summaryrefslogtreecommitdiff
path: root/src/engine/rendergl.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/engine/rendergl.cpp')
-rw-r--r--src/engine/rendergl.cpp2388
1 files changed, 2388 insertions, 0 deletions
diff --git a/src/engine/rendergl.cpp b/src/engine/rendergl.cpp
new file mode 100644
index 0000000..6049951
--- /dev/null
+++ b/src/engine/rendergl.cpp
@@ -0,0 +1,2388 @@
+// rendergl.cpp: core opengl rendering stuff
+
+#include "engine.h"
+
+bool hasVAO = false, hasFBO = false, hasAFBO = false, hasDS = false, hasTF = false, hasTRG = false, hasTSW = false, hasS3TC = false, hasFXT1 = false, hasLATC = false, hasRGTC = false, hasAF = false, hasFBB = false, hasUBO = false, hasMBR = false;
+
+VAR(glversion, 1, 0, 0);
+VAR(glslversion, 1, 0, 0);
+VAR(glcompat, 1, 0, 0);
+
+// OpenGL 1.3
+#ifdef WIN32
+PFNGLACTIVETEXTUREPROC glActiveTexture_ = NULL;
+
+PFNGLBLENDEQUATIONEXTPROC glBlendEquation_ = NULL;
+PFNGLBLENDCOLOREXTPROC glBlendColor_ = NULL;
+
+PFNGLTEXIMAGE3DPROC glTexImage3D_ = NULL;
+PFNGLTEXSUBIMAGE3DPROC glTexSubImage3D_ = NULL;
+PFNGLCOPYTEXSUBIMAGE3DPROC glCopyTexSubImage3D_ = NULL;
+
+PFNGLCOMPRESSEDTEXIMAGE3DPROC glCompressedTexImage3D_ = NULL;
+PFNGLCOMPRESSEDTEXIMAGE2DPROC glCompressedTexImage2D_ = NULL;
+PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC glCompressedTexSubImage3D_ = NULL;
+PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC glCompressedTexSubImage2D_ = NULL;
+PFNGLGETCOMPRESSEDTEXIMAGEPROC glGetCompressedTexImage_ = NULL;
+
+PFNGLDRAWRANGEELEMENTSPROC glDrawRangeElements_ = NULL;
+#endif
+
+// OpenGL 2.0
+#ifndef __APPLE__
+PFNGLMULTIDRAWARRAYSPROC glMultiDrawArrays_ = NULL;
+PFNGLMULTIDRAWELEMENTSPROC glMultiDrawElements_ = NULL;
+
+PFNGLBLENDFUNCSEPARATEPROC glBlendFuncSeparate_ = NULL;
+PFNGLBLENDEQUATIONSEPARATEPROC glBlendEquationSeparate_ = NULL;
+PFNGLSTENCILOPSEPARATEPROC glStencilOpSeparate_ = NULL;
+PFNGLSTENCILFUNCSEPARATEPROC glStencilFuncSeparate_ = NULL;
+PFNGLSTENCILMASKSEPARATEPROC glStencilMaskSeparate_ = NULL;
+
+PFNGLGENBUFFERSPROC glGenBuffers_ = NULL;
+PFNGLBINDBUFFERPROC glBindBuffer_ = NULL;
+PFNGLMAPBUFFERPROC glMapBuffer_ = NULL;
+PFNGLUNMAPBUFFERPROC glUnmapBuffer_ = NULL;
+PFNGLBUFFERDATAPROC glBufferData_ = NULL;
+PFNGLBUFFERSUBDATAPROC glBufferSubData_ = NULL;
