\n", checkname ); } /* ================== R_ScreenShot_f screenshot screenshot [silent] screenshot [levelshot] screenshot [filename] Doesn't print the pacifier message if there is a second arg ================== */ void R_ScreenShot_f (void) { char checkname[MAX_OSPATH]; static int lastNumber = -1; qboolean silent; if ( !strcmp( ri.Cmd_Argv(1), "levelshot" ) ) { R_LevelShot(); return; } if ( !strcmp( ri.Cmd_Argv(1), "silent" ) ) { silent = qtrue; } else { silent = qfalse; } if ( ri.Cmd_Argc() == 2 && !silent ) { // explicit filename Com_sprintf( checkname, MAX_OSPATH, "screenshots/%s.tga", ri.Cmd_Argv( 1 ) ); } else { // scan for a free filename // if we have saved a previous screenshot, don't scan // again, because recording demo avis can involve // thousands of shots if ( lastNumber == -1 ) { lastNumber = 0; } // scan for a free number for ( ; lastNumber <= 9999 ; lastNumber++ ) { R_ScreenshotFilename( lastNumber, checkname ); if (!ri.FS_FileExists( checkname )) { break; // file doesn't exist } } if ( lastNumber >= 9999 ) { ri.Printf (PRINT_ALL, "ScreenShot: Couldn't create a file\n"); return; } lastNumber++; } R_TakeScreenshot( 0, 0, glConfig.vidWidth, glConfig.vidHeight, checkname, qfalse ); if ( !silent ) { ri.Printf (PRINT_ALL, "Wrote %s\n", checkname); } } void R_ScreenShotJPEG_f (void) { char checkname[MAX_OSPATH]; static int lastNumber = -1; qboolean silent; if ( !strcmp( ri.Cmd_Argv(1), "levelshot" ) ) { R_LevelShot(); return; } if ( !strcmp( ri.Cmd_Argv(1), "silent" ) ) { silent = qtrue; } else { silent = qfalse; } if ( ri.Cmd_Argc() == 2 && !silent ) { // explicit filename Com_sprintf( checkname, MAX_OSPATH, "screenshots/%s.jpg", ri.Cmd_Argv( 1 ) ); } else { // scan for a free filename // if we have saved a previous screenshot, don't scan // again, because recording demo avis can involve // thousands of shots if ( lastNumber == -1 ) { lastNumber = 0; } // scan for a free number for ( ; lastNumber <= 9999 ; lastNumber++ ) { R_ScreenshotFilenameJPEG( lastNumber, checkname ); if (!ri.FS_FileExists( checkname )) { break; // file doesn't exist } } if ( lastNumber == 10000 ) { ri.Printf (PRINT_ALL, "ScreenShot: Couldn't create a file\n"); return; } lastNumber++; } R_TakeScreenshot( 0, 0, glConfig.vidWidth, glConfig.vidHeight, checkname, qtrue ); if ( !silent ) { ri.Printf (PRINT_ALL, "Wrote %s\n", checkname); } } //============================================================================ /* ================== RB_TakeVideoFrameCmd ================== */ const void *RB_TakeVideoFrameCmd( const void *data ) { const videoFrameCommand_t *cmd; byte *cBuf; size_t memcount, linelen; int padwidth, avipadwidth, padlen, avipadlen; GLint packAlign; cmd = (const videoFrameCommand_t *)data; qglGetIntegerv(GL_PACK_ALIGNMENT, &packAlign); linelen = cmd->width * 3; // Alignment stuff for glReadPixels padwidth = PAD(linelen, packAlign); padlen = padwidth - linelen; // AVI line padding avipadwidth = PAD(linelen, AVI_LINE_PADDING); avipadlen = avipadwidth - linelen; cBuf = PADP(cmd->captureBuffer, packAlign); qglReadPixels(0, 0, cmd->width, cmd->height, GL_RGB, GL_UNSIGNED_BYTE, cBuf); memcount = padwidth * cmd->height; // gamma correct if(glConfig.deviceSupportsGamma) R_GammaCorrect(cBuf, memcount); if(cmd->motionJpeg) { memcount = RE_SaveJPGToBuffer(cmd->encodeBuffer, linelen * cmd->height, r_aviMotionJpegQuality->integer, cmd->width, cmd->height, cBuf, padlen); ri.CL_WriteAVIVideoFrame(cmd->encodeBuffer, memcount); } else { byte *lineend, *memend; byte *srcptr, *destptr; srcptr = cBuf; destptr = cmd->encodeBuffer; memend = srcptr + memcount; // swap R and B and remove line paddings while(srcptr < memend) { lineend = srcptr + linelen; while(srcptr < lineend) { *destptr++ = srcptr[2]; *destptr++ = srcptr[1]; *destptr++ = srcptr[0]; srcptr += 3; } Com_Memset(destptr, '\0', avipadlen); destptr += avipadlen; srcptr += padlen; } ri.CL_WriteAVIVideoFrame(cmd->encodeBuffer, avipadwidth * cmd->height); } return (const void *)(cmd + 1); } //============================================================================ /* ** GL_SetDefaultState */ void GL_SetDefaultState( void ) { qglClearDepth( 1.0f ); qglCullFace(GL_FRONT); qglColor4f (1,1,1,1); // initialize downstream texture unit if we're running // in a multitexture environment if ( qglActiveTextureARB ) { GL_SelectTexture( 1 ); GL_TextureMode( r_textureMode->string ); GL_TexEnv( GL_MODULATE ); qglDisable( GL_TEXTURE_2D ); GL_SelectTexture( 0 ); } qglEnable(GL_TEXTURE_2D); GL_TextureMode( r_textureMode->string ); GL_TexEnv( GL_MODULATE ); qglShadeModel( GL_SMOOTH ); qglDepthFunc( GL_LEQUAL ); // the vertex array is always enabled, but the color and texture // arrays are enabled and disabled around the compiled vertex array call qglEnableClientState (GL_VERTEX_ARRAY); // // make sure our GL state vector is set correctly // glState.glStateBits = GLS_DEPTHTEST_DISABLE | GLS_DEPTHMASK_TRUE; qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL); qglDepthMask( GL_TRUE ); qglDisable( GL_DEPTH_TEST ); qglEnable( GL_SCISSOR_TEST ); qglDisable( GL_CULL_FACE ); qglDisable( GL_BLEND ); } /* ================ R_PrintLongString Workaround for ri.Printf's 1024 characters buffer limit. ================ */ void R_PrintLongString(const char *string) { char buffer[1024]; const char *p; int size = strlen(string); p = string; while(size > 0) { Q_strncpyz(buffer, p, sizeof (buffer) ); ri.Printf( PRINT_ALL, "%s", buffer ); p += 1023; size -= 1023; } } /* ================ GfxInfo_f ================ */ void GfxInfo_f( void ) { const char *enablestrings[] = { "disabled", "enabled" }; const char *fsstrings[] = { "windowed", "fullscreen" }; ri.Printf( PRINT_ALL, "\nGL_VENDOR: %s\n", glConfig.vendor_string ); ri.Printf( PRINT_ALL, "GL_RENDERER: %s\n", glConfig.renderer_string ); ri.Printf( PRINT_ALL, "GL_VERSION: %s\n", glConfig.version_string ); ri.Printf( PRINT_ALL, "GL_EXTENSIONS: " ); R_PrintLongString( glConfig.extensions_string ); ri.Printf( PRINT_ALL, "\n" ); ri.Printf( PRINT_ALL, "GL_MAX_TEXTURE_SIZE: %d\n", glConfig.maxTextureSize ); ri.Printf( PRINT_ALL, "GL_MAX_TEXTURE_UNITS_ARB: %d\n", glConfig.numTextureUnits ); ri.Printf( PRINT_ALL, "\nPIXELFORMAT: color(%d-bits) Z(%d-bit) stencil(%d-bits)\n", glConfig.colorBits, glConfig.depthBits, glConfig.stencilBits ); ri.Printf( PRINT_ALL, "MODE: %d, %d x %d %s hz:", r_mode->integer, glConfig.vidWidth, glConfig.vidHeight, fsstrings[r_fullscreen->integer == 1] ); if ( glConfig.displayFrequency ) { ri.Printf( PRINT_ALL, "%d\n", glConfig.displayFrequency ); } else { ri.Printf( PRINT_ALL, "N/A\n" ); } if ( glConfig.deviceSupportsGamma ) { ri.Printf( PRINT_ALL, "GAMMA: hardware w/ %d overbright bits\n", tr.overbrightBits ); } else { ri.Printf( PRINT_ALL, "GAMMA: software w/ %d overbright bits\n", tr.overbrightBits ); } // rendering primitives { int primitives; // default is to use triangles if compiled vertex arrays are present ri.Printf( PRINT_ALL, "rendering primitives: " ); primitives = r_primitives->integer; if ( primitives == 0 ) { if ( qglLockArraysEXT ) { primitives = 2; } else { primitives = 1; } } if ( primitives == -1 ) { ri.Printf( PRINT_ALL, "none\n" ); } else if ( primitives == 2 ) { ri.Printf( PRINT_ALL, "single glDrawElements\n" ); } else if ( primitives == 1 ) { ri.Printf( PRINT_ALL, "multiple glArrayElement\n" ); } else if ( primitives == 3 ) { ri.Printf( PRINT_ALL, "multiple glColor4ubv + glTexCoord2fv + glVertex3fv\n" ); } } ri.Printf( PRINT_ALL, "texturemode: %s\n", r_textureMode->string ); ri.Printf( PRINT_ALL, "picmip: %d\n", r_picmip->integer ); ri.Printf( PRINT_ALL, "texture bits: %d\n", r_texturebits->integer ); ri.Printf( PRINT_ALL, "multitexture: %s\n", enablestrings[qglActiveTextureARB != 0] ); ri.Printf( PRINT_ALL, "compiled vertex arrays: %s\n", enablestrings[qglLockArraysEXT != 0 ] ); ri.Printf( PRINT_ALL, "texenv add: %s\n", enablestrings[glConfig.textureEnvAddAvailable != 0] ); ri.Printf( PRINT_ALL, "compressed textures: %s\n", enablestrings[glConfig.textureCompression!=TC_NONE] ); ri.Printf( PRINT_ALL, "glsl programs: %s\n", enablestrings[vertexShaders] ); if ( r_vertexLight->integer || glConfig.hardwareType == GLHW_PERMEDIA2 ) { ri.Printf( PRINT_ALL, "HACK: using vertex lightmap approximation\n" ); } if ( glConfig.hardwareType == GLHW_RAGEPRO ) { ri.Printf( PRINT_ALL, "HACK: ragePro approximations\n" ); } if ( glConfig.hardwareType == GLHW_RIVA128 ) { ri.Printf( PRINT_ALL, "HACK: riva128 approximations\n" ); } if ( r_finish->integer ) { ri.Printf( PRINT_ALL, "Forcing glFinish\n" ); } if (voodootype){ if (voodootype == 1) ri.Printf( PRINT_ALL, "3Dfx Voodoo Graphics assumed\n" ); else if (voodootype == 2) ri.Printf( PRINT_ALL, "3Dfx Voodoo2 assumed\n" ); else if (voodootype == 3) ri.Printf( PRINT_ALL, "3dfx Voodoo3 assumed\n" ); else if (voodootype == 4) ri.Printf( PRINT_ALL, "3dfx Voodoo 4 or 5 assumed\n" ); } } /* =============== R_Register =============== */ void R_Register( void ) { #ifdef