From: black Date: Fri, 4 Jan 2008 22:15:36 +0000 (+0000) Subject: Refactor the code to make r_view and r_viewcache members of r_refdef, X-Git-Tag: xonotic-v0.1.0preview~2595 X-Git-Url: https://git.rm.cloudns.org/?a=commitdiff_plain;h=0a094efd4075f5a4adf37b391e047b150c902b17;p=xonotic%2Fdarkplaces.git Refactor the code to make r_view and r_viewcache members of r_refdef, Remove an unused variable from CL_VM_InputEvent. git-svn-id: svn://svn.icculus.org/twilight/trunk/darkplaces@7903 d7cf8633-e32d-0410-b094-e92efae38249 --- diff --git a/cl_input.c b/cl_input.c index fe3e67cf..da986f25 100644 --- a/cl_input.c +++ b/cl_input.c @@ -665,10 +665,10 @@ void CL_UpdatePrydonCursor(void) cl.cmd.cursor_screen[2] = 1; // calculate current view matrix - Matrix4x4_OriginFromMatrix(&r_view.matrix, cl.cmd.cursor_start); + Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, cl.cmd.cursor_start); // calculate direction vector of cursor in viewspace by using frustum slopes - VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_view.frustum_y * 1000000); - Matrix4x4_Transform(&r_view.matrix, temp, cl.cmd.cursor_end); + VectorSet(temp, cl.cmd.cursor_screen[2] * 1000000, (v_flipped.integer ? -1 : 1) * cl.cmd.cursor_screen[0] * -r_refdef.view.frustum_x * 1000000, cl.cmd.cursor_screen[1] * -r_refdef.view.frustum_y * 1000000); + Matrix4x4_Transform(&r_refdef.view.matrix, temp, cl.cmd.cursor_end); // trace from view origin to the cursor cl.cmd.cursor_fraction = CL_SelectTraceLine(cl.cmd.cursor_start, cl.cmd.cursor_end, cl.cmd.cursor_impact, cl.cmd.cursor_normal, &cl.cmd.cursor_entitynumber, (chase_active.integer || cl.intermission) ? &cl.entities[cl.playerentity].render : NULL); } diff --git a/cl_main.c b/cl_main.c index 44c156ea..02f0bd0e 100644 --- a/cl_main.c +++ b/cl_main.c @@ -955,7 +955,7 @@ void CL_UpdateNetworkEntity(entity_t *e, int recursionlimit, qboolean interpolat { // view-relative entity (guns and such) if (e->render.effects & EF_NOGUNBOB) - matrix = &r_view.matrix; // really attached to view + matrix = &r_refdef.view.matrix; // really attached to view else matrix = &viewmodelmatrix; // attached to gun bob matrix } @@ -1606,7 +1606,7 @@ void CL_Beam_CalculatePositions(const beam_t *b, vec3_t start, vec3_t end) len = VectorLength(dir); VectorNormalize(dir); VectorSet(localend, len, 0, 0); - Matrix4x4_Transform(&r_view.matrix, localend, end); + Matrix4x4_Transform(&r_refdef.view.matrix, localend, end); } } } @@ -1781,7 +1781,7 @@ void CL_UpdateWorld(void) r_refdef.extraupdate = !r_speeds.integer; r_refdef.numentities = 0; r_refdef.numlights = 0; - r_view.matrix = identitymatrix; + r_refdef.view.matrix = identitymatrix; cl.num_brushmodel_entities = 0; @@ -1884,7 +1884,7 @@ static void CL_TimeRefresh_f (void) timestart = Sys_DoubleTime(); for (i = 0;i < 128;i++) { - Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], 0, i / 128.0 * 360.0, 0, 1); + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], 0, i / 128.0 * 360.0, 0, 1); CL_UpdateScreen(); } timedelta = Sys_DoubleTime() - timestart; @@ -1991,7 +1991,7 @@ void CL_Locs_Add_f(void) void CL_Locs_RemoveNearest_f(void) { cl_locnode_t *loc; - loc = CL_Locs_FindNearest(r_view.origin); + loc = CL_Locs_FindNearest(r_refdef.view.origin); if (loc) CL_Locs_FreeNode(loc); else diff --git a/cl_particles.c b/cl_particles.c index 9d6c538e..72a280ed 100644 --- a/cl_particles.c +++ b/cl_particles.c @@ -2229,9 +2229,9 @@ void R_DrawDecal_TransparentCallback(const entity_render_t *ent, const rtlight_t //blendmode = particletype[d->typeindex].blendmode; - cr = d->color[0] * (1.0f / 255.0f) * r_view.colorscale; - cg = d->color[1] * (1.0f / 255.0f) * r_view.colorscale; - cb = d->color[2] * (1.0f / 255.0f) * r_view.colorscale; + cr = d->color[0] * (1.0f / 255.0f) * r_refdef.view.colorscale; + cg = d->color[1] * (1.0f / 255.0f) * r_refdef.view.colorscale; + cb = d->color[2] * (1.0f / 255.0f) * r_refdef.view.colorscale; ca = d->alpha * (1.0f / 255.0f); //if (blendmode == PBLEND_MOD) { @@ -2364,9 +2364,9 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh blendmode = particletype[p->typeindex].blendmode; - cr = p->color[0] * (1.0f / 255.0f) * r_view.colorscale; - cg = p->color[1] * (1.0f / 255.0f) * r_view.colorscale; - cb = p->color[2] * (1.0f / 255.0f) * r_view.colorscale; + cr = p->color[0] * (1.0f / 255.0f) * r_refdef.view.colorscale; + cg = p->color[1] * (1.0f / 255.0f) * r_refdef.view.colorscale; + cb = p->color[2] * (1.0f / 255.0f) * r_refdef.view.colorscale; ca = p->alpha * (1.0f / 255.0f); if (blendmode == PBLEND_MOD) { @@ -2412,8 +2412,8 @@ void R_DrawParticle_TransparentCallback(const entity_render_t *ent, const rtligh switch(particletype[p->typeindex].orientation) { case PARTICLE_BILLBOARD: - VectorScale(r_view.left, -size, right); - VectorScale(r_view.up, size, up); + VectorScale(r_refdef.view.left, -size, right); + VectorScale(r_refdef.view.up, size, up); v3f[ 0] = org[0] - right[0] - up[0]; v3f[ 1] = org[1] - right[1] - up[1]; v3f[ 2] = org[2] - right[2] - up[2]; @@ -2548,10 +2548,10 @@ void R_DrawParticles (void) if ((!cl.num_particles) || (!r_drawparticles.integer)) return; - minparticledist = DotProduct(r_view.origin, r_view.forward) + 4.0f; + minparticledist = DotProduct(r_refdef.view.origin, r_refdef.view.forward) + 4.0f; // LordHavoc: only render if not too close for (i = 0, p = cl.particles;i < cl.num_particles;i++, p++) - if (p->typeindex && !p->delayedspawn && (DotProduct(p->org, r_view.forward) >= minparticledist || particletype[p->typeindex].orientation == PARTICLE_BEAM)) + if (p->typeindex && !p->delayedspawn && (DotProduct(p->org, r_refdef.view.forward) >= minparticledist || particletype[p->typeindex].orientation == PARTICLE_BEAM)) R_MeshQueue_AddTransparent(p->org, R_DrawParticle_TransparentCallback, NULL, i, NULL); } diff --git a/cl_screen.c b/cl_screen.c index 7eb8bf88..1cacf769 100644 --- a/cl_screen.c +++ b/cl_screen.c @@ -696,7 +696,7 @@ void R_TimeReport_EndFrame(void) loc = CL_Locs_FindNearest(cl.movement_origin); if (loc) sprintf(string + strlen(string), "Location: %s\n", loc->name); - sprintf(string + strlen(string), "org:'%+8.2f %+8.2f %+8.2f' dir:'%+2.3f %+2.3f %+2.3f'\n", r_view.origin[0], r_view.origin[1], r_view.origin[2], r_view.forward[0], r_view.forward[1], r_view.forward[2]); + sprintf(string + strlen(string), "org:'%+8.2f %+8.2f %+8.2f' dir:'%+2.3f %+2.3f %+2.3f'\n", r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], r_refdef.view.forward[0], r_refdef.view.forward[1], r_refdef.view.forward[2]); sprintf(string + strlen(string), "%7i surfaces%7i triangles %5i entities (%7i surfaces%7i triangles)\n", r_refdef.stats.world_surfaces, r_refdef.stats.world_triangles, r_refdef.stats.entities, r_refdef.stats.entities_surfaces, r_refdef.stats.entities_triangles); sprintf(string + strlen(string), "%5i leafs%5i portals%6i particles%6i decals\n", r_refdef.stats.world_leafs, r_refdef.stats.world_portals, r_refdef.stats.particles, r_refdef.stats.decals); sprintf(string + strlen(string), "%7i lightmap updates (%7i pixels)\n", r_refdef.stats.lightmapupdates, r_refdef.stats.lightmapupdatepixels); @@ -1712,16 +1712,16 @@ static void R_Envmap_f (void) R_UpdateVariables(); - r_view.x = 0; - r_view.y = 0; - r_view.z = 0; - r_view.width = size; - r_view.height = size; - r_view.depth = 1; - r_view.useperspective = true; + r_refdef.view.x = 0; + r_refdef.view.y = 0; + r_refdef.view.z = 0; + r_refdef.view.width = size; + r_refdef.view.height = size; + r_refdef.view.depth = 1; + r_refdef.view.useperspective = true; - r_view.frustum_x = tan(90 * M_PI / 360.0); - r_view.frustum_y = tan(90 * M_PI / 360.0); + r_refdef.view.frustum_x = tan(90 * M_PI / 360.0); + r_refdef.view.frustum_y = tan(90 * M_PI / 360.0); buffer1 = (unsigned char *)Mem_Alloc(tempmempool, size * size * 3); buffer2 = (unsigned char *)Mem_Alloc(tempmempool, size * size * 3); @@ -1730,12 +1730,12 @@ static void R_Envmap_f (void) for (j = 0;j < 12;j++) { sprintf(filename, "env/%s%s.tga", basename, envmapinfo[j].name); - Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, r_view.origin[0], r_view.origin[1], r_view.origin[2], envmapinfo[j].angles[0], envmapinfo[j].angles[1], envmapinfo[j].angles[2], 1); - r_view.clear = true; + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2], envmapinfo[j].angles[0], envmapinfo[j].angles[1], envmapinfo[j].angles[2], 1); + r_refdef.view.clear = true; R_Mesh_Start(); R_RenderView(); R_Mesh_Finish(); - SCR_ScreenShot(filename, buffer1, buffer2, buffer3, 0, vid.height - (r_view.y + r_view.height), size, size, envmapinfo[j].flipx, envmapinfo[j].flipy, envmapinfo[j].flipdiagonaly, false, false); + SCR_ScreenShot(filename, buffer1, buffer2, buffer3, 0, vid.height - (r_refdef.view.y + r_refdef.view.height), size, size, envmapinfo[j].flipx, envmapinfo[j].flipy, envmapinfo[j].flipdiagonaly, false, false); } Mem_Free (buffer1); @@ -1903,8 +1903,8 @@ void SCR_DrawScreen (void) R_UpdateVariables(); // Quake uses clockwise winding, so these are swapped - r_view.cullface_front = GL_BACK; - r_view.cullface_back = GL_FRONT; + r_refdef.view.cullface_front = GL_BACK; + r_refdef.view.cullface_back = GL_FRONT; if (cls.signon == SIGNONS) { @@ -1915,23 +1915,23 @@ void SCR_DrawScreen (void) if (r_stereo_sidebyside.integer) { - r_view.width = (int)(vid.width * size / 2.5); - r_view.height = (int)(vid.height * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100)); - r_view.depth = 1; - r_view.x = (int)((vid.width - r_view.width * 2.5) * 0.5); - r_view.y = (int)((vid.height - r_view.height)/2); - r_view.z = 0; + r_refdef.view.width = (int)(vid.width * size / 2.5); + r_refdef.view.height = (int)(vid.height * size / 2.5 * (1 - bound(0, r_letterbox.value, 100) / 100)); + r_refdef.view.depth = 1; + r_refdef.view.x = (int)((vid.width - r_refdef.view.width * 2.5) * 0.5); + r_refdef.view.y = (int)((vid.height - r_refdef.view.height)/2); + r_refdef.view.z = 0; if (r_stereo_side) - r_view.x += (int)(r_view.width * 1.5); + r_refdef.view.x += (int)(r_refdef.view.width * 1.5); } else { - r_view.width = (int)(vid.width * size); - r_view.height = (int)(vid.height * size * (1 - bound(0, r_letterbox.value, 100) / 100)); - r_view.depth = 1; - r_view.x = (int)((vid.width - r_view.width)/2); - r_view.y = (int)((vid.height - r_view.height)/2); - r_view.z = 0; + r_refdef.view.width = (int)(vid.width * size); + r_refdef.view.height = (int)(vid.height * size * (1 - bound(0, r_letterbox.value, 100) / 100)); + r_refdef.view.depth = 1; + r_refdef.view.x = (int)((vid.width - r_refdef.view.width)/2); + r_refdef.view.y = (int)((vid.height - r_refdef.view.height)/2); + r_refdef.view.z = 0; } // LordHavoc: viewzoom (zoom in for sniper rifles, etc) @@ -1940,12 +1940,12 @@ void SCR_DrawScreen (void) // 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_view.useperspective = true; - r_view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom; - r_view.frustum_x = r_view.frustum_y * (float)r_view.width / (float)r_view.height / vid_pixelheight.value; + r_refdef.view.useperspective = true; + r_refdef.view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom; + r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value; - r_view.frustum_x *= r_refdef.frustumscale_x; - r_view.frustum_y *= r_refdef.frustumscale_y; + r_refdef.view.frustum_x *= r_refdef.frustumscale_x; + r_refdef.view.frustum_y *= r_refdef.frustumscale_y; if(!CL_VM_UpdateView()) R_RenderView(); @@ -1954,19 +1954,19 @@ void SCR_DrawScreen (void) { float sizex = bound(10, scr_zoomwindow_viewsizex.value, 100) / 100.0; float sizey = bound(10, scr_zoomwindow_viewsizey.value, 100) / 100.0; - r_view.width = (int)(vid.width * sizex); - r_view.height = (int)(vid.height * sizey); - r_view.depth = 1; - r_view.x = (int)((vid.width - r_view.width)/2); - r_view.y = 0; - r_view.z = 0; + r_refdef.view.width = (int)(vid.width * sizex); + r_refdef.view.height = (int)(vid.height * sizey); + r_refdef.view.depth = 1; + r_refdef.view.x = (int)((vid.width - r_refdef.view.width)/2); + r_refdef.view.y = 0; + r_refdef.view.z = 0; - r_view.useperspective = true; - r_view.frustum_y = tan(scr_zoomwindow_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom; - r_view.frustum_x = r_view.frustum_y * vid_pixelheight.value * (float)r_view.width / (float)r_view.height; + r_refdef.view.useperspective = true; + r_refdef.view.frustum_y = tan(scr_zoomwindow_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom; + r_refdef.view.frustum_x = r_refdef.view.frustum_y * vid_pixelheight.value * (float)r_refdef.view.width / (float)r_refdef.view.height; - r_view.frustum_x *= r_refdef.frustumscale_x; - r_view.frustum_y *= r_refdef.frustumscale_y; + r_refdef.view.frustum_x *= r_refdef.frustumscale_x; + r_refdef.view.frustum_y *= r_refdef.frustumscale_y; if(!CL_VM_UpdateView()) R_RenderView(); @@ -1975,13 +1975,13 @@ void SCR_DrawScreen (void) if (!r_stereo_sidebyside.integer) { - r_view.width = vid.width; - r_view.height = vid.height; - r_view.depth = 1; - r_view.x = 0; - r_view.y = 0; - r_view.z = 0; - r_view.useperspective = false; + r_refdef.view.width = vid.width; + r_refdef.view.height = vid.height; + r_refdef.view.depth = 1; + r_refdef.view.x = 0; + r_refdef.view.y = 0; + r_refdef.view.z = 0; + r_refdef.view.useperspective = false; } // draw 2D stuff @@ -2144,9 +2144,9 @@ void CL_UpdateScreen(void) sb_lines = 24+16+8; } - r_view.colormask[0] = 1; - r_view.colormask[1] = 1; - r_view.colormask[2] = 1; + r_refdef.view.colormask[0] = 1; + r_refdef.view.colormask[1] = 1; + r_refdef.view.colormask[2] = 1; SCR_SetUpToDrawConsole(); @@ -2158,7 +2158,7 @@ void CL_UpdateScreen(void) qglColorMask(1,1,1,1);CHECKGLERROR qglClearColor(0,0,0,0);CHECKGLERROR R_ClearScreen(false); - r_view.clear = false; + r_refdef.view.clear = false; if(scr_stipple.integer) { @@ -2184,19 +2184,19 @@ void CL_UpdateScreen(void) if (vid.stereobuffer || r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer || r_stereo_sidebyside.integer) { - matrix4x4_t originalmatrix = r_view.matrix; + matrix4x4_t originalmatrix = r_refdef.view.matrix; matrix4x4_t offsetmatrix; Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * 0.5f, 0, 0, r_stereo_angle.value * 0.5f, 0, 1); - Matrix4x4_Concat(&r_view.matrix, &originalmatrix, &offsetmatrix); + Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix); if (r_stereo_sidebyside.integer) r_stereo_side = 0; if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer) { - r_view.colormask[0] = 1; - r_view.colormask[1] = 0; - r_view.colormask[2] = 0; + r_refdef.view.colormask[0] = 1; + r_refdef.view.colormask[1] = 0; + r_refdef.view.colormask[2] = 0; } if (vid.stereobuffer) @@ -2205,16 +2205,16 @@ void CL_UpdateScreen(void) SCR_DrawScreen(); Matrix4x4_CreateFromQuakeEntity(&offsetmatrix, 0, r_stereo_separation.value * -0.5f, 0, 0, r_stereo_angle.value * -0.5f, 0, 1); - Matrix4x4_Concat(&r_view.matrix, &originalmatrix, &offsetmatrix); + Matrix4x4_Concat(&r_refdef.view.matrix, &originalmatrix, &offsetmatrix); if (r_stereo_sidebyside.integer) r_stereo_side = 1; if (r_stereo_redblue.integer || r_stereo_redgreen.integer || r_stereo_redcyan.integer) { - r_view.colormask[0] = 0; - r_view.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer; - r_view.