+PFNGLDELETEBUFFERSPROC glDeleteBuffers_ = NULL;
+PFNGLGETBUFFERSUBDATAPROC glGetBufferSubData_ = NULL;
+
+PFNGLGENQUERIESPROC glGenQueries_ = NULL;
+PFNGLDELETEQUERIESPROC glDeleteQueries_ = NULL;
+PFNGLBEGINQUERYPROC glBeginQuery_ = NULL;
+PFNGLENDQUERYPROC glEndQuery_ = NULL;
+PFNGLGETQUERYIVPROC glGetQueryiv_ = NULL;
+PFNGLGETQUERYOBJECTIVPROC glGetQueryObjectiv_ = NULL;
+PFNGLGETQUERYOBJECTUIVPROC glGetQueryObjectuiv_ = NULL;
+
+PFNGLCREATEPROGRAMPROC glCreateProgram_ = NULL;
+PFNGLDELETEPROGRAMPROC glDeleteProgram_ = NULL;
+PFNGLUSEPROGRAMPROC glUseProgram_ = NULL;
+PFNGLCREATESHADERPROC glCreateShader_ = NULL;
+PFNGLDELETESHADERPROC glDeleteShader_ = NULL;
+PFNGLSHADERSOURCEPROC glShaderSource_ = NULL;
+PFNGLCOMPILESHADERPROC glCompileShader_ = NULL;
+PFNGLGETSHADERIVPROC glGetShaderiv_ = NULL;
+PFNGLGETPROGRAMIVPROC glGetProgramiv_ = NULL;
+PFNGLATTACHSHADERPROC glAttachShader_ = NULL;
+PFNGLGETPROGRAMINFOLOGPROC glGetProgramInfoLog_ = NULL;
+PFNGLGETSHADERINFOLOGPROC glGetShaderInfoLog_ = NULL;
+PFNGLLINKPROGRAMPROC glLinkProgram_ = NULL;
+PFNGLGETUNIFORMLOCATIONPROC glGetUniformLocation_ = NULL;
+PFNGLUNIFORM1FPROC glUniform1f_ = NULL;
+PFNGLUNIFORM2FPROC glUniform2f_ = NULL;
+PFNGLUNIFORM3FPROC glUniform3f_ = NULL;
+PFNGLUNIFORM4FPROC glUniform4f_ = NULL;
+PFNGLUNIFORM1FVPROC glUniform1fv_ = NULL;
+PFNGLUNIFORM2FVPROC glUniform2fv_ = NULL;
+PFNGLUNIFORM3FVPROC glUniform3fv_ = NULL;
+PFNGLUNIFORM4FVPROC glUniform4fv_ = NULL;
+PFNGLUNIFORM1IPROC glUniform1i_ = NULL;
+PFNGLUNIFORM2IPROC glUniform2i_ = NULL;
+PFNGLUNIFORM3IPROC glUniform3i_ = NULL;
+PFNGLUNIFORM4IPROC glUniform4i_ = NULL;
+PFNGLUNIFORM1IVPROC glUniform1iv_ = NULL;
+PFNGLUNIFORM2IVPROC glUniform2iv_ = NULL;
+PFNGLUNIFORM3IVPROC glUniform3iv_ = NULL;
+PFNGLUNIFORM4IVPROC glUniform4iv_ = NULL;
+PFNGLUNIFORMMATRIX2FVPROC glUniformMatrix2fv_ = NULL;
+PFNGLUNIFORMMATRIX3FVPROC glUniformMatrix3fv_ = NULL;
+PFNGLUNIFORMMATRIX4FVPROC glUniformMatrix4fv_ = NULL;
+PFNGLBINDATTRIBLOCATIONPROC glBindAttribLocation_ = NULL;
+PFNGLGETACTIVEUNIFORMPROC glGetActiveUniform_ = NULL;
+PFNGLENABLEVERTEXATTRIBARRAYPROC glEnableVertexAttribArray_ = NULL;
+PFNGLDISABLEVERTEXATTRIBARRAYPROC glDisableVertexAttribArray_ = NULL;
+
+PFNGLVERTEXATTRIB1FPROC glVertexAttrib1f_ = NULL;
+PFNGLVERTEXATTRIB1FVPROC glVertexAttrib1fv_ = NULL;