USE_RENDERER_DLOPEN com_altivec = ri.Cvar_Get("com_altivec", "1", CVAR_ARCHIVE); #endif #if defined( _WIN32 ) // leilei - Get some version info first, code torn from quake OSVERSIONINFO vinfo; vinfo.dwOSVersionInfoSize = sizeof(vinfo); #endif // // latched and archived variables // r_allowExtensions = ri.Cvar_Get( "r_allowExtensions", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_compressed_textures = ri.Cvar_Get( "r_ext_compressed_textures", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_multitexture = ri.Cvar_Get( "r_ext_multitexture", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_compiled_vertex_array = ri.Cvar_Get( "r_ext_compiled_vertex_array", "1", CVAR_ARCHIVE | CVAR_LATCH); r_ext_texture_env_add = ri.Cvar_Get( "r_ext_texture_env_add", "1", CVAR_ARCHIVE | CVAR_LATCH); r_ext_texture_filter_anisotropic = ri.Cvar_Get( "r_ext_texture_filter_anisotropic", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_max_anisotropy = ri.Cvar_Get( "r_ext_max_anisotropy", "2", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_paletted_texture = ri.Cvar_Get( "r_ext_paletted_texture", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - paletted texture support r_ext_gamma_control = ri.Cvar_Get( "r_ext_gamma_control", "1", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - 3dfx gamma support r_postprocess = ri.Cvar_Get( "r_postprocess", "none", CVAR_ARCHIVE|CVAR_LATCH ); r_ext_vertex_shader = ri.Cvar_Get( "r_ext_vertex_shader", "0", CVAR_ARCHIVE|CVAR_LATCH ); r_picmip = ri.Cvar_Get ("r_picmip", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_roundImagesDown = ri.Cvar_Get ("r_roundImagesDown", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_colorMipLevels = ri.Cvar_Get ("r_colorMipLevels", "0", CVAR_LATCH ); ri.Cvar_CheckRange( r_picmip, 0, 16, qtrue ); r_detailTextures = ri.Cvar_Get( "r_detailtextures", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_texturebits = ri.Cvar_Get( "r_texturebits", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_colorbits = ri.Cvar_Get( "r_colorbits", "0", CVAR_ARCHIVE | CVAR_LATCH ); // use desktop r_stencilbits = ri.Cvar_Get( "r_stencilbits", "8", CVAR_ARCHIVE | CVAR_LATCH ); r_depthbits = ri.Cvar_Get( "r_depthbits", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_ext_multisample = ri.Cvar_Get( "r_ext_multisample", "0", CVAR_ARCHIVE | CVAR_LATCH ); ri.Cvar_CheckRange( r_ext_multisample, 0, 4, qtrue ); r_overBrightBits = ri.Cvar_Get ("r_overBrightBits", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_ignorehwgamma = ri.Cvar_Get( "r_ignorehwgamma", "0", CVAR_ARCHIVE | CVAR_LATCH); #if defined( _WIN32 ) if (vinfo.dwPlatformId == VER_PLATFORM_WIN32_NT) // Win2000 and up r_mode = ri.Cvar_Get( "r_mode", "-2", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - -2 is so convenient for modern day PCs else // WinNT4/WinME and below r_mode = ri.Cvar_Get( "r_mode", "3", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - initialize 640x480 for <2000 users as there's a problem at figuring out desktop res on them #else r_mode = ri.Cvar_Get( "r_mode", "-2", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - -2 is so convenient for modern day PCs #endif r_fullscreen = ri.Cvar_Get( "r_fullscreen", "1", CVAR_ARCHIVE ); r_noborder = ri.Cvar_Get("r_noborder", "0", CVAR_ARCHIVE | CVAR_LATCH); r_customwidth = ri.Cvar_Get( "r_customwidth", "1600", CVAR_ARCHIVE | CVAR_LATCH ); r_customheight = ri.Cvar_Get( "r_customheight", "1024", CVAR_ARCHIVE | CVAR_LATCH ); r_customPixelAspect = ri.Cvar_Get( "r_customPixelAspect", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_simpleMipMaps = ri.Cvar_Get( "r_simpleMipMaps", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_vertexLight = ri.Cvar_Get( "r_vertexLight", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_uiFullScreen = ri.Cvar_Get( "r_uifullscreen", "0", 0); r_subdivisions = ri.Cvar_Get ("r_subdivisions", "4", CVAR_ARCHIVE | CVAR_LATCH); r_stereoEnabled = ri.Cvar_Get( "r_stereoEnabled", "0", CVAR_ARCHIVE | CVAR_LATCH); r_ignoreFastPath = ri.Cvar_Get( "r_ignoreFastPath", "1", CVAR_ARCHIVE | CVAR_LATCH ); r_greyscale = ri.Cvar_Get("r_greyscale", "0", CVAR_ARCHIVE | CVAR_LATCH); ri.Cvar_CheckRange(r_greyscale, 0, 1, qfalse); r_monolightmaps = ri.Cvar_Get("r_monolightmaps", "0", CVAR_ARCHIVE | CVAR_LATCH); // // temporary latched variables that can only change over a restart // r_fullbright = ri.Cvar_Get ("r_fullbright", "0", CVAR_LATCH|CVAR_CHEAT ); r_mapOverBrightBits = ri.Cvar_Get ("r_mapOverBrightBits", "2", CVAR_LATCH ); r_intensity = ri.Cvar_Get ("r_intensity", "1", CVAR_LATCH ); r_singleShader = ri.Cvar_Get ("r_singleShader", "0", CVAR_CHEAT | CVAR_LATCH ); // // archived variables that can change at any time // r_lodCurveError = ri.Cvar_Get( "r_lodCurveError", "250", CVAR_ARCHIVE|CVAR_CHEAT ); r_lodbias = ri.Cvar_Get( "r_lodbias", "0", CVAR_ARCHIVE ); r_flares = ri.Cvar_Get ("r_flares", "0", CVAR_ARCHIVE ); r_znear = ri.Cvar_Get( "r_znear", "4", CVAR_CHEAT ); ri.Cvar_CheckRange( r_znear, 0.001f, 200, qfalse ); r_zproj = ri.Cvar_Get( "r_zproj", "64", CVAR_ARCHIVE ); r_stereoSeparation = ri.Cvar_Get( "r_stereoSeparation", "64", CVAR_ARCHIVE ); r_ignoreGLErrors = ri.Cvar_Get( "r_ignoreGLErrors", "1", CVAR_ARCHIVE ); r_fastsky = ri.Cvar_Get( "r_fastsky", "0", CVAR_ARCHIVE ); r_inGameVideo = ri.Cvar_Get( "r_inGameVideo", "1", CVAR_ARCHIVE ); r_drawSun = ri.Cvar_Get( "r_drawSun", "0", CVAR_ARCHIVE ); r_dynamiclight = ri.Cvar_Get( "r_dynamiclight", "1", CVAR_ARCHIVE ); r_dlightBacks = ri.Cvar_Get( "r_dlightBacks", "1", CVAR_ARCHIVE ); r_finish = ri.Cvar_Get ("r_finish", "0", CVAR_ARCHIVE); r_textureMode = ri.Cvar_Get( "r_textureMode", "GL_LINEAR_MIPMAP_NEAREST", CVAR_ARCHIVE ); r_swapInterval = ri.Cvar_Get( "r_swapInterval", "0", CVAR_ARCHIVE | CVAR_LATCH ); r_gamma = ri.Cvar_Get( "r_gamma", "1", CVAR_ARCHIVE ); r_facePlaneCull = ri.Cvar_Get ("r_facePlaneCull", "1", CVAR_ARCHIVE ); r_railWidth = ri.Cvar_Get( "r_railWidth", "16", CVAR_ARCHIVE ); r_railCoreWidth = ri.Cvar_Get( "r_railCoreWidth", "6", CVAR_ARCHIVE ); r_railSegmentLength = ri.Cvar_Get( "r_railSegmentLength", "32", CVAR_ARCHIVE ); r_primitives = ri.Cvar_Get( "r_primitives", "0", CVAR_ARCHIVE ); r_ambientScale = ri.Cvar_Get( "r_ambientScale", "0.6", CVAR_CHEAT ); r_directedScale = ri.Cvar_Get( "r_directedScale", "1", CVAR_CHEAT ); r_anaglyphMode = ri.Cvar_Get("r_anaglyphMode", "0", CVAR_ARCHIVE); // // temporary variables that can change at any time // r_showImages = ri.Cvar_Get( "r_showImages", "0", CVAR_TEMP ); r_debugLight = ri.Cvar_Get( "r_debuglight", "0", CVAR_TEMP ); r_debugSort = ri.Cvar_Get( "r_debugSort", "0", CVAR_CHEAT ); r_printShaders = ri.Cvar_Get( "r_printShaders", "0", 0 ); r_saveFontData = ri.Cvar_Get( "r_saveFontData", "0", 0 ); r_nocurves = ri.Cvar_Get ("r_nocurves", "0", CVAR_CHEAT ); r_drawworld = ri.Cvar_Get ("r_drawworld", "1", CVAR_CHEAT ); r_lightmap = ri.Cvar_Get ("r_lightmap", "0", 0 ); r_portalOnly = ri.Cvar_Get ("r_portalOnly", "0", CVAR_CHEAT ); r_flareSize = ri.Cvar_Get ("r_flareSize", "40", CVAR_CHEAT); r_flareFade = ri.Cvar_Get ("r_flareFade", "7", CVAR_CHEAT); r_flareCoeff = ri.Cvar_Get ("r_flareCoeff", FLARE_STDCOEFF, CVAR_CHEAT); r_skipBackEnd = ri.Cvar_Get ("r_skipBackEnd", "0", CVAR_CHEAT); r_measureOverdraw = ri.Cvar_Get( "r_measureOverdraw", "0", CVAR_CHEAT ); r_lodscale = ri.Cvar_Get( "r_lodscale", "5", CVAR_CHEAT ); r_norefresh = ri.Cvar_Get ("r_norefresh", "0", CVAR_CHEAT); r_drawentities = ri.Cvar_Get ("r_drawentities", "1", CVAR_CHEAT ); r_ignore = ri.Cvar_Get( "r_ignore", "1", CVAR_CHEAT ); r_nocull = ri.Cvar_Get ("r_nocull", "0", CVAR_CHEAT); r_novis = ri.Cvar_Get ("r_novis", "0", CVAR_CHEAT); r_showcluster = ri.Cvar_Get ("r_showcluster", "0", CVAR_CHEAT); r_speeds = ri.Cvar_Get ("r_speeds", "0", CVAR_CHEAT); r_verbose = ri.Cvar_Get( "r_verbose", "0", CVAR_CHEAT ); r_logFile = ri.Cvar_Get( "r_logFile", "0", CVAR_CHEAT ); r_debugSurface = ri.Cvar_Get ("r_debugSurface", "0", CVAR_CHEAT); r_nobind = ri.Cvar_Get ("r_nobind", "0", CVAR_CHEAT); r_showtris = ri.Cvar_Get ("r_showtris", "0", CVAR_CHEAT); r_showsky = ri.Cvar_Get ("r_showsky", "0", CVAR_CHEAT); r_shownormals = ri.Cvar_Get ("r_shownormals", "0", CVAR_CHEAT); r_clear = ri.Cvar_Get ("r_clear", "0", CVAR_CHEAT); r_offsetFactor = ri.Cvar_Get( "r_offsetfactor", "-1", CVAR_CHEAT ); r_offsetUnits = ri.Cvar_Get( "r_offsetunits", "-2", CVAR_CHEAT ); r_drawBuffer = ri.Cvar_Get( "r_drawBuffer", "GL_BACK", CVAR_CHEAT ); r_lockpvs = ri.Cvar_Get ("r_lockpvs", "0", CVAR_CHEAT); r_noportals = ri.Cvar_Get ("r_noportals", "0", CVAR_CHEAT); r_shadows = ri.Cvar_Get( "cg_shadows", "1", 0 ); r_marksOnTriangleMeshes = ri.Cvar_Get("r_marksOnTriangleMeshes", "0", CVAR_ARCHIVE); r_aviMotionJpegQuality = ri.Cvar_Get("r_aviMotionJpegQuality", "90", CVAR_ARCHIVE); r_screenshotJpegQuality = ri.Cvar_Get("r_screenshotJpegQuality", "90", CVAR_ARCHIVE); r_maxpolys = ri.Cvar_Get( "r_maxpolys", va("%d", MAX_POLYS), 0); r_maxpolyverts = ri.Cvar_Get( "r_maxpolyverts", va("%d", MAX_POLYVERTS), 0); r_specMode = ri.Cvar_Get( "r_specMode", "1" , CVAR_ARCHIVE ); //r_waveMode = ri.Cvar_Get( "r_waveMode", "0" , CVAR_ARCHIVE ); r_lensReflection1 = ri.Cvar_Get( "r_lensReflection1", "1" , CVAR_ARCHIVE); // sharp reflection r_lensReflection2 = ri.Cvar_Get( "r_lensReflection2", "0" , CVAR_ARCHIVE); // fuzzy reflection r_lensReflectionBrightness = ri.Cvar_Get( "r_lensReflectionBrightness", "0.5" , CVAR_ARCHIVE); r_flareQuality = ri.Cvar_Get( "r_flareQuality", "4" , CVAR_ARCHIVE); // use high flares for default (lower settings stutter vsync or clip too badly) r_flareMethod = ri.Cvar_Get( "r_flareMethod", "0" , CVAR_ARCHIVE); r_flaresDlight = ri.Cvar_Get( "r_flaresDlight", "0" , CVAR_ARCHIVE ); // dynamic light flares r_flaresDlightShrink = ri.Cvar_Get( "r_flaresDlightShrink", "1" , CVAR_ARCHIVE ); // dynamic light flares shrinking when close (reducing muzzleflash blindness) r_flaresDlightFade = ri.Cvar_Get( "r_flaresDlightFade", "0" , CVAR_ARCHIVE | CVAR_CHEAT ); // dynamic light flares fading (workaround clipping bug) r_flaresDlightOpacity = ri.Cvar_Get( "r_flaresDlightOpacity", "0.5" , CVAR_ARCHIVE ); // dynamic light flares (workaround poor visibility) r_flaresDlightScale = ri.Cvar_Get( "r_flaresDlightScale", "0.7" , CVAR_ARCHIVE ); // dynamic light flares (workaround poor visibility) r_flareSun = ri.Cvar_Get( "r_flareSun", "0" , CVAR_ARCHIVE); // it's 0 because mappers expect 0. r_flareDelay = ri.Cvar_Get( "r_flareDelay", "100" , CVAR_CHEAT); // update delay for flare pixel read checking. r_flaresMotionBlur = ri.Cvar_Get( "r_flaresMotionBlur", "0" , CVAR_ARCHIVE ); // fake motion blur on flares r_mockvr = ri.Cvar_Get( "r_mockvr", "0" , CVAR_CHEAT); r_parseStageSimple = ri.Cvar_Get( "r_parseStageSimple", "0" , CVAR_CHEAT); r_leifx = ri.Cvar_Get( "r_leifx", "0" , CVAR_ARCHIVE | CVAR_LATCH); r_modelshader = ri.Cvar_Get( "r_modelshader", "0" , CVAR_ARCHIVE | CVAR_LATCH); // leilei - load and use special shaders for lightDiffuse models r_detailTextureScale = ri.Cvar_Get( "r_detailtextureScale", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - adjust scale of detail textures r_detailTextureLayers = ri.Cvar_Get( "r_detailtextureLayers", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - add more detail layers r_ntsc = ri.Cvar_Get( "r_ntsc", "0" , CVAR_ARCHIVE | CVAR_LATCH); // leilei - ntsc filter //r_tvMode = ri.Cvar_Get( "r_tvMode", "0" , CVAR_ARCHIVE | CVAR_LATCH); r_retroAA = ri.Cvar_Get( "r_retroAA", "0" , CVAR_ARCHIVE | CVAR_LATCH); r_suggestiveThemes = ri.Cvar_Get( "r_suggestiveThemes", "1" , CVAR_ARCHIVE | CVAR_LATCH); // r_motionblur = ri.Cvar_Get( "r_motionblur", "0" , CVAR_ARCHIVE | CVAR_LATCH); r_motionblur_fps = ri.Cvar_Get( "r_motionblur_fps", "60", 0); r_anime = ri.Cvar_Get( "r_anime", "0" , CVAR_ARCHIVE | CVAR_LATCH); r_palletize = ri.Cvar_Get( "r_palletize", "0" , CVAR_ARCHIVE | CVAR_LATCH); r_leidebug = ri.Cvar_Get( "r_leidebug", "0" , CVAR_CHEAT); r_particles = ri.Cvar_Get( "r_particles", "0" , CVAR_ARCHIVE | CVAR_LATCH); r_leidebugeye = ri.Cvar_Get( "r_leidebugeye", "0" , CVAR_CHEAT); r_slowness = ri.Cvar_Get( "r_slowness", "0" , CVAR_ARCHIVE); // it's 0 because you want it to be the fastest possible by default. r_slowness_cpu = ri.Cvar_Get( "r_slowness_cpu", "300" , CVAR_ARCHIVE); // it's 0 because you want it to be the fastest possible by default. r_slowness_gpu = ri.Cvar_Get( "r_slowness_gpu", "96" , CVAR_ARCHIVE); // it's 0 because you want it to be the fastest possible by default. r_iconmip = ri.Cvar_Get ("r_iconmip", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - icon mip r_iconBits = ri.Cvar_Get ("r_iconBits", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - icon bits r_lightmapBits = ri.Cvar_Get ("r_lightmapBits", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - lightmap color bits r_textureDither = ri.Cvar_Get ("r_textureDither", "0", CVAR_ARCHIVE | CVAR_LATCH ); // leilei - dithered textures r_texdump = ri.Cvar_Get( "r_texdump", "0", CVAR_CHEAT ); // leilei - debug - texture dumping // make sure all the commands added here are also // removed in R_Shutdown ri.Cmd_AddCommand( "imagelist", R_ImageList_f ); ri.Cmd_AddCommand( "shaderlist", R_ShaderList_f ); ri.Cmd_AddCommand( "skinlist", R_SkinList_f ); ri.Cmd_AddCommand( "modellist", R_Modellist_f ); ri.Cmd_AddCommand( "modelist", R_ModeList_f ); ri.Cmd_AddCommand( "imagelistmaponly", R_ImageListMapOnly_f ); ri.Cmd_AddCommand( "screenshot", R_ScreenShot_f ); ri.Cmd_AddCommand( "screenshotJPEG", R_ScreenShotJPEG_f ); ri.Cmd_AddCommand( "gfxinfo", GfxInfo_f ); ri.Cmd_AddCommand( "minimize", GLimp_Minimize ); ri.Cmd_AddCommand( "paletteglsldump", R_GLSLPalette_f ); } /* * R_GLSL_AllocProgram * Reserve memory for program */ static glslProgram_t *R_GLSL_AllocProgram(void) { glslProgram_t *program; if (tr.numPrograms == MAX_PROGRAMS) return NULL; program = ri.Hunk_Alloc(sizeof(*tr.programs[tr.numPrograms]), h_low); Com_Memset(program, 0, sizeof(*program)); program->index = tr.numPrograms; program->u_AlphaGen = -1; program->u_AmbientLight = -1; program->u_DynamicLight = -1; program->u_LightDistance = -1; program->u_ColorGen = -1; program->u_ConstantColor = -1; program->u_DirectedLight = -1; program->u_EntityColor = -1; program->u_Greyscale = -1; program->u_FogColor = -1; program->u_IdentityLight = -1; program->u_LightDirection = -1; program->u_ModelViewMatrix = -1; program->u_ModelViewProjectionMatrix = -1; program->u_ProjectionMatrix = -1; program->u_TCGen0 = -1; program->u_TCGen1 = -1; program->u_TexEnv = -1; program->u_Texture0 = -1; program->u_Texture1 = -1; program->u_Texture2 = -1; program->u_Texture3 = -1; program->u_Texture4 = -1; program->u_Texture5 = -1; program->u_Texture6 = -1; program->u_Texture7 = -1; program->u_Time = -1; program->u_ViewOrigin = -1; program->u_Normal = -1; program->u_mpass1 = -1; program->u_mpass2 = -1; program->u_mpass3 = -1; program->u_mpass4 = -1; program->rubyTextureSize = -1; program->rubyInputSize = -1; program->rubyOutputSize = -1; program->rubyFrameCount = -1; tr.programs[tr.numPrograms] = program; tr.numPrograms++; return program; } /* * R_GLSL_Init * Load all default GLSL programs which are not loaded via the q3 shader system */ void R_GLSL_Init(void) { #ifdef GLSL_BACKEND glslProgram_t *program; char programVertexObjects[MAX_PROGRAM_OBJECTS][MAX_QPATH]; char programFragmentObjects[MAX_PROGRAM_OBJECTS][MAX_QPATH]; char p[128]; postprocess=qfalse; depthimage=0; if (!vertexShaders) return; ri.Printf(PRINT_ALL, "Initializing Programs\n"); tr.numPrograms = 0; /* leave a space for NULL program */ program = R_GLSL_AllocProgram(); program->valid = qfalse; /* skip program */ program = R_GLSL_AllocProgram(); Q_strncpyz(program->name, "skip", sizeof(program->name)); program->valid = qtrue; /* load default programs */ tr.skipProgram = RE_GLSL_RegisterProgram("skip", (const char *)NULL, 0, (const char *)NULL, 0); //tr.defaultProgram = 0; Q_strncpyz(programVertexObjects[0], "glsl/generic_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/generic_fp.glsl", sizeof(programFragmentObjects[0])); Q_strncpyz(programFragmentObjects[1], "glsl/texturing.glsl", sizeof(programFragmentObjects[1])); tr.defaultProgram = RE_GLSL_RegisterProgram("generic", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 2); Q_strncpyz(programVertexObjects[0], "glsl/vertexLitTexture_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/vertexLitTexture_fp.glsl", sizeof(programFragmentObjects[0])); tr.vertexLitProgram = RE_GLSL_RegisterProgram("vertexLitTexture", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); Q_strncpyz(programVertexObjects[0], "glsl/lightmappedMultitexture_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/lightmappedMultitexture_fp.glsl", sizeof(programFragmentObjects[0])); tr.lightmappedMultitextureProgram = RE_GLSL_RegisterProgram("lightmappedMultitexture", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); Q_strncpyz(programVertexObjects[0], "glsl/sky_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/sky_fp.glsl", sizeof(programFragmentObjects[0])); tr.skyProgram = RE_GLSL_RegisterProgram("sky", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); Q_strncpyz(programVertexObjects[0], "glsl/anime_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/anime_fp.glsl", sizeof(programFragmentObjects[0])); tr.animeProgram = RE_GLSL_RegisterProgram("anime", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); Q_strncpyz(programVertexObjects[0], "glsl/anime_film_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/anime_film_fp.glsl", sizeof(programFragmentObjects[0])); tr.animeFilmProgram = RE_GLSL_RegisterProgram("anime_film", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); Q_strncpyz(programVertexObjects[0], "glsl/palette_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/palette_fp.glsl", sizeof(programFragmentObjects[0])); tr.paletteProgram = RE_GLSL_RegisterProgram("palette", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); Q_strncpyz(programVertexObjects[0], "glsl/leifx_dither_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/leifx_dither_fp.glsl", sizeof(programFragmentObjects[0])); tr.leiFXDitherProgram = RE_GLSL_RegisterProgram("leifx_dither", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); #ifdef USE_FALLBACK_GLSL // if (!tr.leiFXDitherProgram) // try fallback shader // tr.leiFXDitherProgram = RE_GLSL_RegisterProgram("leifx_dither", fallbackShader_leifx_dither_vp, 1, fallbackShader_leifx_dither_fp, 1); #endif Q_strncpyz(programVertexObjects[0], "glsl/leifx_gamma_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/leifx_gamma_fp.glsl", sizeof(programFragmentObjects[0])); tr.leiFXGammaProgram = RE_GLSL_RegisterProgram("leifx_gamma", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); Q_strncpyz(programVertexObjects[0], "glsl/leifx_filter_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/leifx_filter_fp.glsl", sizeof(programFragmentObjects[0])); tr.leiFXFilterProgram = RE_GLSL_RegisterProgram("leifx_filter", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); Q_strncpyz(programVertexObjects[0], "glsl/motionblur_accum_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/motionblur_accum_fp.glsl", sizeof(programFragmentObjects[0])); tr.motionBlurProgram = RE_GLSL_RegisterProgram("motionblur_accum", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); Q_strncpyz(programVertexObjects[0], "glsl/motionblur_post_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/motionblur_post_fp.glsl", sizeof(programFragmentObjects[0])); tr.motionBlurPostProgram = RE_GLSL_RegisterProgram("motionblur_post", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); Q_strncpyz(programVertexObjects[0], "glsl/brightness_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/brightness_fp.glsl", sizeof(programFragmentObjects[0])); tr.BrightnessProgram = RE_GLSL_RegisterProgram("brightness", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); Q_strncpyz(programVertexObjects[0], "glsl/crt_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/crt_fp.glsl", sizeof(programFragmentObjects[0])); tr.CRTProgram = RE_GLSL_RegisterProgram("crt", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); Q_strncpyz(programVertexObjects[0], "glsl/ntsc_encode_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/ntsc_encode_fp.glsl", sizeof(programFragmentObjects[0])); tr.NTSCEncodeProgram = RE_GLSL_RegisterProgram("ntsc_encode", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); Q_strncpyz(programVertexObjects[0], "glsl/ntsc_decode_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/ntsc_decode_fp.glsl", sizeof(programFragmentObjects[0])); tr.NTSCDecodeProgram = RE_GLSL_RegisterProgram("ntsc_decode", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); Q_strncpyz(programVertexObjects[0], "glsl/ntsc_bleed_vp.glsl", sizeof(programVertexObjects[0])); Q_strncpyz(programFragmentObjects[0], "glsl/ntsc_bleed_fp.glsl", sizeof(programFragmentObjects[0])); tr.NTSCBleedProgram = RE_GLSL_RegisterProgram("ntsc_bleed", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); if (strcmp( (const char *)r_postprocess->string, "none" )) { sprintf(p,"glsl/%s_vp.glsl",r_postprocess->string); Q_strncpyz(programVertexObjects[0], (const char *)&p, sizeof(programVertexObjects[0])); sprintf(p,"glsl/%s_fp.glsl",r_postprocess->string); Q_strncpyz(programFragmentObjects[0], (const char *)&p, sizeof(programFragmentObjects[0])); if (ri.FS_FileIsInPAK (programVertexObjects[0],NULL)==1 && ri.FS_FileIsInPAK (programFragmentObjects[0],NULL)==1) tr.postprocessingProgram = RE_GLSL_RegisterProgram("postprocess", (const char *)programVertexObjects, 1, (const char *)programFragmentObjects, 1); else ri.Printf( PRINT_ALL, "WARNING: Cannot locate postprocessing glsl program %s\n" ,r_postprocess->string); if (tr.postprocessingProgram) postprocess=qtrue; } #endif } extern qboolean initparticles; /* =============== R_Init =============== */ void R_Init( void ) { int err; int i; byte *ptr; ri.Printf( PRINT_ALL, "----- R_Init -----\n" ); // clear all our internal state Com_Memset( &tr, 0, sizeof( tr ) ); Com_Memset( &backEnd, 0, sizeof( backEnd ) ); Com_Memset( &tess, 0, sizeof( tess ) ); if(sizeof(glconfig_t) != 11332) ri.Error( ERR_FATAL, "Mod ABI incompatible: sizeof(glconfig_t) == %u != 11332", (unsigned int) sizeof(glconfig_t)); // Swap_Init(); if ( (intptr_t)tess.xyz & 15 ) { ri.Printf( PRINT_WARNING, "tess.xyz not 16 byte aligned\n" ); } Com_Memset( tess.constantColor255, 255, sizeof( tess.constantColor255 ) ); // // init function tables // for ( i = 0; i < FUNCTABLE_SIZE; i++ ) { tr.sinTable[i] = sin( DEG2RAD( i * 360.0f / ( ( float ) ( FUNCTABLE_SIZE - 1 ) ) ) ); tr.squareTable[i] = ( i < FUNCTABLE_SIZE/2 ) ? 