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer; + r_refdef.view.colormask[0] = 0; + r_refdef.view.colormask[1] = r_stereo_redcyan.integer || r_stereo_redgreen.integer; + r_refdef.view.colormask[2] = r_stereo_redcyan.integer || r_stereo_redblue.integer; } if (vid.stereobuffer) @@ -2222,7 +2222,7 @@ void CL_UpdateScreen(void) SCR_DrawScreen(); - r_view.matrix = originalmatrix; + r_refdef.view.matrix = originalmatrix; } else SCR_DrawScreen(); diff --git a/client.h b/client.h index 0e3163d1..bc1952fc 100644 --- a/client.h +++ b/client.h @@ -1347,6 +1347,83 @@ typedef struct r_refdef_stats_s } r_refdef_stats_t; +typedef struct r_refdef_view_s +{ + // view information (changes multiple times per frame) + // if any of these variables change then r_refdef.viewcache must be regenerated + // by calling R_View_Update + // (which also updates viewport, scissor, colormask) + + // it is safe and expected to copy this into a structure on the stack and + // call the renderer recursively, then restore from the stack afterward + // (as long as R_View_Update is called) + + // eye position information + matrix4x4_t matrix, inverse_matrix; + vec3_t origin; + vec3_t forward; + vec3_t left; + vec3_t right; + vec3_t up; + int numfrustumplanes; + mplane_t frustum[6]; + qboolean useclipplane; + qboolean usecustompvs; // uses r_refdef.viewcache.pvsbits as-is rather than computing it + mplane_t clipplane; + float frustum_x, frustum_y; + vec3_t frustumcorner[4]; + // if turned off it renders an ortho view + int useperspective; + float ortho_x, ortho_y; + + // screen area to render in + int x; + int y; + int z; + int width; + int height; + int depth; + + // which color components to allow (for anaglyph glasses) + int colormask[4]; + + // global RGB color multiplier for rendering, this is required by HDR + float colorscale; + + // whether to call R_ClearScreen before rendering stuff + qboolean clear; + + // whether to draw r_showtris and such, this is only true for the main + // view render, all secondary renders (HDR, mirrors, portals, cameras, + // distortion effects, etc) omit such debugging information + qboolean showdebug; + + // these define which values to use in GL_CullFace calls to request frontface or backface culling + int cullface_front; + int cullface_back; +} +r_refdef_view_t; + +typedef struct r_refdef_viewcache_s +{ + // these properties are generated by R_View_Update() + + // which entities are currently visible for this viewpoint + // (the used range is 0...r_refdef.numentities) + unsigned char entityvisible[MAX_EDICTS]; + // flag arrays used for visibility checking on world model + // (all other entities have no per-surface/per-leaf visibility checks) + // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters + unsigned char world_pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps + // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs + unsigned char world_leafvisible[32768]; // FIXME: buffer overflow on huge maps + // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces + unsigned char world_surfacevisible[262144]; // FIXME: buffer overflow on huge maps + // if true, the view is currently in a leaf without pvs data + qboolean world_novis; +} +r_refdef_viewcache_t; + typedef struct r_refdef_s { // these fields define the basic rendering information for the world @@ -1357,6 +1434,10 @@ typedef struct r_refdef_s // frustum_x/frustum_y are calculated float frustumscale_x, frustumscale_y; + // current view settings (these get reset a few times during rendering because of water rendering, reflections, etc) + r_refdef_view_t view; + r_refdef_viewcache_t viewcache; + // minimum visible distance (pixels closer than this disappear) double nearclip; // maximum visible distance (pixels further than this disappear in 16bpp modes, @@ -1434,86 +1515,7 @@ typedef struct r_refdef_s } r_refdef_t; -typedef struct r_view_s -{ - // view information (changes multiple times per frame) - // if any of these variables change then r_viewcache must be regenerated - // by calling R_View_Update - // (which also updates viewport, scissor, colormask) - - // it is safe and expected to copy this into a structure on the stack and - // call the renderer recursively, then restore from the stack afterward - // (as long as R_View_Update is called) - - // eye position information - matrix4x4_t matrix, inverse_matrix; - vec3_t origin; - vec3_t forward; - vec3_t left; - vec3_t right; - vec3_t up; - int numfrustumplanes; - mplane_t frustum[6]; - qboolean useclipplane; - qboolean usecustompvs; // uses r_viewcache.pvsbits as-is rather than computing it - mplane_t clipplane; - float frustum_x, frustum_y; - vec3_t frustumcorner[4]; - // if turned off it renders an ortho view - int useperspective; - float ortho_x, ortho_y; - - // screen area to render in - int x; - int y; - int z; - int width; - int height; - int depth; - - // which color components to allow (for anaglyph glasses) - int colormask[4]; - - // global RGB color multiplier for rendering, this is required by HDR - float colorscale; - - // whether to call R_ClearScreen before rendering stuff - qboolean clear; - - // whether to draw r_showtris and such, this is only true for the main - // view render, all secondary renders (HDR, mirrors, portals, cameras, - // distortion effects, etc) omit such debugging information - qboolean showdebug; - - // these define which values to use in GL_CullFace calls to request frontface or backface culling - int cullface_front; - int cullface_back; -} -r_view_t; - -typedef struct r_viewcache_s -{ - // these properties are generated by R_View_Update() - - // which entities are currently visible for this viewpoint - // (the used range is 0...r_refdef.numentities) - unsigned char entityvisible[MAX_EDICTS]; - // flag arrays used for visibility checking on world model - // (all other entities have no per-surface/per-leaf visibility checks) - // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_clusters - unsigned char world_pvsbits[(32768+7)>>3]; // FIXME: buffer overflow on huge maps - // TODO: dynamic resize according to r_refdef.worldmodel->brush.num_leafs - unsigned char world_leafvisible[32768]; // FIXME: buffer overflow on huge maps - // TODO: dynamic resize according to r_refdef.worldmodel->num_surfaces - unsigned char world_surfacevisible[262144]; // FIXME: buffer overflow on huge maps - // if true, the view is currently in a leaf without pvs data - qboolean world_novis; -} -r_viewcache_t; - extern r_refdef_t r_refdef; -extern r_view_t r_view; -extern r_viewcache_t r_viewcache; #endif diff --git a/clvm_cmds.c b/clvm_cmds.c index e21d090d..c077f287 100644 --- a/clvm_cmds.c +++ b/clvm_cmds.c @@ -641,7 +641,7 @@ extern qboolean CSQC_AddRenderEdict (prvm_edict_t *ed);//csprogs.c static void CSQC_R_RecalcView (void) { extern matrix4x4_t viewmodelmatrix; - Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, cl.csqc_origin[0], cl.csqc_origin[1], cl.csqc_origin[2], cl.csqc_angles[0], cl.csqc_angles[1], cl.csqc_angles[2], 1); + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.csqc_origin[0], cl.csqc_origin[1], cl.csqc_origin[2], cl.csqc_angles[0], cl.csqc_angles[1], cl.csqc_angles[2], 1); Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, cl.csqc_origin[0], cl.csqc_origin[1], cl.csqc_origin[2], cl.csqc_angles[0], cl.csqc_angles[1], cl.csqc_angles[2], cl_viewmodel_scale.value); } @@ -654,20 +654,20 @@ static void VM_CL_R_ClearScene (void) r_refdef.numentities = 0; r_refdef.numlights = 0; // FIXME: restore these to the values from VM_CL_UpdateView - r_view.x = 0; - r_view.y = 0; - r_view.z = 0; - r_view.width = vid.width; - r_view.height = vid.height; - r_view.depth = 1; + r_refdef.view.x = 0; + r_refdef.view.y = 0; + r_refdef.view.z = 0; + r_refdef.view.width = vid.width; + r_refdef.view.height = vid.height; + r_refdef.view.depth = 1; // FIXME: restore frustum_x/frustum_y - r_view.useperspective = true; - r_view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom; - r_view.frustum_x = r_view.frustum_y * (float)r_view.width / (float)r_view.height / vid_pixelheight.value; - r_view.frustum_x *= r_refdef.frustumscale_x; - r_view.frustum_y *= r_refdef.frustumscale_y; - r_view.ortho_x = scr_fov.value * (3.0 / 4.0) * (float)r_view.width / (float)r_view.height / vid_pixelheight.value; - r_view.ortho_y = scr_fov.value * (3.0 / 4.0); + r_refdef.view.useperspective = true; + r_refdef.view.frustum_y = tan(scr_fov.value * M_PI / 360.0) * (3.0/4.0) * cl.viewzoom; + r_refdef.view.frustum_x = r_refdef.view.frustum_y * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value; + r_refdef.view.frustum_x *= r_refdef.frustumscale_x; + r_refdef.view.frustum_y *= r_refdef.frustumscale_y; + r_refdef.view.ortho_x = scr_fov.value * (3.0 / 4.0) * (float)r_refdef.view.width / (float)r_refdef.view.height / vid_pixelheight.value; + r_refdef.view.ortho_y = scr_fov.value * (3.0 / 4.0); // FIXME: restore cl.csqc_origin // FIXME: restore cl.csqc_angles cl.csqc_vidvars.drawworld = true; @@ -729,41 +729,41 @@ static void VM_CL_R_SetView (void) switch(c) { case VF_MIN: - r_view.x = (int)(f[0] * vid.width / vid_conwidth.value); - r_view.y = (int)(f[1] * vid.height / vid_conheight.value); + r_refdef.view.x = (int)(f[0] * vid.width / vid_conwidth.value); + r_refdef.view.y = (int)(f[1] * vid.height / vid_conheight.value); break; case VF_MIN_X: - r_view.x = (int)(k * vid.width / vid_conwidth.value); + r_refdef.view.x = (int)(k * vid.width / vid_conwidth.value); break; case VF_MIN_Y: - r_view.y = (int)(k * vid.height / vid_conheight.value); + r_refdef.view.y = (int)(k * vid.height / vid_conheight.value); break; case VF_SIZE: - r_view.width = (int)(f[0] * vid.width / vid_conwidth.value); - r_view.height = (int)(f[1] * vid.height / vid_conheight.value); + r_refdef.view.width = (int)(f[0] * vid.width / vid_conwidth.value); + r_refdef.view.height = (int)(f[1] * vid.height / vid_conheight.value); break; case VF_SIZE_Y: - r_view.width = (int)(k * vid.width / vid_conwidth.value); + r_refdef.view.width = (int)(k * vid.width / vid_conwidth.value); break; case VF_SIZE_X: - r_view.height = (int)(k * vid.height / vid_conheight.value); + r_refdef.view.height = (int)(k * vid.height / vid_conheight.value); break; case VF_VIEWPORT: - r_view.x = (int)(f[0] * vid.width / vid_conwidth.value); - r_view.y = (int)(f[1] * vid.height / vid_conheight.value); + r_refdef.view.x = (int)(f[0] * vid.width / vid_conwidth.value); + r_refdef.view.y = (int)(f[1] * vid.height / vid_conheight.value); f = PRVM_G_VECTOR(OFS_PARM2); - r_view.width = (int)(f[0] * vid.width / vid_conwidth.value); - r_view.height = (int)(f[1] * vid.height / vid_conheight.value); + r_refdef.view.width = (int)(f[0] * vid.width / vid_conwidth.value); + r_refdef.view.height = (int)(f[1] * vid.height / vid_conheight.value); break; case VF_FOV: - r_view.frustum_x = tan(f[0] * M_PI / 360.0);r_view.ortho_x = f[0]; - r_view.frustum_y = tan(f[1] * M_PI / 360.0);r_view.ortho_y = f[1]; + r_refdef.view.frustum_x = tan(f[0] * M_PI / 360.0);r_refdef.view.ortho_x = f[0]; + r_refdef.view.frustum_y = tan(f[1] * M_PI / 360.0);r_refdef.view.ortho_y = f[1]; break; case VF_FOVX: - r_view.frustum_x = tan(k * M_PI / 360.0);r_view.ortho_x = k; + r_refdef.view.frustum_x = tan(k * M_PI / 360.0);r_refdef.view.ortho_x = k; break; case VF_FOVY: - r_view.frustum_y = tan(k * M_PI / 360.0);r_view.ortho_y = k; + r_refdef.view.frustum_y = tan(k * M_PI / 360.0);r_refdef.view.ortho_y = k; break; case VF_ORIGIN: VectorCopy(f, cl.csqc_origin); @@ -819,7 +819,7 @@ static void VM_CL_R_SetView (void) cl.viewangles[2] = k; break; case VF_PERSPECTIVE: - r_view.useperspective = k != 0; + r_refdef.view.useperspective = k != 0; break; default: PRVM_G_FLOAT(OFS_RETURN) = 0; @@ -867,8 +867,8 @@ static void VM_CL_unproject (void) VM_SAFEPARMCOUNT(1, VM_CL_unproject); f = PRVM_G_VECTOR(OFS_PARM0); - VectorSet(temp, f[2], f[0] * f[2] * -r_view.frustum_x * 2.0 / r_view.width, f[1] * f[2] * -r_view.frustum_y * 2.0 / r_view.height); - Matrix4x4_Transform(&r_view.matrix, temp, PRVM_G_VECTOR(OFS_RETURN)); + VectorSet(temp, f[2], f[0] * f[2] * -r_refdef.view.frustum_x * 2.0 / r_refdef.view.width, f[1] * f[2] * -r_refdef.view.frustum_y * 2.0 / r_refdef.view.height); + Matrix4x4_Transform(&r_refdef.view.matrix, temp, PRVM_G_VECTOR(OFS_RETURN)); } //#311 vector (vector v) cs_project (EXT_CSQC) @@ -880,9 +880,9 @@ static void VM_CL_project (void) VM_SAFEPARMCOUNT(1, VM_CL_project); f = PRVM_G_VECTOR(OFS_PARM0); - Matrix4x4_Invert_Simple(&m, &r_view.matrix); + Matrix4x4_Invert_Simple(&m, &r_refdef.view.matrix); Matrix4x4_Transform(&m, f, v); - VectorSet(PRVM_G_VECTOR(OFS_RETURN), v[1]/v[0]/-r_view.frustum_x*0.5*r_view.width, v[2]/v[0]/-r_view.frustum_y*r_view.height*0.5, v[0]); + VectorSet(PRVM_G_VECTOR(OFS_RETURN), v[1]/v[0]/-r_refdef.view.frustum_x*0.5*r_refdef.view.width, v[2]/v[0]/-r_refdef.view.frustum_y*r_refdef.view.height*0.5, v[0]); } //#330 float(float stnum) getstatf (EXT_CSQC) diff --git a/csprogs.c b/csprogs.c index ada3b073..995c0ed1 100644 --- a/csprogs.c +++ b/csprogs.c @@ -233,9 +233,10 @@ qboolean CSQC_AddRenderEdict(prvm_edict_t *ed) qboolean CL_VM_InputEvent (qboolean down, int key, int ascii) { qboolean r; - prvm_eval_t* val; + if(!cl.csqc_loaded) return false; + CSQC_BEGIN if (!prog->funcoffsets.CSQC_InputEvent) r = false; diff --git a/gl_backend.c b/gl_backend.c index 09d479da..25f0aa6e 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -903,9 +903,9 @@ void GL_TransformToScreen(const vec4_t in, vec4_t out) Matrix4x4_Transform4 (&backend_viewmatrix, in, temp); Matrix4x4_Transform4 (&backend_projectmatrix, temp, out); iw = 1.0f / out[3]; - out[0] = r_view.x + (out[0] * iw + 1.0f) * r_view.width * 0.5f; - out[1] = r_view.y + r_view.height - (out[1] * iw + 1.0f) * r_view.height * 0.5f; - out[2] = r_view.z + (out[2] * iw + 1.0f) * r_view.depth * 0.5f; + out[0] = r_refdef.view.x + (out[0] * iw + 1.0f) * r_refdef.view.width * 0.5f; + out[1] = r_refdef.view.y + r_refdef.view.height - (out[1] * iw + 1.0f) * r_refdef.view.height * 0.5f; + out[2] = r_refdef.view.z + (out[2] * iw + 1.0f) * r_refdef.view.depth * 0.5f; } // called at beginning of frame diff --git a/gl_draw.c b/gl_draw.c index f3241e56..9292c38c 100644 --- a/gl_draw.c +++ b/gl_draw.c @@ -737,8 +737,8 @@ static void _DrawQ_Setup(void) return; r_refdef.draw2dstage = true; CHECKGLERROR - qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100); qglDepthFunc(GL_LEQUAL);CHECKGLERROR qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR diff --git a/gl_rmain.c b/gl_rmain.c index 3e4ec056..ceb8e65c 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -32,8 +32,6 @@ rtexturepool_t *r_main_texturepool; // screen size info // r_refdef_t r_refdef; -r_view_t r_view; -r_viewcache_t r_viewcache; cvar_t r_depthfirst = {CVAR_SAVE, "r_depthfirst", "1", "renders a depth-only version of the scene before normal rendering begins to eliminate overdraw, values: 0 = off, 1 = world depth, 2 = world and model depth"}; cvar_t r_nearclip = {0, "r_nearclip", "1", "distance from camera of nearclip plane" }; @@ -265,7 +263,7 @@ float FogForDistance(vec_t dist) float FogPoint_World(const vec3_t p) { - return FogForDistance(VectorDistance((p), r_view.origin)); + return FogForDistance(VectorDistance((p), r_refdef.view.origin)); } float FogPoint_Model(const vec3_t p) @@ -1458,10 +1456,10 @@ int R_SetupSurfaceShader(const vec3_t lightcolorbase, qboolean modellighting, fl // color.rgb = [[SceneBrightness * ContrastBoost]] * color.rgb / ([[ContrastBoost - 1]] * color.rgb + 1); // and do [[calculations]] here in the engine qglUniform1fARB(r_glsl_permutation->loc_ContrastBoostCoeff, r_glsl_contrastboost.value - 1); - if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale * r_glsl_contrastboost.value); + if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale * r_glsl_contrastboost.value); } else - if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_view.colorscale); + if (r_glsl_permutation->loc_SceneBrightness >= 0) qglUniform1fARB(r_glsl_permutation->loc_SceneBrightness, r_refdef.view.colorscale); if (r_glsl_permutation->loc_FogColor >= 0) { // additive passes are only darkened by fog, not tinted @@ -2101,12 +2099,12 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) { int i; mplane_t *p; - for (i = 0;i < r_view.numfrustumplanes;i++) + for (i = 0;i < r_refdef.view.numfrustumplanes;i++) { // skip nearclip plane, it often culls portals when you are very close, and is almost never useful if (i == 4) continue; - p = r_view.frustum + i; + p = r_refdef.view.frustum + i; switch(p->signbits) { default: @@ -2211,7 +2209,7 @@ static void R_View_UpdateEntityVisible (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_viewcache.world_leafvisible, ent->mins, ent->maxs)); + r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)) && ((ent->effects & EF_NODEPTHTEST) || (ent->flags & RENDER_VIEWMODEL) || r_refdef.worldmodel->brush.BoxTouchingVisibleLeafs(r_refdef.worldmodel, r_refdef.viewcache.world_leafvisible, ent->mins, ent->maxs)); } if(r_cullentities_trace.integer && r_refdef.worldmodel->brush.TraceLineOfSight) @@ -2219,12 +2217,12 @@ static void R_View_UpdateEntityVisible (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - if(r_viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*'))) + if(r_refdef.viewcache.entityvisible[i] && !