+PFNGLVERTEXATTRIB1SPROC glVertexAttrib1s_ = NULL;
+PFNGLVERTEXATTRIB1SVPROC glVertexAttrib1sv_ = NULL;
+PFNGLVERTEXATTRIB2FPROC glVertexAttrib2f_ = NULL;
+PFNGLVERTEXATTRIB2FVPROC glVertexAttrib2fv_ = NULL;
+PFNGLVERTEXATTRIB2SPROC glVertexAttrib2s_ = NULL;
+PFNGLVERTEXATTRIB2SVPROC glVertexAttrib2sv_ = NULL;
+PFNGLVERTEXATTRIB3FPROC glVertexAttrib3f_ = NULL;
+PFNGLVERTEXATTRIB3FVPROC glVertexAttrib3fv_ = NULL;
+PFNGLVERTEXATTRIB3SPROC glVertexAttrib3s_ = NULL;
+PFNGLVERTEXATTRIB3SVPROC glVertexAttrib3sv_ = NULL;
+PFNGLVERTEXATTRIB4FPROC glVertexAttrib4f_ = NULL;
+PFNGLVERTEXATTRIB4FVPROC glVertexAttrib4fv_ = NULL;
+PFNGLVERTEXATTRIB4SPROC glVertexAttrib4s_ = NULL;
+PFNGLVERTEXATTRIB4SVPROC glVertexAttrib4sv_ = NULL;
+PFNGLVERTEXATTRIB4BVPROC glVertexAttrib4bv_ = NULL;
+PFNGLVERTEXATTRIB4IVPROC glVertexAttrib4iv_ = NULL;
+PFNGLVERTEXATTRIB4UBVPROC glVertexAttrib4ubv_ = NULL;
+PFNGLVERTEXATTRIB4UIVPROC glVertexAttrib4uiv_ = NULL;
+PFNGLVERTEXATTRIB4USVPROC glVertexAttrib4usv_ = NULL;
+PFNGLVERTEXATTRIB4NBVPROC glVertexAttrib4Nbv_ = NULL;
+PFNGLVERTEXATTRIB4NIVPROC glVertexAttrib4Niv_ = NULL;
+PFNGLVERTEXATTRIB4NUBPROC glVertexAttrib4Nub_ = NULL;
+PFNGLVERTEXATTRIB4NUBVPROC glVertexAttrib4Nubv_ = NULL;
+PFNGLVERTEXATTRIB4NUIVPROC glVertexAttrib4Nuiv_ = NULL;
+PFNGLVERTEXATTRIB4NUSVPROC glVertexAttrib4Nusv_ = NULL;
+PFNGLVERTEXATTRIBPOINTERPROC glVertexAttribPointer_ = NULL;
+
+PFNGLDRAWBUFFERSPROC glDrawBuffers_ = NULL;
+#endif
+
+// OpenGL 3.0
+PFNGLGETSTRINGIPROC glGetStringi_ = NULL;
+PFNGLBINDFRAGDATALOCATIONPROC glBindFragDataLocation_ = NULL;
+
+// GL_EXT_framebuffer_object
+PFNGLBINDRENDERBUFFERPROC glBindRenderbuffer_ = NULL;
+PFNGLDELETERENDERBUFFERSPROC glDeleteRenderbuffers_ = NULL;
+PFNGLGENFRAMEBUFFERSPROC glGenRenderbuffers_ = NULL;
+PFNGLRENDERBUFFERSTORAGEPROC glRenderbufferStorage_ = NULL;
+PFNGLCHECKFRAMEBUFFERSTATUSPROC glCheckFramebufferStatus_ = NULL;
+PFNGLBINDFRAMEBUFFERPROC glBindFramebuffer_ = NULL;
+PFNGLDELETEFRAMEBUFFERSPROC glDeleteFramebuffers_ = NULL;
+PFNGLGENFRAMEBUFFERSPROC glGenFramebuffers_ = NULL;
+PFNGLFRAMEBUFFERTEXTURE2DPROC glFramebufferTexture2D_ = NULL;
+PFNGLFRAMEBUFFERRENDERBUFFERPROC glFramebufferRenderbuffer_ = NULL;
+PFNGLGENERATEMIPMAPPROC glGenerateMipmap_ = NULL;
+
+// GL_EXT_framebuffer_blit