1.0f : -1.0f; tr.sawToothTable[i] = (float)i / FUNCTABLE_SIZE; tr.inverseSawToothTable[i] = 1.0f - tr.sawToothTable[i]; if ( i < FUNCTABLE_SIZE / 2 ) { if ( i < FUNCTABLE_SIZE / 4 ) { tr.triangleTable[i] = ( float ) i / ( FUNCTABLE_SIZE / 4 ); } else { tr.triangleTable[i] = 1.0f - tr.triangleTable[i-FUNCTABLE_SIZE / 4]; } } else { tr.triangleTable[i] = -tr.triangleTable[i-FUNCTABLE_SIZE/2]; } } R_InitFogTable(); R_NoiseInit(); R_Register(); R_BloomInit(); R_PostprocessingInit(); R_AltBrightnessInit(); // leilei - alternate brightness R_WaterInit(); // leilei - water test max_polys = r_maxpolys->integer; if (max_polys < MAX_POLYS) max_polys = MAX_POLYS; max_polyverts = r_maxpolyverts->integer; if (max_polyverts < MAX_POLYVERTS) max_polyverts = MAX_POLYVERTS; ptr = ri.Hunk_Alloc( sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys + sizeof(polyVert_t) * max_polyverts, h_low); backEndData = (backEndData_t *) ptr; backEndData->polys = (srfPoly_t *) ((char *) ptr + sizeof( *backEndData )); backEndData->polyVerts = (polyVert_t *) ((char *) ptr + sizeof( *backEndData ) + sizeof(srfPoly_t) * max_polys); R_InitNextFrame(); InitOpenGL(); R_InitImages(); #ifdef GLSL_BACKEND R_GLSL_Init(); #endif R_InitShaders(); R_InitSkins(); R_ModelInit(); R_InitFreeType(); err = qglGetError(); if ( err != GL_NO_ERROR ) ri.Printf (PRINT_ALL, "glGetError() = 0x%x\n", err); // print info GfxInfo_f(); ri.Printf( PRINT_ALL, "----- finished R_Init -----\n" ); } /* =============== RE_Shutdown =============== */ void RE_Shutdown( qboolean destroyWindow ) { ri.Printf( PRINT_ALL, "RE_Shutdown( %i )\n", destroyWindow ); ri.Cmd_RemoveCommand ("modellist"); ri.Cmd_RemoveCommand ("screenshotJPEG"); ri.Cmd_RemoveCommand ("screenshot"); ri.Cmd_RemoveCommand ("imagelist"); ri.Cmd_RemoveCommand ("imagelistmaponly"); ri.Cmd_RemoveCommand ("shaderlist"); ri.Cmd_RemoveCommand ("skinlist"); ri.Cmd_RemoveCommand ("gfxinfo"); ri.Cmd_RemoveCommand("minimize"); ri.Cmd_RemoveCommand( "modelist" ); ri.Cmd_RemoveCommand( "shaderstate" ); if ( tr.registered ) { R_IssuePendingRenderCommands(); R_DeleteTextures(); } R_DoneFreeType(); // shut down platform specific OpenGL stuff if ( destroyWindow ) { GLimp_Shutdown(); Com_Memset( &glConfig, 0, sizeof( glConfig ) ); Com_Memset( &glState, 0, sizeof( glState ) ); } tr.registered = qfalse; } /* ============= RE_EndRegistration Touch all images to make sure they are resident ============= */ void RE_EndRegistration( void ) { R_IssuePendingRenderCommands(); if (!ri.Sys_LowPhysicalMemory()) { RB_ShowImages(); } } /* @@@@@@@@@@@@@@@@@@@@@ GetRefAPI @@@@@@@@@@@@@@@@@@@@@ */ #ifdef USE_RENDERER_DLOPEN Q_EXPORT refexport_t* QDECL GetRefAPI ( int apiVersion, refimport_t *rimp ) { #else refexport_t *GetRefAPI ( int apiVersion, refimport_t *rimp ) { #endif static refexport_t re; ri = *rimp; Com_Memset( &re, 0, sizeof( re ) ); if ( apiVersion != REF_API_VERSION ) { ri.Printf(PRINT_ALL, "Mismatched REF_API_VERSION: expected %i, got %i\n", REF_API_VERSION, apiVersion ); return NULL; } // the RE_ functions are Renderer Entry points re.Shutdown = RE_Shutdown; re.BeginRegistration = RE_BeginRegistration; re.RegisterModel = RE_RegisterModel; re.RegisterSkin = RE_RegisterSkin; re.RegisterShader = RE_RegisterShader; re.RegisterShaderNoMip = RE_RegisterShaderNoMip; re.LoadWorld = RE_LoadWorldMap; re.SetWorldVisData = RE_SetWorldVisData; re.EndRegistration = RE_EndRegistration; re.BeginFrame = RE_BeginFrame; re.EndFrame = RE_EndFrame; re.MarkFragments = R_MarkFragments; re.LerpTag = R_LerpTag; re.ModelBounds = R_ModelBounds; re.ClearScene = RE_ClearScene; re.AddRefEntityToScene = RE_AddRefEntityToScene; re.AddPolyToScene = RE_AddPolyToScene; re.LFX_ParticleEffect = LFX_ParticleEffect; re.LightForPoint = R_LightForPoint; re.AddLightToScene = RE_AddLightToScene; re.AddAdditiveLightToScene = RE_AddAdditiveLightToScene; re.RenderScene = RE_RenderScene; re.SetColor = RE_SetColor; re.DrawStretchPic = RE_StretchPic; re.DrawStretchRaw = RE_StretchRaw; re.UploadCinematic = RE_UploadCinematic; re.RegisterFont = RE_RegisterFont; re.RemapShader = R_RemapShader; re.GetEntityToken = R_GetEntityToken; re.inPVS = R_inPVS; re.TakeVideoFrame = RE_TakeVideoFrame; return &re; }