(ent->effects & EF_NODEPTHTEST) && !(ent->flags & RENDER_VIEWMODEL) && !(ent->model && (ent->model->name[0] == '*'))) { - if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_view.origin, ent->mins, ent->maxs)) + if(Mod_CanSeeBox_Trace(r_cullentities_trace_samples.integer, r_cullentities_trace_enlarge.value, r_refdef.worldmodel, r_refdef.view.origin, ent->mins, ent->maxs)) ent->last_trace_visibility = realtime; if(ent->last_trace_visibility < realtime - r_cullentities_trace_delay.value) - r_viewcache.entityvisible[i] = 0; + r_refdef.viewcache.entityvisible[i] = 0; } } } @@ -2235,7 +2233,7 @@ static void R_View_UpdateEntityVisible (void) for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; - r_viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)); + r_refdef.viewcache.entityvisible[i] = !(ent->flags & renderimask) && ((ent->model && ent->model->type == mod_sprite && (ent->model->sprite.sprnum_type == SPR_LABEL || ent->model->sprite.sprnum_type == SPR_LABEL_SCALE)) || !R_CullBox(ent->mins, ent->maxs)); } } } @@ -2252,7 +2250,7 @@ int R_DrawBrushModelsSky (void) sky = false; for (i = 0;i < r_refdef.numentities;i++) { - if (!r_viewcache.entityvisible[i]) + if (!r_refdef.viewcache.entityvisible[i]) continue; ent = r_refdef.entities[i]; if (!ent->model || !ent->model->DrawSky) @@ -2274,7 +2272,7 @@ static void R_DrawModels(void) for (i = 0;i < r_refdef.numentities;i++) { - if (!r_viewcache.entityvisible[i]) + if (!r_refdef.viewcache.entityvisible[i]) continue; ent = r_refdef.entities[i]; r_refdef.stats.entities++; @@ -2295,7 +2293,7 @@ static void R_DrawModelsDepth(void) for (i = 0;i < r_refdef.numentities;i++) { - if (!r_viewcache.entityvisible[i]) + if (!r_refdef.viewcache.entityvisible[i]) continue; ent = r_refdef.entities[i]; if (ent->model && ent->model->DrawDepth != NULL) @@ -2313,7 +2311,7 @@ static void R_DrawModelsDebug(void) for (i = 0;i < r_refdef.numentities;i++) { - if (!r_viewcache.entityvisible[i]) + if (!r_refdef.viewcache.entityvisible[i]) continue; ent = r_refdef.entities[i]; if (ent->model && ent->model->DrawDebug != NULL) @@ -2331,7 +2329,7 @@ static void R_DrawModelsAddWaterPlanes(void) for (i = 0;i < r_refdef.numentities;i++) { - if (!r_viewcache.entityvisible[i]) + if (!r_refdef.viewcache.entityvisible[i]) continue; ent = r_refdef.entities[i]; if (ent->model && ent->model->DrawAddWaterPlanes != NULL) @@ -2345,181 +2343,181 @@ static void R_View_SetFrustum(void) double slopex, slopey; // break apart the view matrix into vectors for various purposes - Matrix4x4_ToVectors(&r_view.matrix, r_view.forward, r_view.left, r_view.up, r_view.origin); - VectorNegate(r_view.left, r_view.right); + Matrix4x4_ToVectors(&r_refdef.view.matrix, r_refdef.view.forward, r_refdef.view.left, r_refdef.view.up, r_refdef.view.origin); + VectorNegate(r_refdef.view.left, r_refdef.view.right); #if 0 - r_view.frustum[0].normal[0] = 0 - 1.0 / r_view.frustum_x; - r_view.frustum[0].normal[1] = 0 - 0; - r_view.frustum[0].normal[2] = -1 - 0; - r_view.frustum[1].normal[0] = 0 + 1.0 / r_view.frustum_x; - r_view.frustum[1].normal[1] = 0 + 0; - r_view.frustum[1].normal[2] = -1 + 0; - r_view.frustum[2].normal[0] = 0 - 0; - r_view.frustum[2].normal[1] = 0 - 1.0 / r_view.frustum_y; - r_view.frustum[2].normal[2] = -1 - 0; - r_view.frustum[3].normal[0] = 0 + 0; - r_view.frustum[3].normal[1] = 0 + 1.0 / r_view.frustum_y; - r_view.frustum[3].normal[2] = -1 + 0; + r_refdef.view.frustum[0].normal[0] = 0 - 1.0 / r_refdef.view.frustum_x; + r_refdef.view.frustum[0].normal[1] = 0 - 0; + r_refdef.view.frustum[0].normal[2] = -1 - 0; + r_refdef.view.frustum[1].normal[0] = 0 + 1.0 / r_refdef.view.frustum_x; + r_refdef.view.frustum[1].normal[1] = 0 + 0; + r_refdef.view.frustum[1].normal[2] = -1 + 0; + r_refdef.view.frustum[2].normal[0] = 0 - 0; + r_refdef.view.frustum[2].normal[1] = 0 - 1.0 / r_refdef.view.frustum_y; + r_refdef.view.frustum[2].normal[2] = -1 - 0; + r_refdef.view.frustum[3].normal[0] = 0 + 0; + r_refdef.view.frustum[3].normal[1] = 0 + 1.0 / r_refdef.view.frustum_y; + r_refdef.view.frustum[3].normal[2] = -1 + 0; #endif #if 0 zNear = r_refdef.nearclip; nudge = 1.0 - 1.0 / (1<<23); - r_view.frustum[4].normal[0] = 0 - 0; - r_view.frustum[4].normal[1] = 0 - 0; - r_view.frustum[4].normal[2] = -1 - -nudge; - r_view.frustum[4].dist = 0 - -2 * zNear * nudge; - r_view.frustum[5].normal[0] = 0 + 0; - r_view.frustum[5].normal[1] = 0 + 0; - r_view.frustum[5].normal[2] = -1 + -nudge; - r_view.frustum[5].dist = 0 + -2 * zNear * nudge; + r_refdef.view.frustum[4].normal[0] = 0 - 0; + r_refdef.view.frustum[4].normal[1] = 0 - 0; + r_refdef.view.frustum[4].normal[2] = -1 - -nudge; + r_refdef.view.frustum[4].dist = 0 - -2 * zNear * nudge; + r_refdef.view.frustum[5].normal[0] = 0 + 0; + r_refdef.view.frustum[5].normal[1] = 0 + 0; + r_refdef.view.frustum[5].normal[2] = -1 + -nudge; + r_refdef.view.frustum[5].dist = 0 + -2 * zNear * nudge; #endif #if 0 - r_view.frustum[0].normal[0] = m[3] - m[0]; - r_view.frustum[0].normal[1] = m[7] - m[4]; - r_view.frustum[0].normal[2] = m[11] - m[8]; - r_view.frustum[0].dist = m[15] - m[12]; - - r_view.frustum[1].normal[0] = m[3] + m[0]; - r_view.frustum[1].normal[1] = m[7] + m[4]; - r_view.frustum[1].normal[2] = m[11] + m[8]; - r_view.frustum[1].dist = m[15] + m[12]; - - r_view.frustum[2].normal[0] = m[3] - m[1]; - r_view.frustum[2].normal[1] = m[7] - m[5]; - r_view.frustum[2].normal[2] = m[11] - m[9]; - r_view.frustum[2].dist = m[15] - m[13]; - - r_view.frustum[3].normal[0] = m[3] + m[1]; - r_view.frustum[3].normal[1] = m[7] + m[5]; - r_view.frustum[3].normal[2] = m[11] + m[9]; - r_view.frustum[3].dist = m[15] + m[13]; - - r_view.frustum[4].normal[0] = m[3] - m[2]; - r_view.frustum[4].normal[1] = m[7] - m[6]; - r_view.frustum[4].normal[2] = m[11] - m[10]; - r_view.frustum[4].dist = m[15] - m[14]; - - r_view.frustum[5].normal[0] = m[3] + m[2]; - r_view.frustum[5].normal[1] = m[7] + m[6]; - r_view.frustum[5].normal[2] = m[11] + m[10]; - r_view.frustum[5].dist = m[15] + m[14]; + r_refdef.view.frustum[0].normal[0] = m[3] - m[0]; + r_refdef.view.frustum[0].normal[1] = m[7] - m[4]; + r_refdef.view.frustum[0].normal[2] = m[11] - m[8]; + r_refdef.view.frustum[0].dist = m[15] - m[12]; + + r_refdef.view.frustum[1].normal[0] = m[3] + m[0]; + r_refdef.view.frustum[1].normal[1] = m[7] + m[4]; + r_refdef.view.frustum[1].normal[2] = m[11] + m[8]; + r_refdef.view.frustum[1].dist = m[15] + m[12]; + + r_refdef.view.frustum[2].normal[0] = m[3] - m[1]; + r_refdef.view.frustum[2].normal[1] = m[7] - m[5]; + r_refdef.view.frustum[2].normal[2] = m[11] - m[9]; + r_refdef.view.frustum[2].dist = m[15] - m[13]; + + r_refdef.view.frustum[3].normal[0] = m[3] + m[1]; + r_refdef.view.frustum[3].normal[1] = m[7] + m[5]; + r_refdef.view.frustum[3].normal[2] = m[11] + m[9]; + r_refdef.view.frustum[3].dist = m[15] + m[13]; + + r_refdef.view.frustum[4].normal[0] = m[3] - m[2]; + r_refdef.view.frustum[4].normal[1] = m[7] - m[6]; + r_refdef.view.frustum[4].normal[2] = m[11] - m[10]; + r_refdef.view.frustum[4].dist = m[15] - m[14]; + + r_refdef.view.frustum[5].normal[0] = m[3] + m[2]; + r_refdef.view.frustum[5].normal[1] = m[7] + m[6]; + r_refdef.view.frustum[5].normal[2] = m[11] + m[10]; + r_refdef.view.frustum[5].dist = m[15] + m[14]; #endif - if (r_view.useperspective) + if (r_refdef.view.useperspective) { - slopex = 1.0 / r_view.frustum_x; - slopey = 1.0 / r_view.frustum_y; - VectorMA(r_view.forward, -slopex, r_view.left, r_view.frustum[0].normal); - VectorMA(r_view.forward, slopex, r_view.left, r_view.frustum[1].normal); - VectorMA(r_view.forward, -slopey, r_view.up , r_view.frustum[2].normal); - VectorMA(r_view.forward, slopey, r_view.up , r_view.frustum[3].normal); - VectorCopy(r_view.forward, r_view.frustum[4].normal); + slopex = 1.0 / r_refdef.view.frustum_x; + slopey = 1.0 / r_refdef.view.frustum_y; + VectorMA(r_refdef.view.forward, -slopex, r_refdef.view.left, r_refdef.view.frustum[0].normal); + VectorMA(r_refdef.view.forward, slopex, r_refdef.view.left, r_refdef.view.frustum[1].normal); + VectorMA(r_refdef.view.forward, -slopey, r_refdef.view.up , r_refdef.view.frustum[2].normal); + VectorMA(r_refdef.view.forward, slopey, r_refdef.view.up , r_refdef.view.frustum[3].normal); + VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal); // Leaving those out was a mistake, those were in the old code, and they // fix a reproducable bug in this one: frustum culling got fucked up when viewmatrix was an identity matrix // I couldn't reproduce it after adding those normalizations. --blub - VectorNormalize(r_view.frustum[0].normal); - VectorNormalize(r_view.frustum[1].normal); - VectorNormalize(r_view.frustum[2].normal); - VectorNormalize(r_view.frustum[3].normal); + VectorNormalize(r_refdef.view.frustum[0].normal); + VectorNormalize(r_refdef.view.frustum[1].normal); + VectorNormalize(r_refdef.view.frustum[2].normal); + VectorNormalize(r_refdef.view.frustum[3].normal); // calculate frustum corners, which are used to calculate deformed frustum planes for shadow caster culling - VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[0]); - VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, -1024 * slopey, r_view.up, r_view.frustumcorner[1]); - VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, -1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[2]); - VectorMAMAMAM(1, r_view.origin, 1024, r_view.forward, 1024 * slopex, r_view.left, 1024 * slopey, r_view.up, r_view.frustumcorner[3]); + VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[0]); + VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, 1024 * slopex, r_refdef.view.left, -1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[1]); + VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, -1024 * slopex, r_refdef.view.left, 1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[2]); + VectorMAMAMAM(1, r_refdef.view.origin, 1024, r_refdef.view.forward, 1024 * slopex, r_refdef.view.left, 1024 * slopey, r_refdef.view.up, r_refdef.view.frustumcorner[3]); - r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal); - r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal); - r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal); - r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal); - r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip; + r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal); + r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal); + r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal); + r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal); + r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip; } else { - VectorScale(r_view.left, -r_view.ortho_x, r_view.frustum[0].normal); - VectorScale(r_view.left, r_view.ortho_x, r_view.frustum[1].normal); - VectorScale(r_view.up, -r_view.ortho_y, r_view.frustum[2].normal); - VectorScale(r_view.up, r_view.ortho_y, r_view.frustum[3].normal); - VectorCopy(r_view.forward, r_view.frustum[4].normal); - r_view.frustum[0].dist = DotProduct (r_view.origin, r_view.frustum[0].normal) + r_view.ortho_x; - r_view.frustum[1].dist = DotProduct (r_view.origin, r_view.frustum[1].normal) + r_view.ortho_x; - r_view.frustum[2].dist = DotProduct (r_view.origin, r_view.frustum[2].normal) + r_view.ortho_y; - r_view.frustum[3].dist = DotProduct (r_view.origin, r_view.frustum[3].normal) + r_view.ortho_y; - r_view.frustum[4].dist = DotProduct (r_view.origin, r_view.frustum[4].normal) + r_refdef.nearclip; + VectorScale(r_refdef.view.left, -r_refdef.view.ortho_x, r_refdef.view.frustum[0].normal); + VectorScale(r_refdef.view.left, r_refdef.view.ortho_x, r_refdef.view.frustum[1].normal); + VectorScale(r_refdef.view.up, -r_refdef.view.ortho_y, r_refdef.view.frustum[2].normal); + VectorScale(r_refdef.view.up, r_refdef.view.ortho_y, r_refdef.view.frustum[3].normal); + VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal); + r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[0].normal) + r_refdef.view.ortho_x; + r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[1].normal) + r_refdef.view.ortho_x; + r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[2].normal) + r_refdef.view.ortho_y; + r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[3].normal) + r_refdef.view.ortho_y; + r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, r_refdef.view.frustum[4].normal) + r_refdef.nearclip; } - r_view.numfrustumplanes = 5; + r_refdef.view.numfrustumplanes = 5; - if (r_view.useclipplane) + if (r_refdef.view.useclipplane) { - r_view.numfrustumplanes = 6; - r_view.frustum[5] = r_view.clipplane; + r_refdef.view.numfrustumplanes = 6; + r_refdef.view.frustum[5] = r_refdef.view.clipplane; } - for (i = 0;i < r_view.numfrustumplanes;i++) - PlaneClassify(r_view.frustum + i); + for (i = 0;i < r_refdef.view.numfrustumplanes;i++) + PlaneClassify(r_refdef.view.frustum + i); // LordHavoc: note to all quake engine coders, Quake had a special case // for 90 degrees which assumed a square view (wrong), so I removed it, // Quake2 has it disabled as well. // rotate R_VIEWFORWARD right by FOV_X/2 degrees - //RotatePointAroundVector( r_view.frustum[0].normal, r_view.up, r_view.forward, -(90 - r_refdef.fov_x / 2)); - //r_view.frustum[0].dist = DotProduct (r_view.origin, frustum[0].normal); + //RotatePointAroundVector( r_refdef.view.frustum[0].normal, r_refdef.view.up, r_refdef.view.forward, -(90 - r_refdef.fov_x / 2)); + //r_refdef.view.frustum[0].dist = DotProduct (r_refdef.view.origin, frustum[0].normal); //PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees - //RotatePointAroundVector( r_view.frustum[1].normal, r_view.up, r_view.forward, (90 - r_refdef.fov_x / 2)); - //r_view.frustum[1].dist = DotProduct (r_view.origin, frustum[1].normal); + //RotatePointAroundVector( r_refdef.view.frustum[1].normal, r_refdef.view.up, r_refdef.view.forward, (90 - r_refdef.fov_x / 2)); + //r_refdef.view.frustum[1].dist = DotProduct (r_refdef.view.origin, frustum[1].normal); //PlaneClassify(&frustum[1]); // rotate R_VIEWFORWARD up by FOV_X/2 degrees - //RotatePointAroundVector( r_view.frustum[2].normal, r_view.left, r_view.forward, -(90 - r_refdef.fov_y / 2)); - //r_view.frustum[2].dist = DotProduct (r_view.origin, frustum[2].normal); + //RotatePointAroundVector( r_refdef.view.frustum[2].normal, r_refdef.view.left, r_refdef.view.forward, -(90 - r_refdef.fov_y / 2)); + //r_refdef.view.frustum[2].dist = DotProduct (r_refdef.view.origin, frustum[2].normal); //PlaneClassify(&frustum[2]); // rotate R_VIEWFORWARD down by FOV_X/2 degrees - //RotatePointAroundVector( r_view.frustum[3].normal, r_view.left, r_view.forward, (90 - r_refdef.fov_y / 2)); - //r_view.frustum[3].dist = DotProduct (r_view.origin, frustum[3].normal); + //RotatePointAroundVector( r_refdef.view.frustum[3].normal, r_refdef.view.left, r_refdef.view.forward, (90 - r_refdef.fov_y / 2)); + //r_refdef.view.frustum[3].dist = DotProduct (r_refdef.view.origin, frustum[3].normal); //PlaneClassify(&frustum[3]); // nearclip plane - //VectorCopy(r_view.forward, r_view.frustum[4].normal); - //r_view.frustum[4].dist = DotProduct (r_view.origin, frustum[4].normal) + r_nearclip.value; + //VectorCopy(r_refdef.view.forward, r_refdef.view.frustum[4].normal); + //r_refdef.view.frustum[4].dist = DotProduct (r_refdef.view.origin, frustum[4].normal) + r_nearclip.value; //PlaneClassify(&frustum[4]); } void R_View_Update(void) { R_View_SetFrustum(); - R_View_WorldVisibility(r_view.useclipplane); + R_View_WorldVisibility(r_refdef.view.useclipplane); R_View_UpdateEntityVisible(); } void R_SetupView(void) { - if (!r_view.useperspective) - GL_SetupView_Mode_Ortho(-r_view.ortho_x, -r_view.ortho_y, r_view.ortho_x, r_view.ortho_y, -r_refdef.farclip, r_refdef.farclip); + if (!r_refdef.view.useperspective) + GL_SetupView_Mode_Ortho(-r_refdef.view.ortho_x, -r_refdef.view.ortho_y, r_refdef.view.ortho_x, r_refdef.view.ortho_y, -r_refdef.farclip, r_refdef.farclip); else if (r_refdef.rtworldshadows || r_refdef.rtdlightshadows) - GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip); + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip); else - GL_SetupView_Mode_Perspective(r_view.frustum_x, r_view.frustum_y, r_refdef.nearclip, r_refdef.farclip); + GL_SetupView_Mode_Perspective(r_refdef.view.frustum_x, r_refdef.view.frustum_y, r_refdef.nearclip, r_refdef.farclip); - GL_SetupView_Orientation_FromEntity(&r_view.matrix); + GL_SetupView_Orientation_FromEntity(&r_refdef.view.matrix); - if (r_view.useclipplane) + if (r_refdef.view.useclipplane) { // LordHavoc: couldn't figure out how to make this approach the - vec_t dist = r_view.clipplane.dist - r_water_clippingplanebias.value; - vec_t viewdist = DotProduct(r_view.origin, r_view.clipplane.normal); - if (viewdist < r_view.clipplane.dist + r_water_clippingplanebias.value) - dist = r_view.clipplane.dist; - GL_SetupView_ApplyCustomNearClipPlane(r_view.clipplane.normal[0], r_view.clipplane.normal[1], r_view.clipplane.normal[2], dist); + vec_t dist = r_refdef.view.clipplane.dist - r_water_clippingplanebias.value; + vec_t viewdist = DotProduct(r_refdef.view.origin, r_refdef.view.clipplane.normal); + if (viewdist < r_refdef.view.clipplane.dist + r_water_clippingplanebias.value) + dist = r_refdef.view.clipplane.dist; + GL_SetupView_ApplyCustomNearClipPlane(r_refdef.view.clipplane.normal[0], r_refdef.view.clipplane.normal[1], r_refdef.view.clipplane.normal[2], dist); } } @@ -2532,12 +2530,12 @@ void R_ResetViewRendering2D(void) DrawQ_Finish(); - // GL is weird because it's bottom to top, r_view.y is top to bottom - qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom + qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); - GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); GL_Color(1, 1, 1, 1); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_AlphaTest(false); GL_ScissorTest(false); @@ -2565,12 +2563,12 @@ void R_ResetViewRendering3D(void) DrawQ_Finish(); - // GL is weird because it's bottom to top, r_view.y is top to bottom - qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + // GL is weird because it's bottom to top, r_refdef.view.y is top to bottom + qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR R_SetupView(); - GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); GL_Color(1, 1, 1, 1); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_AlphaTest(false); GL_ScissorTest(true); @@ -2586,7 +2584,7 @@ void R_ResetViewRendering3D(void) qglStencilMask(~0);CHECKGLERROR qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR - GL_CullFace(r_view.cullface_back); + GL_CullFace(r_refdef.view.cullface_back); } /* @@ -2660,8 +2658,8 @@ static void R_Water_StartFrame(void) // set waterwidth and waterheight to the water resolution that will be // used (often less than the screen resolution for faster rendering) - waterwidth = (int)bound(1, r_view.width * r_water_resolutionmultiplier.value, r_view.width); - waterheight = (int)bound(1, r_view.height * r_water_resolutionmultiplier.value, r_view.height); + waterwidth = (int)bound(1, r_refdef.view.width * r_water_resolutionmultiplier.value, r_refdef.view.width); + waterheight = (int)bound(1, r_refdef.view.height * r_water_resolutionmultiplier.value, r_refdef.view.height); // calculate desired texture sizes // can't use water if the card does not support the texture size @@ -2750,7 +2748,7 @@ static void R_Water_AddWaterPlane(msurface_t *surface) p->plane.dist = DotProduct(vert[0], p->plane.normal); PlaneClassify(&p->plane); // flip the plane if it does not face the viewer - if (PlaneDiff(r_view.origin, &p->plane) < 0) + if (PlaneDiff(r_refdef.view.origin, &p->plane) < 0) { VectorNegate(p->plane.normal, p->plane.normal); p->plane.dist *= -1; @@ -2774,11 +2772,11 @@ static void R_Water_AddWaterPlane(msurface_t *surface) static void R_Water_ProcessPlanes(void) { - r_view_t originalview; + r_refdef_view_t originalview; int planeindex; r_waterstate_waterplane_t *p; - originalview = r_view; + originalview = r_refdef.view; // make sure enough textures are allocated for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) @@ -2803,20 +2801,20 @@ static void R_Water_ProcessPlanes(void) // render views for (planeindex = 0, p = r_waterstate.waterplanes;planeindex < r_waterstate.numwaterplanes;planeindex++, p++) { - r_view.showdebug = false; - r_view.width = r_waterstate.waterwidth; - r_view.height = r_waterstate.waterheight; - r_view.useclipplane = true; + r_refdef.view.showdebug = false; + r_refdef.view.width = r_waterstate.waterwidth; + r_refdef.view.height = r_waterstate.waterheight; + r_refdef.view.useclipplane = true; r_waterstate.renderingscene = true; // render the normal view scene and copy into texture // (except that a clipping plane should be used to hide everything on one side of the water, and the viewer's weapon model should be omitted) if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFRACTION)) { - r_view.clipplane = p->plane; - VectorNegate(r_view.clipplane.normal, r_view.clipplane.normal); - r_view.clipplane.dist = -r_view.clipplane.dist; - PlaneClassify(&r_view.clipplane); + r_refdef.view.clipplane = p->plane; + VectorNegate(r_refdef.view.clipplane.normal, r_refdef.view.clipplane.normal); + r_refdef.view.clipplane.dist = -r_refdef.view.clipplane.dist; + PlaneClassify(&r_refdef.view.clipplane); R_RenderScene(false); @@ -2824,24 +2822,24 @@ static void R_Water_ProcessPlanes(void) R_Mesh_TexBind(0, R_GetTexture(p->texture_refraction)); GL_ActiveTexture(0); CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR } if (p->materialflags & (MATERIALFLAG_WATERSHADER | MATERIALFLAG_REFLECTION)) { // render reflected scene and copy into texture - Matrix4x4_Reflect(&r_view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2); - r_view.clipplane = p->plane; + Matrix4x4_Reflect(&r_refdef.view.matrix, p->plane.normal[0], p->plane.normal[1], p->plane.normal[2], p->plane.dist, -2); + r_refdef.view.clipplane = p->plane; // reverse the cullface settings for this render - r_view.cullface_front = GL_FRONT; - r_view.cullface_back = GL_BACK; + r_refdef.view.cullface_front = GL_FRONT; + r_refdef.view.cullface_back = GL_BACK; if (r_refdef.worldmodel && r_refdef.worldmodel->brush.num_pvsclusterbytes) { - r_view.usecustompvs = true; + r_refdef.view.usecustompvs = true; if (p->pvsvalid) - memcpy(r_viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes); + memcpy(r_refdef.viewcache.world_pvsbits, p->pvsbits, r_refdef.worldmodel->brush.num_pvsclusterbytes); else - memset(r_viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes); + memset(r_refdef.viewcache.world_pvsbits, 0xFF, r_refdef.worldmodel->brush.num_pvsclusterbytes); } R_ResetViewRendering3D(); @@ -2854,7 +2852,7 @@ static void R_Water_ProcessPlanes(void) R_Mesh_TexBind(0, R_GetTexture(p->texture_reflection)); GL_ActiveTexture(0); CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR R_ResetViewRendering3D(); R_ClearScreen(r_refdef.fogenabled); @@ -2862,13 +2860,13 @@ static void R_Water_ProcessPlanes(void) R_TimeReport("viewclear"); } - r_view = originalview; - r_view.clear = true; + r_refdef.view = originalview; + r_refdef.view.clear = true; r_waterstate.renderingscene = false; } return; error: - r_view = originalview; + r_refdef.view = originalview; r_waterstate.renderingscene = false; Cvar_SetValueQuick(&r_water, 0); Con_Printf("R_Water_ProcessPlanes: Error: texture creation failed! Turned off r_water.\n"); @@ -2881,15 +2879,15 @@ void R_Bloom_StartFrame(void) // set bloomwidth and bloomheight to the bloom resolution that will be // used (often less than the screen resolution for faster rendering) - r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_view.width); - r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_view.height / r_view.width; - r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_view.height); + r_bloomstate.bloomwidth = bound(1, r_bloom_resolution.integer, r_refdef.view.width); + r_bloomstate.bloomheight = r_bloomstate.bloomwidth * r_refdef.view.height / r_refdef.view.width; + r_bloomstate.bloomheight = bound(1, r_bloomstate.bloomheight, r_refdef.view.height); // calculate desired texture sizes if (gl_support_arb_texture_non_power_of_two) { - screentexturewidth = r_view.width; - screentextureheight = r_view.height; + screentexturewidth = r_refdef.view.width; + screentextureheight = r_refdef.view.height; bloomtexturewidth = r_bloomstate.bloomwidth; bloomtextureheight = r_bloomstate.bloomheight; } @@ -2954,10 +2952,10 @@ void R_Bloom_StartFrame(void) // set up a texcoord array for the full resolution screen image // (we have to keep this around to copy back during final render) r_bloomstate.screentexcoord2f[0] = 0; - r_bloomstate.screentexcoord2f[1] = (float)r_view.height / (float)r_bloomstate.screentextureheight; - r_bloomstate.screentexcoord2f[2] = (float)r_view.width / (float)r_bloomstate.screentexturewidth; - r_bloomstate.screentexcoord2f[3] = (float)r_view.height / (float)r_bloomstate.screentextureheight; - r_bloomstate.screentexcoord2f[4] = (float)r_view.width / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[1] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight; + r_bloomstate.screentexcoord2f[2] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth; + r_bloomstate.screentexcoord2f[3] = (float)r_refdef.view.height / (float)r_bloomstate.screentextureheight; + r_bloomstate.screentexcoord2f[4] = (float)r_refdef.view.width / (float)r_bloomstate.screentexturewidth; r_bloomstate.screentexcoord2f[5] = 0; r_bloomstate.screentexcoord2f[6] = 0; r_bloomstate.screentexcoord2f[7] = 0; @@ -2987,12 +2985,12 @@ void R_Bloom_CopyScreenTexture(float colorscale) // copy view into the screen texture GL_ActiveTexture(0); CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR - r_refdef.stats.bloom_copypixels += r_view.width * r_view.height; + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height; // now scale it down to the bloom texture size CHECKGLERROR - qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR GL_BlendFunc(GL_ONE, GL_ZERO); GL_Color(colorscale, colorscale, colorscale, 1); // TODO: optimize with multitexture or GLSL @@ -3004,7 +3002,7 @@ void R_Bloom_CopyScreenTexture(float colorscale) R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); GL_ActiveTexture(0); CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } @@ -3013,8 +3011,8 @@ void R_Bloom_CopyHDRTexture(void) R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); GL_ActiveTexture(0); CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR - r_refdef.stats.bloom_copypixels += r_view.width * r_view.height; + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR + r_refdef.stats.bloom_copypixels += r_refdef.view.width * r_refdef.view.height; } void R_Bloom_MakeTexture(void) @@ -3030,7 +3028,7 @@ void R_Bloom_MakeTexture(void) // we have a bloom image in the framebuffer CHECKGLERROR - qglViewport(r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR for (x = 1;x < min(r_bloom_colorexponent.value, 32);) { @@ -3046,7 +3044,7 @@ void R_Bloom_MakeTexture(void) // copy the vertically blurred bloom view to a texture GL_ActiveTexture(0); CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } @@ -3092,7 +3090,7 @@ void R_Bloom_MakeTexture(void) // copy the vertically blurred bloom view to a texture GL_ActiveTexture(0); CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } @@ -3120,7 +3118,7 @@ void R_Bloom_MakeTexture(void) R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); GL_ActiveTexture(0); CHECKGLERROR - qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_view.x, vid.height - (r_view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR + qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, r_refdef.view.x, vid.height - (r_refdef.view.y + r_bloomstate.bloomheight), r_bloomstate.bloomwidth, r_bloomstate.bloomheight);CHECKGLERROR r_refdef.stats.bloom_copypixels += r_bloomstate.bloomwidth * r_bloomstate.bloomheight; } } @@ -3130,18 +3128,18 @@ void R_HDR_RenderBloomTexture(void) int oldwidth, oldheight; float oldcolorscale; - oldcolorscale = r_view.colorscale; - oldwidth = r_view.width; - oldheight = r_view.height; - r_view.width = r_bloomstate.bloomwidth; - r_view.height = r_bloomstate.bloomheight; + oldcolorscale = r_refdef.view.colorscale; + oldwidth = r_refdef.view.width; + oldheight = r_refdef.view.height; + r_refdef.view.width = r_bloomstate.bloomwidth; + r_refdef.view.height = r_bloomstate.bloomheight; // TODO: support GL_EXT_framebuffer_object rather than reusing the framebuffer? it might improve SLI performance. // TODO: add exposure compensation features // TODO: add fp16 framebuffer support - r_view.showdebug = false; - r_view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16); + r_refdef.view.showdebug = false; + r_refdef.view.colorscale *= r_bloom_colorscale.value / bound(1, r_hdr_range.value, 16); R_ClearScreen(r_refdef.fogenabled); if (r_timereport_active) @@ -3149,7 +3147,7 @@ void R_HDR_RenderBloomTexture(void) r_waterstate.numwaterplanes = 0; R_RenderScene(r_waterstate.enabled); - r_view.showdebug = true; + r_refdef.view.showdebug = true; R_ResetViewRendering2D(); @@ -3157,9 +3155,9 @@ void R_HDR_RenderBloomTexture(void) R_Bloom_MakeTexture(); // restore the view settings - r_view.width = oldwidth; - r_view.height = oldheight; - r_view.colorscale = oldcolorscale; + r_refdef.view.width = oldwidth; + r_refdef.view.height = oldheight; + r_refdef.view.colorscale = oldcolorscale; R_ResetViewRendering3D(); @@ -3183,7 +3181,7 @@ static void R_BlendView(void) R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_bloom)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.bloomtexcoord2f, 0, 0); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); - r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; + r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height; } else if (r_bloomstate.enabled) { @@ -3211,14 +3209,14 @@ static void R_BlendView(void) else { R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); - r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; + r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height; // now blend on the bloom texture GL_BlendFunc(GL_ONE, GL_ONE); R_Mesh_TexBind(0, R_GetTexture(r_bloomstate.texture_screen)); R_Mesh_TexCoordPointer(0, 2, r_bloomstate.screentexcoord2f, 0, 0); } R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); - r_refdef.stats.bloom_drawpixels += r_view.width * r_view.height; + r_refdef.stats.bloom_drawpixels += r_refdef.view.width * r_refdef.view.height; } if (r_refdef.viewblend[3] >= (1.0f / 256.0f)) { @@ -3255,7 +3253,7 @@ void R_UpdateFogColor(void) // needs to be called before HDR subrender too, as t fogvec[2] *= r_glsl_contrastboost.value / ((r_glsl_contrastboost.value - 1) * fogvec[2] + 1); } // color.rgb *= ContrastBoost * SceneBrightness; - VectorScale(fogvec, r_view.colorscale, fogvec); + VectorScale(fogvec, r_refdef.view.colorscale, fogvec); r_refdef.fogcolor[0] = bound(0.0f, fogvec[0], 1.0f); r_refdef.fogcolor[1] = bound(0.0f, fogvec[1], 1.0f); r_refdef.fogcolor[2] = bound(0.0f, fogvec[2], 1.0f); @@ -3357,7 +3355,7 @@ void R_RenderView(void) if (!r_refdef.entities/* || !r_refdef.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); - r_view.colorscale = r_hdr_scenebrightness.value; + r_refdef.view.colorscale = r_hdr_scenebrightness.value; R_Shadow_UpdateWorldLightSelection(); @@ -3370,15 +3368,15 @@ void R_RenderView(void) R_ResetViewRendering3D(); - if (r_view.clear || r_refdef.fogenabled) + if (r_refdef.view.clear || r_refdef.fogenabled) { R_ClearScreen(r_refdef.fogenabled); if (r_timereport_active) R_TimeReport("viewclear"); } - r_view.clear = true; + r_refdef.view.clear = true; - r_view.showdebug = true; + r_refdef.view.showdebug = true; // this produces a bloom texture to be used in R_BlendView() later if (r_hdr.integer) @@ -3404,7 +3402,7 @@ static void R_DrawLocs(void); static void R_DrawEntityBBoxes(void); void R_RenderScene(qboolean addwaterplanes) { - Matrix4x4_Invert_Simple(&r_view.inverse_matrix, &r_view.matrix); + Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix); R_UpdateFogColor(); if (addwaterplanes) @@ -3544,7 +3542,7 @@ void R_RenderScene(qboolean addwaterplanes) } VM_CL_AddPolygonsToMeshQueue(); - if (r_view.showdebug) + if (r_refdef.view.showdebug) { if (cl_locs_show.integer) { @@ -3581,7 +3579,7 @@ void R_RenderScene(qboolean addwaterplanes) qglUseProgramObjectARB(0);CHECKGLERROR } - if (r_view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0)) + if (r_refdef.view.showdebug && r_refdef.worldmodel && r_refdef.worldmodel->DrawDebug && (r_showtris.value > 0 || r_shownormals.value > 0 || r_showcollisionbrushes.value > 0)) { r_refdef.worldmodel->DrawDebug(r_refdef.worldentity); if (r_timereport_active) @@ -3681,7 +3679,7 @@ static void R_DrawEntityBBoxes_Callback(const entity_render_t *ent, const rtligh color[3] *= r_showbboxes.value; color[3] = bound(0, color[3], 1); GL_DepthTest(!r_showdisabledepthtest.integer); - GL_CullFace(r_view.cullface_front); + GL_CullFace(r_refdef.view.cullface_front); R_DrawBBoxMesh(edict->priv.server->areamins, edict->priv.server->areamaxs, color[0], color[1], color[2], color[3]); } SV_VM_End(); @@ -3766,7 +3764,7 @@ void R_DrawNoModel_TransparentCallback(const entity_render_t *ent, const rtlight GL_DepthRange(0, (ent->flags & RENDER_VIEWMODEL) ? 