+PFNGLBLITFRAMEBUFFERPROC glBlitFramebuffer_ = NULL;
+
+// GL_ARB_uniform_buffer_object
+PFNGLGETUNIFORMINDICESPROC glGetUniformIndices_ = NULL;
+PFNGLGETACTIVEUNIFORMSIVPROC glGetActiveUniformsiv_ = NULL;
+PFNGLGETUNIFORMBLOCKINDEXPROC glGetUniformBlockIndex_ = NULL;
+PFNGLGETACTIVEUNIFORMBLOCKIVPROC glGetActiveUniformBlockiv_ = NULL;
+PFNGLUNIFORMBLOCKBINDINGPROC glUniformBlockBinding_ = NULL;
+PFNGLBINDBUFFERBASEPROC glBindBufferBase_ = NULL;
+PFNGLBINDBUFFERRANGEPROC glBindBufferRange_ = NULL;
+
+// GL_ARB_map_buffer_range
+PFNGLMAPBUFFERRANGEPROC glMapBufferRange_ = NULL;
+PFNGLFLUSHMAPPEDBUFFERRANGEPROC glFlushMappedBufferRange_ = NULL;
+
+// GL_ARB_vertex_array_object
+PFNGLBINDVERTEXARRAYPROC glBindVertexArray_ = NULL;
+PFNGLDELETEVERTEXARRAYSPROC glDeleteVertexArrays_ = NULL;
+PFNGLGENVERTEXARRAYSPROC glGenVertexArrays_ = NULL;
+PFNGLISVERTEXARRAYPROC glIsVertexArray_ = NULL;
+
+void *getprocaddress(const char *name)
+{
+ return SDL_GL_GetProcAddress(name);
+}
+
+VARP(ati_skybox_bug, 0, 0, 1);
+VAR(ati_minmax_bug, 0, 0, 1);
+VAR(ati_cubemap_bug, 0, 0, 1);
+VAR(intel_vertexarray_bug, 0, 0, 1);
+VAR(intel_mapbufferrange_bug, 0, 0, 1);
+VAR(mesa_swap_bug, 0, 0, 1);
+VAR(minimizetcusage, 1, 0, 0);
+VAR(useubo, 1, 0, 0);
+VAR(usetexcompress, 1, 0, 0);
+VAR(rtscissor, 0, 1, 1);
+VAR(blurtile, 0, 1, 1);
+VAR(rtsharefb, 0, 1, 1);
+
+VAR(dbgexts, 0, 0, 1);
+
+hashset<const char *> glexts;
+
+void parseglexts()
+{
+ if(glversion >= 300)
+ {
+ GLint numexts = 0;
+ glGetIntegerv(GL_NUM_EXTENSIONS, &numexts);
+ loopi(numexts)
+ {
+ const char *ext = (const char *)glGetStringi_(GL_EXTENSIONS, i);
+ glexts.add(newstring(ext));
+ }
+ }
+ else
+ {
+ const char *exts = (const char *)glGetString(GL_EXTENSIONS);
+ for(;;)
+ {
+ while(*exts == ' ') exts++;
+ if(!*exts) break;
+ const char *ext = exts;
+ while(*exts && *exts != ' ') exts++;
+ if(exts > ext) glexts.add(newstring(ext, size_t(exts-ext)));
+ }
+ }
+}
+
+bool hasext(const char *ext)
+{
+ return glexts.access(ext)!=NULL;
+}
+
+void gl_checkextensions()
+{
+ const char *vendor = (const char *)glGetString(GL_VENDOR);
+ const char *renderer = (const char *)glGetString(GL_RENDERER);
+ const char *version = (const char *)glGetString(GL_VERSION);
+ conoutf(CON_INIT, "Renderer: %s (%s)", renderer, vendor);
+ conoutf(CON_INIT, "Driver: %s", version);