0.0625 : 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); - GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_view.cullface_back); + GL_CullFace((ent->effects & EF_DOUBLESIDED) ? GL_NONE : r_refdef.view.cullface_back); R_Mesh_VertexPointer(nomodelvertex3f, 0, 0); if (r_refdef.fogenabled) { @@ -3802,7 +3800,7 @@ void R_DrawNoModel(entity_render_t *ent) vec3_t org; Matrix4x4_OriginFromMatrix(&ent->matrix, org); //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_DrawNoModel_TransparentCallback, ent, 0, rsurface.rtlight); //else // R_DrawNoModelCallback(ent, 0); } @@ -3814,12 +3812,12 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo VectorSubtract (org2, org1, normal); // calculate 'right' vector for start - VectorSubtract (r_view.origin, org1, diff); + VectorSubtract (r_refdef.view.origin, org1, diff); CrossProduct (normal, diff, right1); VectorNormalize (right1); // calculate 'right' vector for end - VectorSubtract (r_view.origin, org2, diff); + VectorSubtract (r_refdef.view.origin, org2, diff); CrossProduct (normal, diff, right2); VectorNormalize (right2); @@ -3854,10 +3852,10 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ { scalex1 = -scalex1; scalex2 = -scalex2; - GL_CullFace(r_view.cullface_front); + GL_CullFace(r_refdef.view.cullface_front); } else - GL_CullFace(r_view.cullface_back); + GL_CullFace(r_refdef.view.cullface_back); GL_DepthMask(false); GL_DepthRange(0, depthshort ? 0.0625 : 1); @@ -3882,8 +3880,8 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, rtexture_ R_Mesh_ResetTextureState(); R_Mesh_TexBind(0, R_GetTexture(texture)); R_Mesh_TexCoordPointer(0, 2, spritetexcoord2f, 0, 0); - // FIXME: fixed function path can't properly handle r_view.colorscale > 1 - GL_Color(cr * fog * r_view.colorscale, cg * fog * r_view.colorscale, cb * fog * r_view.colorscale, ca); + // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1 + GL_Color(cr * fog * r_refdef.view.colorscale, cg * fog * r_refdef.view.colorscale, cb * fog * r_refdef.view.colorscale, ca); R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0); if (blendfunc2 == GL_ONE_MINUS_SRC_ALPHA) @@ -4004,9 +4002,9 @@ static void R_Texture_AddLayer(texture_t *t, qboolean depthmask, int blendfunc1, layer->blendfunc2 = blendfunc2; layer->texture = texture; layer->texmatrix = *matrix; - layer->color[0] = r * r_view.colorscale; - layer->color[1] = g * r_view.colorscale; - layer->color[2] = b * r_view.colorscale; + layer->color[0] = r * r_refdef.view.colorscale; + layer->color[1] = g * r_refdef.view.colorscale; + layer->color[2] = b * r_refdef.view.colorscale; layer->color[3] = a; } @@ -4321,7 +4319,7 @@ void R_UpdateTextureInfo(const entity_render_t *ent, texture_t *t) // were darkened by fog already, and we should not add fog color // (because the background was not darkened, there is no fog color // that was lost behind it). - R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_view.colorscale, r_refdef.fogcolor[1] / r_view.colorscale, r_refdef.fogcolor[2] / r_view.colorscale, t->lightmapcolor[3]); + R_Texture_AddLayer(t, false, GL_SRC_ALPHA, (t->currentmaterialflags & MATERIALFLAG_BLENDED) ? GL_ONE : GL_ONE_MINUS_SRC_ALPHA, TEXTURELAYERTYPE_FOG, t->currentskinframe->fog, &identitymatrix, r_refdef.fogcolor[0] / r_refdef.view.colorscale, r_refdef.fogcolor[1] / r_refdef.view.colorscale, r_refdef.fogcolor[2] / r_refdef.view.colorscale, t->lightmapcolor[3]); } } } @@ -4382,7 +4380,7 @@ void RSurf_ActiveWorldEntity(void) rsurface.matrix = identitymatrix; rsurface.inversematrix = identitymatrix; R_Mesh_Matrix(&identitymatrix); - VectorCopy(r_view.origin, rsurface.modelorg); + VectorCopy(r_refdef.view.origin, rsurface.modelorg); VectorSet(rsurface.modellight_ambient, 0, 0, 0); VectorSet(rsurface.modellight_diffuse, 0, 0, 0); VectorSet(rsurface.modellight_lightdir, 0, 0, 1); @@ -4450,7 +4448,7 @@ void RSurf_ActiveModelEntity(const entity_render_t *ent, qboolean wantnormals, q rsurface.matrix = ent->matrix; rsurface.inversematrix = ent->inversematrix; R_Mesh_Matrix(&rsurface.matrix); - Matrix4x4_Transform(&rsurface.inversematrix, r_view.origin, rsurface.modelorg); + Matrix4x4_Transform(&rsurface.inversematrix, r_refdef.view.origin, rsurface.modelorg); rsurface.modellight_ambient[0] = ent->modellight_ambient[0] * ent->colormod[0]; rsurface.modellight_ambient[1] = ent->modellight_ambient[1] * ent->colormod[1]; rsurface.modellight_ambient[2] = ent->modellight_ambient[2] * ent->colormod[2]; @@ -4635,9 +4633,9 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta case Q3DEFORM_NONE: break; case Q3DEFORM_AUTOSPRITE: - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward); - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright); - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup); VectorNormalize(newforward); VectorNormalize(newright); VectorNormalize(newup); @@ -4678,9 +4676,9 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta rsurface.normal3f_bufferoffset = 0; break; case Q3DEFORM_AUTOSPRITE2: - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, newforward); - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.right, newright); - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.up, newup); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, newforward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.right, newright); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.up, newup); VectorNormalize(newforward); VectorNormalize(newright); VectorNormalize(newup); @@ -4754,7 +4752,7 @@ void RSurf_PrepareVerticesForBatch(qboolean generatenormals, qboolean generateta VectorNormalize(up); // calculate a forward vector to use instead of the original plane normal (this is how we get a new right vector) //VectorSubtract(rsurface.modelorg, center, forward); - Matrix4x4_Transform3x3(&rsurface.inversematrix, r_view.forward, forward); + Matrix4x4_Transform3x3(&rsurface.inversematrix, r_refdef.view.forward, forward); VectorNegate(forward, forward); VectorReflect(forward, 0, up, forward); VectorNormalize(forward); @@ -5219,7 +5217,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; for (j = 0;j < surface->num_triangles;j++) { - float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_view.colorscale; + float f = ((j + surface->num_firsttriangle) & 31) * (1.0f / 31.0f) * r_refdef.view.colorscale; GL_Color(f, f, f, 1); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, 1, (rsurface.modelelement3i + 3 * (j + surface->num_firsttriangle)), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * (j + surface->num_firsttriangle))); } @@ -5231,7 +5229,7 @@ static void RSurf_DrawBatch_ShowSurfaces(int texturenumsurfaces, msurface_t **te { const msurface_t *surface = texturesurfacelist[texturesurfaceindex]; int k = (int)(((size_t)surface) / sizeof(msurface_t)); - GL_Color((k & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_view.colorscale, 1); + GL_Color((k & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 4) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, ((k >> 8) & 15) * (1.0f / 16.0f) * r_refdef.view.colorscale, 1); GL_LockArrays(surface->num_firstvertex, surface->num_vertices); R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (rsurface.modelelement3i + 3 * surface->num_firsttriangle), rsurface.modelelement3i_bufferobject, (sizeof(int[3]) * surface->num_firsttriangle)); } @@ -5463,7 +5461,7 @@ void RSurf_SetupDepthAndCulling(void) GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); GL_PolygonOffset(rsurface.basepolygonfactor + rsurface.texture->biaspolygonfactor, rsurface.basepolygonoffset + rsurface.texture->biaspolygonoffset); GL_DepthTest(!(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST)); - GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back); } static void R_DrawTextureSurfaceList_ShowSurfaces(int texturenumsurfaces, msurface_t **texturesurfacelist) @@ -5509,7 +5507,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te // in Quake3 maps as it causes problems with q3map2 sky tricks, // and skymasking also looks very bad when noclipping outside the // level, so don't use it then either. - if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_viewcache.world_novis) + if (r_refdef.worldmodel && r_refdef.worldmodel->type == mod_brushq1 && r_q1bsp_skymasking.integer && !r_refdef.viewcache.world_novis) { GL_Color(r_refdef.fogcolor[0], r_refdef.fogcolor[1], r_refdef.fogcolor[2], 1); R_Mesh_ColorPointer(NULL, 0, 0); @@ -5530,7 +5528,7 @@ static void R_DrawTextureSurfaceList_Sky(int texturenumsurfaces, msurface_t **te RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); if (skyrendermasked) - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); } } @@ -5931,7 +5929,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur if (r_depthfirst.integer == 3) { int i = (int)(texturesurfacelist[0] - rsurface.modelsurfaces); - if (!r_view.showdebug) + if (!r_refdef.view.showdebug) GL_Color(0, 0, 0, 1); else GL_Color(((i >> 6) & 7) / 7.0f, ((i >> 3) & 7) / 7.0f, (i & 7) / 7.0f,1); @@ -5950,11 +5948,11 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur R_Mesh_ResetTextureState(); RSurf_PrepareVerticesForBatch(false, false, texturenumsurfaces, texturesurfacelist); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); } else if (r_depthfirst.integer == 3) return; - else if (!r_view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer)) + else if (!r_refdef.view.showdebug && (r_showsurfaces.integer || gl_lightmaps.integer)) { GL_Color(0, 0, 0, 1); RSurf_DrawBatch_Simple(texturenumsurfaces, texturesurfacelist); @@ -5981,7 +5979,7 @@ static void R_DrawTextureSurfaceList(int texturenumsurfaces, msurface_t **textur rsurface.mode = RSURFMODE_MULTIPASS; GL_DepthRange(0, (rsurface.texture->currentmaterialflags & MATERIALFLAG_SHORTDEPTHRANGE) ? 0.0625 : 1); GL_DepthTest(true); - GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_view.cullface_back); + GL_CullFace((rsurface.texture->currentmaterialflags & MATERIALFLAG_NOCULLFACE) ? GL_NONE : r_refdef.view.cullface_back); GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(writedepth); GL_Color(1,1,1,1); @@ -6108,7 +6106,7 @@ void R_QueueSurfaceList(entity_render_t *ent, int numsurfaces, msurface_t **surf tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); - R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight); + R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_DrawSurface_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight); } else { @@ -6161,9 +6159,9 @@ void R_DrawLoc_Callback(const entity_render_t *ent, const rtlight_t *rtlight, in R_Mesh_ResetTextureState(); i = surfacelist[0]; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale, - ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale, - ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale, + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale, surfacelist[0] < 0 ? 0.5f : 0.125f); if (VectorCompare(loc->mins, loc->maxs)) @@ -6223,7 +6221,7 @@ void R_DrawDebugModel(entity_render_t *ent) if (brush->colbrushf && brush->colbrushf->numtriangles) { R_Mesh_VertexPointer(brush->colbrushf->points->v, 0, 0); - GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value); + GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value); R_Mesh_Draw(0, brush->colbrushf->numpoints, brush->colbrushf->numtriangles, brush->colbrushf->elements, 0, 0); } } @@ -6232,7 +6230,7 @@ void R_DrawDebugModel(entity_render_t *ent) if (surface->num_collisiontriangles) { R_Mesh_VertexPointer(surface->data_collisionvertex3f, 0, 0); - GL_Color((i & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_view.colorscale, r_showcollisionbrushes.value); + GL_Color((i & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 5) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, ((i >> 10) & 31) * (1.0f / 32.0f) * r_refdef.view.colorscale, r_showcollisionbrushes.value); R_Mesh_Draw(0, surface->num_collisionvertices, surface->num_collisiontriangles, surface->data_collisionelement3i, 0, 0); } } @@ -6254,7 +6252,7 @@ void R_DrawDebugModel(entity_render_t *ent) } for (i = 0, j = model->firstmodelsurface, surface = model->data_surfaces + j;i < model->nummodelsurfaces;i++, j++, surface++) { - if (ent == r_refdef.worldentity && !r_viewcache.world_surfacevisible[j]) + if (ent == r_refdef.worldentity && !r_refdef.viewcache.world_surfacevisible[j]) continue; rsurface.texture = surface->texture->currentframe; if ((rsurface.texture->currentmaterialflags & flagsmask) && surface->num_triangles) @@ -6263,11 +6261,11 @@ void R_DrawDebugModel(entity_render_t *ent) if (r_showtris.value > 0) { if (!rsurface.texture->currentlayers->depthmask) - GL_Color(r_view.colorscale, 0, 0, r_showtris.value); + GL_Color(r_refdef.view.colorscale, 0, 0, r_showtris.value); else if (ent == r_refdef.worldentity) - GL_Color(r_view.colorscale, r_view.colorscale, r_view.colorscale, r_showtris.value); + GL_Color(r_refdef.view.colorscale, r_refdef.view.colorscale, r_refdef.view.colorscale, r_showtris.value); else - GL_Color(0, r_view.colorscale, 0, r_showtris.value); + GL_Color(0, r_refdef.view.colorscale, 0, r_showtris.value); elements = (ent->model->surfmesh.data_element3i + 3 * surface->num_firsttriangle); CHECKGLERROR qglBegin(GL_LINES); @@ -6287,10 +6285,10 @@ void R_DrawDebugModel(entity_render_t *ent) for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface.vertex3f + l * 3, v); - GL_Color(r_view.colorscale, 0, 0, 1); + GL_Color(r_refdef.view.colorscale, 0, 0, 1); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, r_shownormals.value, rsurface.svector3f + l * 3, v); - GL_Color(r_view.colorscale, 1, 1, 1); + GL_Color(r_refdef.view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); @@ -6299,10 +6297,10 @@ void R_DrawDebugModel(entity_render_t *ent) for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface.vertex3f + l * 3, v); - GL_Color(0, r_view.colorscale, 0, 1); + GL_Color(0, r_refdef.view.colorscale, 0, 1); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, r_shownormals.value, rsurface.tvector3f + l * 3, v); - GL_Color(r_view.colorscale, 1, 1, 1); + GL_Color(r_refdef.view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); @@ -6311,10 +6309,10 @@ void R_DrawDebugModel(entity_render_t *ent) for (k = 0, l = surface->num_firstvertex;k < surface->num_vertices;k++, l++) { VectorCopy(rsurface.vertex3f + l * 3, v); - GL_Color(0, 0, r_view.colorscale, 1); + GL_Color(0, 0, r_refdef.view.colorscale, 1); qglVertex3f(v[0], v[1], v[2]); VectorMA(v, r_shownormals.value, rsurface.normal3f + l * 3, v); - GL_Color(r_view.colorscale, 1, 1, 1); + GL_Color(r_refdef.view.colorscale, 1, 1, 1); qglVertex3f(v[0], v[1], v[2]); } qglEnd(); @@ -6377,10 +6375,10 @@ void R_DrawWorldSurfaces(qboolean skysurfaces, qboolean writedepth, qboolean dep while (j < endj) { // quickly skip over non-visible surfaces - for (;j < endj && !r_viewcache.world_surfacevisible[j];j++) + for (;j < endj && !r_refdef.viewcache.world_surfacevisible[j];j++) ; // quickly iterate over visible surfaces - for (;j < endj && r_viewcache.world_surfacevisible[j];j++) + for (;j < endj && r_refdef.viewcache.world_surfacevisible[j];j++) { // process this surface surface = model->data_surfaces + j; diff --git a/gl_rsurf.c b/gl_rsurf.c index fafbf1d3..b5cd1c70 100644 --- a/gl_rsurf.c +++ b/gl_rsurf.c @@ -341,9 +341,9 @@ static void R_DrawPortal_Callback(const entity_render_t *ent, const rtlight_t *r R_Mesh_ResetTextureState(); i = surfacelist[0]; - GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_view.colorscale, - ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_view.colorscale, - ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_view.colorscale, + GL_Color(((i & 0x0007) >> 0) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x0038) >> 3) * (1.0f / 7.0f) * r_refdef.view.colorscale, + ((i & 0x01C0) >> 6) * (1.0f / 7.0f) * r_refdef.view.colorscale, 0.125f); for (i = 0, v = vertex3f;i < numpoints;i++, v += 3) VectorCopy(portal->points[i].position, v); @@ -361,7 +361,7 @@ void R_DrawPortals(void) return; for (leafnum = 0;leafnum < r_refdef.worldmodel->brush.num_leafs;leafnum++) { - if (r_viewcache.world_leafvisible[leafnum]) + if (r_refdef.viewcache.world_leafvisible[leafnum]) { //for (portalnum = 0, portal = model->brush.data_portals;portalnum < model->brush.num_portals;portalnum++, portal++) for (portal = r_refdef.worldmodel->brush.data_leafs[leafnum].portals;portal;portal = portal->next) @@ -391,42 +391,42 @@ void R_View_WorldVisibility(qboolean forcenovis) if (!model) return; - if (r_view.usecustompvs) + if (r_refdef.view.usecustompvs) { // clear the visible surface and leaf flags arrays - memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces); - memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs); - r_viewcache.world_novis = false; + memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs); + r_refdef.viewcache.world_novis = false; // simply cull each marked leaf to the frustum (view pyramid) for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { // if leaf is in current pvs and on the screen, mark its surfaces - if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) { r_refdef.stats.world_leafs++; - r_viewcache.world_leafvisible[j] = true; + r_refdef.viewcache.world_leafvisible[j] = true; if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_viewcache.world_surfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; } } return; } // if possible find the leaf the view origin is in - viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_view.origin) : NULL; + viewleaf = model->brush.PointInLeaf ? model->brush.PointInLeaf(model, r_refdef.view.origin) : NULL; // if possible fetch the visible cluster bits if (!r_lockpvs.integer && model->brush.FatPVS) - model->brush.FatPVS(model, r_view.origin, 2, r_viewcache.world_pvsbits, sizeof(r_viewcache.world_pvsbits), false); + model->brush.FatPVS(model, r_refdef.view.origin, 2, r_refdef.viewcache.world_pvsbits, sizeof(r_refdef.viewcache.world_pvsbits), false); if (!r_lockvisibility.integer) { // clear the visible surface and leaf flags arrays - memset(r_viewcache.world_surfacevisible, 0, model->num_surfaces); - memset(r_viewcache.world_leafvisible, 0, model->brush.num_leafs); + memset(r_refdef.viewcache.world_surfacevisible, 0, model->num_surfaces); + memset(r_refdef.viewcache.world_leafvisible, 0, model->brush.num_leafs); - r_viewcache.world_novis = false; + r_refdef.viewcache.world_novis = false; // if floating around in the void (no pvs data available, and no // portals available), simply use all on-screen leafs. @@ -435,17 +435,17 @@ void R_View_WorldVisibility(qboolean forcenovis) // no visibility method: (used when floating around in the void) // simply cull each leaf to the frustum (view pyramid) // similar to quake's RecursiveWorldNode but without cache misses - r_viewcache.world_novis = true; + r_refdef.viewcache.world_novis = true; for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { // if leaf is in current pvs and on the screen, mark its surfaces if (!R_CullBox(leaf->mins, leaf->maxs)) { r_refdef.stats.world_leafs++; - r_viewcache.world_leafvisible[j] = true; + r_refdef.viewcache.world_leafvisible[j] = true; if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_viewcache.world_surfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; } } } @@ -460,13 +460,13 @@ void R_View_WorldVisibility(qboolean forcenovis) for (j = 0, leaf = model->brush.data_leafs;j < model->brush.num_leafs;j++, leaf++) { // if leaf is in current pvs and on the screen, mark its surfaces - if (CHECKPVSBIT(r_viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) + if (CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, leaf->clusterindex) && !R_CullBox(leaf->mins, leaf->maxs)) { r_refdef.stats.world_leafs++; - r_viewcache.world_leafvisible[j] = true; + r_refdef.viewcache.world_leafvisible[j] = true; if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_viewcache.world_surfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; } } } @@ -489,14 +489,14 @@ void R_View_WorldVisibility(qboolean forcenovis) while (leafstackpos) { leaf = leafstack[--leafstackpos]; - if (r_viewcache.world_leafvisible[leaf - model->brush.data_leafs]) + if (r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs]) continue; r_refdef.stats.world_leafs++; - r_viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true; + r_refdef.viewcache.world_leafvisible[leaf - model->brush.data_leafs] = true; // mark any surfaces bounding this leaf if (leaf->numleafsurfaces) for (i = 0, mark = leaf->firstleafsurface;i < leaf->numleafsurfaces;i++, mark++) - r_viewcache.world_surfacevisible[*mark] = true; + r_refdef.viewcache.world_surfacevisible[*mark] = true; // follow portals into other leafs // the checks are: // if viewer is behind portal (portal faces outward into the scene) @@ -507,9 +507,9 @@ void R_View_WorldVisibility(qboolean forcenovis) for (p = leaf->portals;p;p = p->next) { r_refdef.stats.world_portals++; - if (DotProduct(r_view.origin, p->plane.normal) < (p->plane.dist + 1) - && !r_viewcache.world_leafvisible[p->past - model->brush.data_leafs] - && CHECKPVSBIT(r_viewcache.world_pvsbits, p->past->clusterindex) + if (DotProduct(r_refdef.view.origin, p->plane.normal) < (p->plane.dist + 1) + && !r_refdef.viewcache.world_leafvisible[p->past - model->brush.data_leafs] + && CHECKPVSBIT(r_refdef.viewcache.world_pvsbits, p->past->clusterindex) && !R_CullBox(p->mins, p->maxs) && leafstackpos < (int)(sizeof(leafstack) / sizeof(leafstack[0]))) leafstack[leafstackpos++] = p->past; @@ -1056,7 +1056,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface if (ent == r_refdef.worldentity) { for (;i < endsurface;i++) - if (r_viewcache.world_surfacevisible[surfacelist[i]]) + if (r_refdef.viewcache.world_surfacevisible[surfacelist[i]]) batchsurfacelist[batchnumsurfaces++] = model->data_surfaces + surfacelist[i]; } else @@ -1087,7 +1087,7 @@ void R_Q1BSP_DrawLight(entity_render_t *ent, int numsurfaces, const int *surface tempcenter[1] = (surface->mins[1] + surface->maxs[1]) * 0.5f; tempcenter[2] = (surface->mins[2] + surface->maxs[2]) * 0.5f; Matrix4x4_Transform(&rsurface.matrix, tempcenter, center); - R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight); + R_MeshQueue_AddTransparent(rsurface.texture->currentmaterialflags & MATERIALFLAG_NODEPTHTEST ? r_refdef.view.origin : center, R_Q1BSP_DrawLight_TransparentCallback, ent, surface - rsurface.modelsurfaces, rsurface.rtlight); } } else diff --git a/host.c b/host.c index 511ad113..060bbea7 100644 --- a/host.c +++ b/host.c @@ -873,7 +873,7 @@ void Host_Main(void) cl.csqc_usecsqclistener = false; } else - S_Update(&r_view.matrix); + S_Update(&r_refdef.view.matrix); CDAudio_Update(); diff --git a/meshqueue.c b/meshqueue.c index f1d01edc..7d5a9c3a 100644 --- a/meshqueue.c +++ b/meshqueue.c @@ -22,7 +22,7 @@ int mqt_total; void R_MeshQueue_BeginScene(void) { mqt_count = 0; - mqt_viewplanedist = DotProduct(r_view.origin, r_view.forward); + mqt_viewplanedist = DotProduct(r_refdef.view.origin, r_refdef.view.forward); mqt_viewmaxdist = 0; } @@ -46,7 +46,7 @@ void R_MeshQueue_AddTransparent(const vec3_t center, void (*callback)(const enti mq->ent = ent; mq->surfacenumber = surfacenumber; mq->rtlight = rtlight; - mq->dist = DotProduct(center, r_view.forward) - mqt_viewplanedist; + mq->dist = DotProduct(center, r_refdef.view.forward) - mqt_viewplanedist; mq->next = NULL; mqt_viewmaxdist = max(mqt_viewmaxdist, mq->dist); } diff --git a/r_explosion.c b/r_explosion.c index 90a5fcf5..268e9806 100644 --- a/r_explosion.c +++ b/r_explosion.c @@ -190,7 +190,7 @@ static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, cons GL_DepthRange(0, 1); GL_PolygonOffset(r_refdef.polygonfactor, r_refdef.polygonoffset); GL_DepthTest(true); - GL_CullFace(r_view.cullface_back); + GL_CullFace(r_refdef.view.cullface_back); R_Mesh_Matrix(&identitymatrix); R_Mesh_ColorPointer(NULL, 0, 0); @@ -202,8 +202,8 @@ static void R_DrawExplosion_TransparentCallback(const entity_render_t *ent, cons { const explosion_t *e = explosion + surfacelist[surfacelistindex]; R_Mesh_VertexPointer(e->vert[0], 0, 0); - // FIXME: fixed function path can't properly handle r_view.colorscale > 1 - GL_Color(e->alpha * r_view.colorscale, e->alpha * r_view.colorscale, e->alpha * r_view.colorscale, 1); + // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1 + GL_Color(e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, e->alpha * r_refdef.view.colorscale, 1); GL_LockArrays(0, numverts); R_Mesh_Draw(0, numverts, numtriangles, explosiontris[0], 0, 0); GL_LockArrays(0, 0); diff --git a/r_lightning.c b/r_lightning.c index dae55398..0ee3f20f 100644 --- a/r_lightning.c +++ b/r_lightning.c @@ -248,7 +248,7 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r r_lightningbeams_setuptexture(); R_Mesh_VertexPointer(vertex3f, 0, 0); - // FIXME: fixed function path can't properly handle r_view.colorscale > 1 + // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1 if (r_refdef.fogenabled) { // per vertex colors if fog is used @@ -258,7 +258,7 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r { // solid color if fog is not used R_Mesh_ColorPointer(NULL, 0, 0); - GL_Color(r_lightningbeam_color_red.value * r_view.colorscale, r_lightningbeam_color_green.value * r_view.colorscale, r_lightningbeam_color_blue.value * r_view.colorscale, 1); + GL_Color(r_lightningbeam_color_red.value * r_refdef.view.colorscale, r_lightningbeam_color_green.value * r_refdef.view.colorscale, r_lightningbeam_color_blue.value * r_refdef.view.colorscale, 1); } memset(&m, 0, sizeof(m)); if (r_lightningbeam_qmbtexture.integer) @@ -288,7 +288,7 @@ void R_DrawLightningBeam_TransparentCallback(const entity_render_t *ent, const r // calculate up vector such that it points toward viewer, and rotates around the beamdir // get direction from start of beam to viewer - VectorSubtract(r_view.origin, start, up); + VectorSubtract(r_refdef.view.origin, start, up); // remove the portion of the vector that moves along the beam // (this leaves only a vector pointing directly away from the beam) t1 = -DotProduct(up, beamdir); @@ -361,7 +361,7 @@ void R_DrawLightningBeams(void) CL_Beam_CalculatePositions(b, start, end); // calculate the nearest point on the line (beam) for depth sorting VectorSubtract(end, start, dir); - dist = (DotProduct(r_view.origin, dir) - DotProduct(start, dir)) / (DotProduct(end, dir) - DotProduct(start, dir)); + dist = (DotProduct(r_refdef.view.origin, dir) - DotProduct(start, dir)) / (DotProduct(end, dir) - DotProduct(start, dir)); dist = bound(0, dist, 1); VectorLerp(start, dist, end, org); // now we have the nearest point on the line, so sort with it diff --git a/r_shadow.c b/r_shadow.c index c4f98c92..a78bf7cb 100644 --- a/r_shadow.c +++ b/r_shadow.c @@ -909,11 +909,11 @@ void R_Shadow_RenderVolume(int numvertices, int numtriangles, const float *verte if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer - GL_CullFace(r_view.cullface_front); + GL_CullFace(r_refdef.view.cullface_front); qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0); // increment stencil if frontface is behind depthbuffer - GL_CullFace(r_view.cullface_back); + GL_CullFace(r_refdef.view.cullface_back); qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, numvertices, numtriangles, element3i, 0, 0); @@ -1030,7 +1030,7 @@ void R_Shadow_RenderMode_Begin(void) GL_DepthTest(true); GL_DepthMask(false); GL_Color(0, 0, 0, 1); - GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; @@ -1076,9 +1076,9 @@ void R_Shadow_RenderMode_Reset(void) qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);CHECKGLERROR qglStencilFunc(GL_ALWAYS, 128, ~0);CHECKGLERROR - GL_CullFace(r_view.cullface_back); + GL_CullFace(r_refdef.view.cullface_back); GL_Color(1, 1, 1, 1); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_BlendFunc(GL_ONE, GL_ZERO); } @@ -1094,17 +1094,17 @@ void R_Shadow_RenderMode_StencilShadowVolumes(qboolean clearstencil) if (r_shadow_rendermode == R_SHADOW_RENDERMODE_SEPARATESTENCIL) { GL_CullFace(GL_NONE); - qglStencilOpSeparate(r_view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR - qglStencilOpSeparate(r_view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR + qglStencilOpSeparate(r_refdef.view.cullface_front, GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR + qglStencilOpSeparate(r_refdef.view.cullface_back, GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR } else if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCILTWOSIDE) { GL_CullFace(GL_NONE); qglEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);CHECKGLERROR - qglActiveStencilFaceEXT(r_view.cullface_front);CHECKGLERROR + qglActiveStencilFaceEXT(r_refdef.view.cullface_front);CHECKGLERROR qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR - qglActiveStencilFaceEXT(r_view.cullface_back);CHECKGLERROR + qglActiveStencilFaceEXT(r_refdef.view.cullface_back);CHECKGLERROR qglStencilMask(~0);CHECKGLERROR qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR } @@ -1145,7 +1145,7 @@ void R_Shadow_RenderMode_Lighting(qboolean stenciltest, qboolean transparent) R_Mesh_TexBind(9, R_GetTexture(r_texture_black)); // glow //R_Mesh_TexMatrix(3, rsurface.entitytolight); // light filter matrix GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); CHECKGLERROR } } @@ -1157,7 +1157,7 @@ void R_Shadow_RenderMode_VisibleShadowVolumes(void) GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthRange(0, 1); GL_DepthTest(r_showshadowvolumes.integer < 2); - GL_Color(0.0, 0.0125 * r_view.colorscale, 0.1 * r_view.colorscale, 1); + GL_Color(0.0, 0.0125 * r_refdef.view.colorscale, 0.1 * r_refdef.view.colorscale, 1); GL_PolygonOffset(r_refdef.shadowpolygonfactor, r_refdef.shadowpolygonoffset);CHECKGLERROR GL_CullFace(GL_NONE); r_shadow_rendermode = R_SHADOW_RENDERMODE_VISIBLEVOLUMES; @@ -1170,7 +1170,7 @@ void R_Shadow_RenderMode_VisibleLighting(qboolean stenciltest, qboolean transpar GL_BlendFunc(GL_ONE, GL_ONE); GL_DepthRange(0, 1); GL_DepthTest(r_showlighting.integer < 2); - GL_Color(0.1 * r_view.colorscale, 0.0125 * r_view.colorscale, 0, 1); + GL_Color(0.1 * r_refdef.view.colorscale, 0.0125 * r_refdef.view.colorscale, 0, 1); if (!transparent) { qglDepthFunc(GL_EQUAL);CHECKGLERROR @@ -1189,7 +1189,7 @@ void R_Shadow_RenderMode_End(void) R_Shadow_RenderMode_Reset(); R_Shadow_RenderMode_ActiveLight(NULL); GL_DepthMask(true); - GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; } @@ -1230,17 +1230,17 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) return false; // if view is inside the light box, just say yes it's visible - if (BoxesOverlap(r_view.origin, r_view.origin, mins, maxs)) + if (BoxesOverlap(r_refdef.view.origin, r_refdef.view.origin, mins, maxs)) { - GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); return false; } x1 = y1 = x2 = y2 = 0; // transform all corners that are infront of the nearclip plane - VectorNegate(r_view.frustum[4].normal, plane4f); - plane4f[3] = r_view.frustum[4].dist; + VectorNegate(r_refdef.view.frustum[4].normal, plane4f); + plane4f[3] = r_refdef.view.frustum[4].dist; numvertices = 0; for (i = 0;i < 8;i++) { @@ -1306,10 +1306,10 @@ qboolean R_Shadow_ScissorForBBox(const float *mins, const float *maxs) //Con_Printf("%f %f %f %f\n", x1, y1, x2, y2); // clamp it to the screen - if (ix1 < r_view.x) ix1 = r_view.x; - if (iy1 < r_view.y) iy1 = r_view.y; - if (ix2 > r_view.x + r_view.width) ix2 = r_view.x + r_view.width; - if (iy2 > r_view.y + r_view.height) iy2 = r_view.y + r_view.height; + if (ix1 < r_refdef.view.x) ix1 = r_refdef.view.x; + if (iy1 < r_refdef.view.y) iy1 = r_refdef.view.y; + if (ix2 > r_refdef.view.x + r_refdef.view.width) ix2 = r_refdef.view.x + r_refdef.view.width; + if (iy2 > r_refdef.view.y + r_refdef.view.height) iy2 = r_refdef.view.y + r_refdef.view.height; // if it is inside out, it's not visible if (ix2 <= ix1 || iy2 <= iy1) @@ -1536,7 +1536,7 @@ static void R_Shadow_GenTexCoords_Specular_NormalCubeMap(int firstvertex, int nu static void R_Shadow_RenderLighting_VisibleLighting(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, const vec3_t lightcolorbase, const vec3_t lightcolorpants, const vec3_t lightcolorshirt, rtexture_t *basetexture, rtexture_t *pantstexture, rtexture_t *shirttexture, rtexture_t *normalmaptexture, rtexture_t *glosstexture, float ambientscale, float diffusescale, float specularscale, qboolean dopants, qboolean doshirt) { // used to display how many times a surface is lit for level design purposes - GL_Color(0.1 * r_view.colorscale, 0.025 * r_view.colorscale, 0, 1); + GL_Color(0.1 * r_refdef.view.colorscale, 0.025 * r_refdef.view.colorscale, 0, 1); R_Mesh_ColorPointer(NULL, 0, 0); R_Mesh_ResetTextureState(); R_Mesh_Draw(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset); @@ -1574,7 +1574,7 @@ static void R_Shadow_RenderLighting_Light_Dot3_Finalize(int firstvertex, int num { // shared final code for all the dot3 layers int renders; - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 0); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 0); for (renders = 0;renders < 64 && (r > 0 || g > 0 || b > 0);renders++, r--, g--, b--) { GL_Color(bound(0, r, 1), bound(0, g, 1), bound(0, b, 1), 1); @@ -2144,25 +2144,25 @@ static void R_Shadow_RenderLighting_Light_Dot3(int firstvertex, int numvertices, return; R_Mesh_ColorPointer(NULL, 0, 0); if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, ambientscale * r_refdef.view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, basetexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); if (dopants) { if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, ambientscale * r_refdef.view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorpants, pantstexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); } if (doshirt) { if (doambient) - R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_AmbientPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, ambientscale * r_refdef.view.colorscale); if (dodiffuse) - R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_DiffusePass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorshirt, shirttexture, normalmaptexture, diffusescale * r_refdef.view.colorscale); } if (dospecular) - R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_view.colorscale); + R_Shadow_RenderLighting_Light_Dot3_SpecularPass(firstvertex, numvertices, numtriangles, element3i, element3i_bufferobject, element3i_bufferoffset, lightcolorbase, glosstexture, normalmaptexture, specularscale * r_refdef.view.colorscale); } void R_Shadow_RenderLighting_Light_Vertex_Pass(int firstvertex, int numvertices, int numtriangles, const int *element3i, int element3i_bufferobject, size_t element3i_bufferoffset, vec3_t diffusecolor2, vec3_t ambientcolor2) @@ -2264,12 +2264,12 @@ static void R_Shadow_RenderLighting_Light_Vertex(int firstvertex, int numvertice float ambientcolorpants[3], diffusecolorpants[3]; float ambientcolorshirt[3], diffusecolorshirt[3]; rmeshstate_t m; - VectorScale(lightcolorbase, ambientscale * 2 * r_view.colorscale, ambientcolorbase); - VectorScale(lightcolorbase, diffusescale * 2 * r_view.colorscale, diffusecolorbase); - VectorScale(lightcolorpants, ambientscale * 2 * r_view.colorscale, ambientcolorpants); - VectorScale(lightcolorpants, diffusescale * 2 * r_view.colorscale, diffusecolorpants); - VectorScale(lightcolorshirt, ambientscale * 2 * r_view.colorscale, ambientcolorshirt); - VectorScale(lightcolorshirt, diffusescale * 2 * r_view.colorscale, diffusecolorshirt); + VectorScale(lightcolorbase, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorbase); + VectorScale(lightcolorbase, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorbase); + VectorScale(lightcolorpants, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorpants); + VectorScale(lightcolorpants, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorpants); + VectorScale(lightcolorshirt, ambientscale * 2 * r_refdef.view.colorscale, ambientcolorshirt); + VectorScale(lightcolorshirt, diffusescale * 2 * r_refdef.view.colorscale, diffusecolorshirt); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); R_Mesh_ColorPointer(rsurface.array_color4f, 0, 0); memset(&m, 0, sizeof(m)); @@ -2583,15 +2583,15 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) rsurface.rtlight_numfrustumplanes = 0; // haven't implemented a culling path for ortho rendering - if (!r_view.useperspective) + if (!r_refdef.view.useperspective) { // check if the light is on screen and copy the 4 planes if it is for (i = 0;i < 4;i++) - if (PlaneDiff(rtlight->shadoworigin, &r_view.frustum[i]) < -0.03125) + if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125) break; if (i == 4) for (i = 0;i < 4;i++) - rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_view.frustum[i]; + rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i]; return; } @@ -2610,10 +2610,10 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) { // quickly reject standard frustum planes that put the light // origin outside the frustum - if (PlaneDiff(rtlight->shadoworigin, &r_view.frustum[i]) < -0.03125) + if (PlaneDiff(rtlight->shadoworigin, &r_refdef.view.frustum[i]) < -0.03125) continue; // copy the plane - rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_view.frustum[i]; + rsurface.rtlight_frustumplanes[rsurface.rtlight_numfrustumplanes++] = r_refdef.view.frustum[i]; } // if all the standard frustum planes were accepted, the light is onscreen // otherwise we need to generate some more planes below... @@ -2625,12 +2625,12 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) { // create a plane using the view origin and light origin, and a // single point from the frustum corner set - TriangleNormal(r_view.origin, r_view.frustumcorner[i], rtlight->shadoworigin, plane.normal); + TriangleNormal(r_refdef.view.origin, r_refdef.view.frustumcorner[i], rtlight->shadoworigin, plane.normal); VectorNormalize(plane.normal); - plane.dist = DotProduct(r_view.origin, plane.normal); + plane.dist = DotProduct(r_refdef.view.origin, plane.normal); // see if this plane is backwards and flip it if so for (j = 0;j < 4;j++) - if (j != i && DotProduct(r_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125) + if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125) break; if (j < 4) { @@ -2638,7 +2638,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) plane.dist *= -1; // flipped plane, test again to see if it is now valid for (j = 0;j < 4;j++) - if (j != i && DotProduct(r_view.frustumcorner[j], plane.normal) - plane.dist < -0.03125) + if (j != i && DotProduct(r_refdef.view.frustumcorner[j], plane.normal) - plane.dist < -0.03125) break; // if the plane is still not valid, then it is dividing the // frustum and has to be rejected @@ -2664,7 +2664,7 @@ void R_Shadow_ComputeShadowCasterCullingPlanes(rtlight_t *rtlight) for (i = 0;i < rsurface.rtlight_numfrustumplanes;i++) { plane = rsurface.rtlight_frustumplanes[i]; - Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_view.frustumcorner[0], &plane), PlaneDiff(r_view.frustumcorner[1], &plane), PlaneDiff(r_view.frustumcorner[2], &plane), PlaneDiff(r_view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane)); + Con_Printf("light %p plane #%i %f %f %f : %f (%f %f %f %f %f)\n", rtlight, i, plane.normal[0], plane.normal[1], plane.normal[2], plane.dist, PlaneDiff(r_refdef.view.frustumcorner[0], &plane), PlaneDiff(r_refdef.view.frustumcorner[1], &plane), PlaneDiff(r_refdef.view.frustumcorner[2], &plane), PlaneDiff(r_refdef.view.frustumcorner[3], &plane), PlaneDiff(rtlight->shadoworigin, &plane)); } #endif @@ -2754,11 +2754,11 @@ void R_Shadow_DrawWorldShadow(int numsurfaces, int *surfacelist, const unsigned if (r_shadow_rendermode == R_SHADOW_RENDERMODE_STENCIL) { // decrement stencil if backface is behind depthbuffer - GL_CullFace(r_view.cullface_front); + GL_CullFace(r_refdef.view.cullface_front); qglStencilOp(GL_KEEP, GL_DECR, GL_KEEP);CHECKGLERROR R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0); // increment stencil if frontface is behind depthbuffer - GL_CullFace(r_view.cullface_back); + GL_CullFace(r_refdef.view.cullface_back); qglStencilOp(GL_KEEP, GL_INCR, GL_KEEP);CHECKGLERROR } R_Mesh_Draw(0, mesh->numverts, mesh->numtriangles, mesh->element3i, mesh->ebo, 0); @@ -2935,7 +2935,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) if (numleafs) { for (i = 0;i < numleafs;i++) - if (r_viewcache.world_leafvisible[leaflist[i]]) + if (r_refdef.viewcache.world_leafvisible[leaflist[i]]) break; if (i == numleafs) return; @@ -2967,7 +2967,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) continue; if (!(model = ent->model)) continue; - if (r_viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT)) + if (r_refdef.viewcache.entityvisible[i] && model->DrawLight && (ent->flags & RENDER_LIGHT)) { // this entity wants to receive light, is visible, and is // inside the light box @@ -3030,7 +3030,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // count this light in the r_speeds r_refdef.stats.lights++; - if (r_showshadowvolumes.integer && r_view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows)) + if (r_showshadowvolumes.integer && r_refdef.view.showdebug && numsurfaces + numshadowentities + numshadowentities_noselfshadow && rtlight->shadow && (rtlight->isstatic ? r_refdef.rtworldshadows : r_refdef.rtdlightshadows)) { // optionally draw visible shape of the shadow volumes // for performance analysis by level designers @@ -3061,7 +3061,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // optionally draw the illuminated areas // for performance analysis by level designers - if (r_showlighting.integer && r_view.showdebug) + if (r_showlighting.integer && r_refdef.view.showdebug) { R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false); for (i = 0;i < numlightentities_noselfshadow;i++) @@ -3084,7 +3084,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // optionally draw the illuminated areas // for performance analysis by level designers - if (r_showlighting.integer && r_view.showdebug) + if (r_showlighting.integer && r_refdef.view.showdebug) { R_Shadow_RenderMode_VisibleLighting(!r_showdisabledepthtest.integer, false); if (numsurfaces) @@ -3109,7 +3109,7 @@ void R_DrawRTLight(rtlight_t *rtlight, qboolean visible) // optionally draw the illuminated areas // for performance analysis by level designers - if (r_showlighting.integer && r_view.showdebug) + if (r_showlighting.integer && r_refdef.view.showdebug) { R_Shadow_RenderMode_VisibleLighting(false, false); if (numsurfaces) @@ -3179,7 +3179,7 @@ void R_DrawModelShadows(void) return; CHECKGLERROR - GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); + GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); r_shadow_rendermode = R_SHADOW_RENDERMODE_NONE; @@ -3219,8 +3219,8 @@ void R_DrawModelShadows(void) // set up ortho view for rendering this pass GL_SetupView_Mode_Ortho(0, 0, 1, 1, -10, 100); - GL_Scissor(r_view.x, r_view.y, r_view.width, r_view.height); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_Scissor(r_refdef.view.x, r_refdef.view.y, r_refdef.view.width, r_refdef.view.height); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); GL_ScissorTest(true); R_Mesh_Matrix(&identitymatrix); R_Mesh_ResetTextureState(); @@ -3234,7 +3234,7 @@ void R_DrawModelShadows(void) GL_DepthMask(false); GL_PolygonOffset(0, 0);CHECKGLERROR GL_Color(0, 0, 0, 0.5); - GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1); + GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1); qglDepthFunc(GL_ALWAYS);CHECKGLERROR qglEnable(GL_STENCIL_TEST);CHECKGLERROR qglStencilMask(~0);CHECKGLERROR @@ -3277,11 +3277,11 @@ void R_DrawCoronas(void) continue; cscale = rtlight->corona * r_coronas.value* 0.25f; scale = rtlight->radius * rtlight->coronasizescale; - if (VectorDistance2(rtlight->shadoworigin, r_view.origin) < 16.0f * 16.0f) + if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 16.0f * 16.0f) continue; - if (CL_Move(r_view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) + if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) continue; - R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_view.right, r_view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1); + R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1); } for (i = 0;i < r_refdef.numlights;i++) { @@ -3290,7 +3290,7 @@ void R_DrawCoronas(void) continue; if (rtlight->corona <= 0) continue; - if (VectorDistance2(rtlight->shadoworigin, r_view.origin) < 32.0f * 32.0f) + if (VectorDistance2(rtlight->shadoworigin, r_refdef.view.origin) < 32.0f * 32.0f) continue; if (gl_flashblend.integer) { @@ -3304,9 +3304,9 @@ void R_DrawCoronas(void) } if (VectorLength(rtlight->color) * cscale < (1.0f / 256.0f)) continue; - if (CL_Move(r_view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) + if (CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, rtlight->shadoworigin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction < 1) continue; - R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_view.right, r_view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1); + R_DrawSprite(GL_ONE, GL_ONE, r_shadow_lightcorona, NULL, true, false, rtlight->shadoworigin, r_refdef.view.right, r_refdef.view.up, scale, -scale, -scale, scale, rtlight->color[0] * cscale, rtlight->color[1] * cscale, rtlight->color[2] * cscale, 1); } } @@ -3507,7 +3507,7 @@ void R_Shadow_SelectLight(dlight_t *light) void R_Shadow_DrawCursor_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) { // this is never batched (there can be only one) - R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_view.right, r_view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1); + R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprcursor->tex, r_editlights_sprcursor->tex, false, false, r_editlights_cursorlocation, r_refdef.view.right, r_refdef.view.up, EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, -EDLIGHTSPRSIZE, EDLIGHTSPRSIZE, 1, 1, 1, 1); } void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, const rtlight_t *rtlight, int numsurfaces, int *surfacelist) @@ -3537,10 +3537,10 @@ void R_Shadow_DrawLightSprite_TransparentCallback(const entity_render_t *ent, co pic = r_editlights_sprnoshadowlight; else pic = r_editlights_sprlight; - R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_view.right, r_view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1); + R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, pic->tex, pic->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, spritecolor[0], spritecolor[1], spritecolor[2], 1); // draw selection sprite if light is selected if (light->selected) - R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_view.right, r_view.up, s, -s, -s, s, 1, 1, 1, 1); + R_DrawSprite(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, r_editlights_sprselection->tex, r_editlights_sprselection->tex, false, false, light->origin, r_refdef.view.right, r_refdef.view.up, s, -s, -s, s, 1, 1, 1, 1); // VorteX todo: add normalmode/realtime mode light overlay sprites? } @@ -3570,12 +3570,12 @@ void R_Shadow_SelectLightInView(void) light = Mem_ExpandableArray_RecordAtIndex(&r_shadow_worldlightsarray, lightindex); if (!light) continue; - VectorSubtract(light->origin, r_view.origin, temp); - rating = (DotProduct(temp, r_view.forward) / sqrt(DotProduct(temp, temp))); + VectorSubtract(light->origin, r_refdef.view.origin, temp); + rating = (DotProduct(temp, r_refdef.view.forward) / sqrt(DotProduct(temp, temp))); if (rating >= 0.95) { rating /= (1 + 0.0625f * sqrt(DotProduct(temp, temp))); - if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f) + if (bestrating < rating && CL_Move(light->origin, vec3_origin, vec3_origin, r_refdef.view.origin, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false).fraction == 1.0f) { bestrating = rating; best = light; @@ -4007,8 +4007,8 @@ void R_Shadow_SetCursorLocationForView(void) vec_t dist, push; vec3_t dest, endpos; trace_t trace; - VectorMA(r_view.origin, r_editlights_cursordistance.value, r_view.forward, dest); - trace = CL_Move(r_view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false); + VectorMA(r_refdef.view.origin, r_editlights_cursordistance.value, r_refdef.view.forward, dest); + trace = CL_Move(r_refdef.view.origin, vec3_origin, vec3_origin, dest, MOVE_NOMONSTERS, NULL, SUPERCONTENTS_SOLID, true, false, NULL, false); if (trace.fraction < 1) { dist = trace.fraction * r_editlights_cursordistance.value; @@ -4016,7 +4016,7 @@ void R_Shadow_SetCursorLocationForView(void) if (push > dist) push = dist; push = -push; - VectorMA(trace.endpos, push, r_view.forward, endpos); + VectorMA(trace.endpos, push, r_refdef.view.forward, endpos); VectorMA(endpos, r_editlights_cursorpushoff.value, trace.plane.normal, endpos); } else diff --git a/r_sky.c b/r_sky.c index 0933f939..a4f5628c 100644 --- a/r_sky.c +++ b/r_sky.c @@ -268,8 +268,8 @@ static const int skyboxelements[6*2*3] = static void R_SkyBox(void) { int i; - // FIXME: fixed function path can't properly handle r_view.colorscale > 1 - GL_Color(1 * r_view.colorscale, 1 * r_view.colorscale, 1 * r_view.colorscale, 1); + // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1 + GL_Color(1 * r_refdef.view.colorscale, 1 * r_refdef.view.colorscale, 1 * r_refdef.view.colorscale, 1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_CullFace(GL_NONE); GL_DepthMask(false); @@ -381,8 +381,8 @@ static void R_SkySphere(void) speedscale -= (int)speedscale; Matrix4x4_CreateTranslate(&scroll2matrix, speedscale, speedscale, 0); - // FIXME: fixed function path can't properly handle r_view.colorscale > 1 - GL_Color(1 * r_view.colorscale, 1 * r_view.colorscale, 1 * r_view.colorscale, 1); + // FIXME: fixed function path can't properly handle r_refdef.view.colorscale > 1 + GL_Color(1 * r_refdef.view.colorscale, 1 * r_refdef.view.colorscale, 1 * r_refdef.view.colorscale, 1); GL_BlendFunc(GL_ONE, GL_ZERO); GL_CullFace(GL_NONE); GL_DepthMask(true); @@ -395,7 +395,7 @@ static void R_SkySphere(void) R_Mesh_TexBind(0, R_GetTexture(r_refdef.worldmodel->brush.solidskytexture)); R_Mesh_TexCoordPointer(0, 2, skysphere_texcoord2f, 0, 0); R_Mesh_TexMatrix(0, &scroll1matrix); - if (r_textureunits.integer >= 2 && r_view.colorscale == 1) + if (r_textureunits.integer >= 2 && r_refdef.view.colorscale == 1) { // one pass using GL_DECAL or GL_INTERPOLATE_ARB for alpha layer R_Mesh_TexBind(1, R_GetTexture(r_refdef.worldmodel->brush.alphaskytexture)); @@ -437,7 +437,7 @@ void R_Sky(void) matrix4x4_t skymatrix; if (skyrendermasked) { - Matrix4x4_CreateTranslate(&skymatrix, r_view.origin[0], r_view.origin[1], r_view.origin[2]); + Matrix4x4_CreateTranslate(&skymatrix, r_refdef.view.origin[0], r_refdef.view.origin[1], r_refdef.view.origin[2]); R_Mesh_Matrix(&skymatrix); if (skyrendersphere) { diff --git a/r_sprites.c b/r_sprites.c index b41041bd..e1a8b180 100644 --- a/r_sprites.c +++ b/r_sprites.c @@ -38,16 +38,16 @@ void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_ unsigned int i; // temporarily abuse bCoord as the vector player->sprite-origin - VectorSubtract(origin, r_view.origin, bCoord); + VectorSubtract(origin, r_refdef.view.origin, bCoord); distance = VectorLength(bCoord); // Now get the bCoords :) - Matrix4x4_Transform(&r_view.inverse_matrix, origin, bCoord); + Matrix4x4_Transform(&r_refdef.view.inverse_matrix, origin, bCoord); *edge = 0; // FIXME::should assume edge == 0, which is correct currently for(i = 0; i < 4; ++i) { - if(PlaneDiff(origin, &r_view.frustum[i]) < -EPSILON) + if(PlaneDiff(origin, &r_refdef.view.frustum[i]) < -EPSILON) break; } @@ -58,8 +58,8 @@ void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_ float ax, ay; // absolute coords, used for division // I divide x and y by the greater absolute value to get ranges -1.0 to +1.0 - bCoord[2] *= r_view.frustum_x; - bCoord[1] *= r_view.frustum_y; + bCoord[2] *= r_refdef.view.frustum_x; + bCoord[1] *= r_refdef.view.frustum_y; //Con_Printf("%f %f %f\n", bCoord[0], bCoord[1], bCoord[2]); @@ -107,16 +107,16 @@ void R_TrackSprite(const entity_render_t *ent, vec3_t origin, vec3_t left, vec3_ // d = sqrt(r*r / (1 + fxa*fxa + gyb*gyb)) // thus: distance = sqrt((distance*distance) / (1.0 + - r_view.frustum_x*r_view.frustum_x * x*x * ax*ax + - r_view.frustum_y*r_view.frustum_y * y*y * ay*ay)); + r_refdef.view.frustum_x*r_refdef.view.frustum_x * x*x * ax*ax + + r_refdef.view.frustum_y*r_refdef.view.frustum_y * y*y * ay*ay)); // ^ the one we want ^ the one we have ^ our factors // Place the sprite a few units ahead of the player - VectorCopy(r_view.origin, origin); - VectorMA(origin, distance, r_view.forward, origin); + VectorCopy(r_refdef.view.origin, origin); + VectorMA(origin, distance, r_refdef.view.forward, origin); // Move the sprite left / up the screeen height - VectorMA(origin, distance * r_view.frustum_x * x * ax, left, origin); - VectorMA(origin, distance * r_view.frustum_y * y * ay, up, origin); + VectorMA(origin, distance * r_refdef.view.frustum_x * x * ax, left, origin); + VectorMA(origin, distance * r_refdef.view.frustum_y * y * ay, up, origin); if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY) { @@ -186,7 +186,7 @@ void R_RotateSprite(const mspriteframe_t *frame, vec3_t origin, vec3_t left, vec angle += 180.0f; // Rotate around rotation_angle - frame_angle - // The axis SHOULD equal r_view.forward, but let's generalize this: + // The axis SHOULD equal r_refdef.view.forward, but let's generalize this: CrossProduct(up, left, axis); if(r_track_sprites_flags.integer & TSF_ROTATE_CONTINOUSLY) Matrix4x4_CreateRotate(&rotm, dir_angle - angle, axis[0], axis[1], axis[2]); @@ -210,15 +210,15 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r // nudge it toward the view to make sure it isn't in a wall Matrix4x4_ToVectors(&ent->matrix, mforward, mleft, mup, org); - VectorSubtract(org, r_view.forward, org); + VectorSubtract(org, r_refdef.view.forward, org); switch(model->sprite.sprnum_type) { case SPR_VP_PARALLEL_UPRIGHT: // flames and such // vertical beam sprite, faces view plane - scale = ent->scale / sqrt(r_view.forward[0]*r_view.forward[0]+r_view.forward[1]*r_view.forward[1]); - left[0] = -r_view.forward[1] * scale; - left[1] = r_view.forward[0] * scale; + scale = ent->scale / sqrt(r_refdef.view.forward[0]*r_refdef.view.forward[0]+r_refdef.view.forward[1]*r_refdef.view.forward[1]); + left[0] = -r_refdef.view.forward[1] * scale; + left[1] = r_refdef.view.forward[0] * scale; left[2] = 0; up[0] = 0; up[1] = 0; @@ -227,9 +227,9 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r case SPR_FACING_UPRIGHT: // flames and such // vertical beam sprite, faces viewer's origin (not the view plane) - scale = ent->scale / sqrt((org[0] - r_view.origin[0])*(org[0] - r_view.origin[0])+(org[1] - r_view.origin[1])*(org[1] - r_view.origin[1])); - left[0] = (org[1] - r_view.origin[1]) * scale; - left[1] = -(org[0] - r_view.origin[0]) * scale; + scale = ent->scale / sqrt((org[0] - r_refdef.view.origin[0])*(org[0] - r_refdef.view.origin[0])+(org[1] - r_refdef.view.origin[1])*(org[1] - r_refdef.view.origin[1])); + left[0] = (org[1] - r_refdef.view.origin[1]) * scale; + left[1] = -(org[0] - r_refdef.view.origin[0]) * scale; left[2] = 0; up[0] = 0; up[1] = 0; @@ -241,8 +241,8 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r case SPR_VP_PARALLEL: // normal sprite // faces view plane - VectorScale(r_view.left, ent->scale, left); - VectorScale(r_view.up, ent->scale, up); + VectorScale(r_refdef.view.left, ent->scale, left); + VectorScale(r_refdef.view.up, ent->scale, up); break; case SPR_LABEL_SCALE: // normal sprite @@ -252,15 +252,15 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r // honors a global label scaling cvar // See the R_TrackSprite definition for a reason for this copying - VectorCopy(r_view.left, left); - VectorCopy(r_view.up, up); + VectorCopy(r_refdef.view.left, left); + VectorCopy(r_refdef.view.up, up); // It has to be done before the calculations, because it moves the origin. if(r_track_sprites.integer) R_TrackSprite(ent, org, left, up, &edge, &dir_angle); - scale = 2 * ent->scale * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin)) * r_labelsprites_scale.value; - VectorScale(left, scale * r_view.frustum_x / vid_conwidth.integer, left); // 1px - VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer, up); // 1px + scale = 2 * ent->scale * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin)) * r_labelsprites_scale.value; + VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer, left); // 1px + VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer, up); // 1px break; case SPR_LABEL: // normal sprite @@ -272,19 +272,19 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r // FIXME assumes that 1qu is 1 pixel in the sprite like in SPR32 format. Should not do that, but instead query the source image! This bug only applies to the roundtopixels case, though. // See the R_TrackSprite definition for a reason for this copying - VectorCopy(r_view.left, left); - VectorCopy(r_view.up, up); + VectorCopy(r_refdef.view.left, left); + VectorCopy(r_refdef.view.up, up); // It has to be done before the calculations, because it moves the origin. if(r_track_sprites.integer) R_TrackSprite(ent, org, left, up, &edge, &dir_angle); - scale = 2 * (DotProduct(r_view.forward, org) - DotProduct(r_view.forward, r_view.origin)); + scale = 2 * (DotProduct(r_refdef.view.forward, org) - DotProduct(r_refdef.view.forward, r_refdef.view.origin)); if(r_labelsprites_roundtopixels.integer) { hud_vs_screen = max( - vid_conwidth.integer / (float) r_view.width, - vid_conheight.integer / (float) r_view.height + vid_conwidth.integer / (float) r_refdef.view.width, + vid_conheight.integer / (float) r_refdef.view.height ) / max(0.125, r_labelsprites_scale.value); // snap to "good sizes" @@ -302,29 +302,29 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r if(hud_vs_screen) { // use screen pixels - VectorScale(left, scale * r_view.frustum_x / (r_view.width * hud_vs_screen), left); // 1px - VectorScale(up, scale * r_view.frustum_y / (r_view.height * hud_vs_screen), up); // 1px + VectorScale(left, scale * r_refdef.view.frustum_x / (r_refdef.view.width * hud_vs_screen), left); // 1px + VectorScale(up, scale * r_refdef.view.frustum_y / (r_refdef.view.height * hud_vs_screen), up); // 1px } else { // use HUD pixels - VectorScale(left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px - VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px + VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px + VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px } if(hud_vs_screen == 1) { - VectorMA(r_view.origin, scale, r_view.forward, middle); // center of screen in distance scale - dx = 0.5 - fmod(r_view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0); - dy = 0.5 - fmod(r_view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0); + VectorMA(r_refdef.view.origin, scale, r_refdef.view.forward, middle); // center of screen in distance scale + dx = 0.5 - fmod(r_refdef.view.width * 0.5 + (DotProduct(org, left) - DotProduct(middle, left)) / DotProduct(left, left) + 0.5, 1.0); + dy = 0.5 - fmod(r_refdef.view.height * 0.5 + (DotProduct(org, up) - DotProduct(middle, up)) / DotProduct(up, up) + 0.5, 1.0); VectorMAMAM(1, org, dx, left, dy, up, org); } } else { // use HUD pixels - VectorScale(left, scale * r_view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px - VectorScale(up, scale * r_view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px + VectorScale(left, scale * r_refdef.view.frustum_x / vid_conwidth.integer * r_labelsprites_scale.value, left); // 1px + VectorScale(up, scale * r_refdef.view.frustum_y / vid_conheight.integer * r_labelsprites_scale.value, up); // 1px } break; case SPR_ORIENTED: @@ -337,12 +337,12 @@ void R_Model_Sprite_Draw_TransparentCallback(const entity_render_t *ent, const r // I have no idea what people would use this for... // oriented relative to view space // FIXME: test this and make sure it mimicks software - left[0] = mleft[0] * r_view.forward[0] + mleft[1] * r_view.left[0] + mleft[2] * r_view.up[0]; - left[1] = mleft[0] * r_view.forward[1] + mleft[1] * r_view.left[1] + mleft[2] * r_view.up[1]; - left[2] = mleft[0] * r_view.forward[2] + mleft[1] * r_view.left[2] + mleft[2] * r_view.up[2]; - up[0] = mup[0] * r_view.forward[0] + mup[1] * r_view.left[0] + mup[2] * r_view.up[0]; - up[1] = mup[0] * r_view.forward[1] + mup[1] * r_view.left[1] + mup[2] * r_view.up[1]; - up[2] = mup[0] * r_view.forward[2] + mup[1] * r_view.left[2] + mup[2] * r_view.up[2]; + left[0] = mleft[0] * r_refdef.view.forward[0] + mleft[1] * r_refdef.view.left[0] + mleft[2] * r_refdef.view.up[0]; + left[1] = mleft[0] * r_refdef.view.forward[1] + mleft[1] * r_refdef.view.left[1] + mleft[2] * r_refdef.view.up[1]; + left[2] = mleft[0] * r_refdef.view.forward[2] + mleft[1] * r_refdef.view.left[2] + mleft[2] * r_refdef.view.up[2]; + up[0] = mup[0] * r_refdef.view.forward[0] + mup[1] * r_refdef.view.left[0] + mup[2] * r_refdef.view.up[0]; + up[1] = mup[0] * r_refdef.view.forward[1] + mup[1] * r_refdef.view.left[1] + mup[2] * r_refdef.view.up[1]; + up[2] = mup[0] * r_refdef.view.forward[2] + mup[1] * r_refdef.view.left[2] + mup[2] * r_refdef.view.up[2]; break; } @@ -399,6 +399,6 @@ void R_Model_Sprite_Draw(entity_render_t *ent) return; Matrix4x4_OriginFromMatrix(&ent->matrix, org); - R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight); + R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_refdef.view.origin : org, R_Model_Sprite_Draw_TransparentCallback, ent, 0, rsurface.rtlight); } diff --git a/view.c b/view.c index a7a5c385..a3f684f2 100644 --- a/view.c +++ b/view.c @@ -336,7 +336,7 @@ void V_CalcRefdef (void) trace_t trace; VectorClear(gunorg); viewmodelmatrix = identitymatrix; - r_view.matrix = identitymatrix; + r_refdef.view.matrix = identitymatrix; if (cls.state == ca_connected && cls.signon == SIGNONS) { // ent is the view entity (visible when out of body) @@ -358,13 +358,13 @@ void V_CalcRefdef (void) { // entity is a fixed camera, just copy the matrix if (cls.protocol == PROTOCOL_QUAKEWORLD) - Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1); + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, cl.qw_intermission_origin[0], cl.qw_intermission_origin[1], cl.qw_intermission_origin[2], cl.qw_intermission_angles[0], cl.qw_intermission_angles[1], cl.qw_intermission_angles[2], 1); else { - r_view.matrix = ent->render.matrix; - Matrix4x4_AdjustOrigin(&r_view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]); + r_refdef.view.matrix = ent->render.matrix; + Matrix4x4_AdjustOrigin(&r_refdef.view.matrix, 0, 0, cl.stats[STAT_VIEWHEIGHT]); } - viewmodelmatrix = r_view.matrix; + viewmodelmatrix = r_refdef.view.matrix; } else { @@ -542,14 +542,14 @@ void V_CalcRefdef (void) } // calculate a view matrix for rendering the scene if (v_idlescale.value) - Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0] + v_idlescale.value * sin(cl.time*v_ipitch_cycle.value) * v_ipitch_level.value, viewangles[1] + v_idlescale.value * sin(cl.time*v_iyaw_cycle.value) * v_iyaw_level.value, viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); else - Matrix4x4_CreateFromQuakeEntity(&r_view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); + Matrix4x4_CreateFromQuakeEntity(&r_refdef.view.matrix, vieworg[0], vieworg[1], vieworg[2], viewangles[0], viewangles[1], viewangles[2] + v_idlescale.value * sin(cl.time*v_iroll_cycle.value) * v_iroll_level.value, 1); // calculate a viewmodel matrix for use in view-attached entities Matrix4x4_CreateFromQuakeEntity(&viewmodelmatrix, gunorg[0], gunorg[1], gunorg[2], viewangles[0], viewangles[1], viewangles[2], cl_viewmodel_scale.value); VectorCopy(vieworg, cl.csqc_origin); VectorCopy(viewangles, cl.csqc_angles); - Matrix4x4_Invert_Simple(&r_view.inverse_matrix, &r_view.matrix); + Matrix4x4_Invert_Simple(&r_refdef.view.inverse_matrix, &r_refdef.view.matrix); } } } @@ -584,7 +584,7 @@ void V_CalcViewBlend(void) // set contents color int supercontents; vec3_t vieworigin; - Matrix4x4_OriginFromMatrix(&r_view.matrix, vieworigin); + Matrix4x4_OriginFromMatrix(&r_refdef.view.matrix, vieworigin); supercontents = CL_PointSuperContents(vieworigin); if (supercontents & SUPERCONTENTS_LIQUIDSMASK) {