+
+ bool mesa = false, intel = false, ati = false, nvidia = false;
+ if(strstr(renderer, "Mesa") || strstr(version, "Mesa"))
+ {
+ mesa = true;
+ if(strstr(renderer, "Intel")) intel = true;
+ }
+ else if(strstr(vendor, "NVIDIA"))
+ nvidia = true;
+ else if(strstr(vendor, "ATI") || strstr(vendor, "Advanced Micro Devices"))
+ ati = true;
+ else if(strstr(vendor, "Intel"))
+ intel = true;
+
+ uint glmajorversion, glminorversion;
+ if(sscanf(version, " %u.%u", &glmajorversion, &glminorversion) != 2) glversion = 100;
+ else glversion = glmajorversion*100 + glminorversion*10;
+
+ if(glversion < 200) fatal("OpenGL 2.0 or greater is required!");
+
+#ifdef WIN32
+ glActiveTexture_ = (PFNGLACTIVETEXTUREPROC) getprocaddress("glActiveTexture");
+
+ glBlendEquation_ = (PFNGLBLENDEQUATIONPROC) getprocaddress("glBlendEquation");
+ glBlendColor_ = (PFNGLBLENDCOLORPROC) getprocaddress("glBlendColor");
+
+ glTexImage3D_ = (PFNGLTEXIMAGE3DPROC) getprocaddress("glTexImage3D");
+ glTexSubImage3D_ = (PFNGLTEXSUBIMAGE3DPROC) getprocaddress("glTexSubImage3D");
+ glCopyTexSubImage3D_ = (PFNGLCOPYTEXSUBIMAGE3DPROC) getprocaddress("glCopyTexSubImage3D");
+
+ glCompressedTexImage3D_ = (PFNGLCOMPRESSEDTEXIMAGE3DPROC) getprocaddress("glCompressedTexImage3D");
+ glCompressedTexImage2D_ = (PFNGLCOMPRESSEDTEXIMAGE2DPROC) getprocaddress("glCompressedTexImage2D");
+ glCompressedTexSubImage3D_ = (PFNGLCOMPRESSEDTEXSUBIMAGE3DPROC) getprocaddress("glCompressedTexSubImage3D");
+ glCompressedTexSubImage2D_ = (PFNGLCOMPRESSEDTEXSUBIMAGE2DPROC) getprocaddress("glCompressedTexSubImage2D");
+ glGetCompressedTexImage_ = (PFNGLGETCOMPRESSEDTEXIMAGEPROC) getprocaddress("glGetCompressedTexImage");
+
+ glDrawRangeElements_ = (PFNGLDRAWRANGEELEMENTSPROC) getprocaddress("glDrawRangeElements");
+#endif
+
+#ifndef __APPLE__
+ glMultiDrawArrays_ = (PFNGLMULTIDRAWARRAYSPROC) getprocaddress("glMultiDrawArrays");
+ glMultiDrawElements_ = (PFNGLMULTIDRAWELEMENTSPROC) getprocaddress("glMultiDrawElements");
+
+ glBlendFuncSeparate_ = (PFNGLBLENDFUNCSEPARATEPROC) getprocaddress("glBlendFuncSeparate");
+ glBlendEquationSeparate_ = (PFNGLBLENDEQUATIONSEPARATEPROC) getprocaddress("glBlendEquationSeparate");
+ glStencilOpSeparate_ = (PFNGLSTENCILOPSEPARATEPROC) getprocaddress("glStencilOpSeparate");
+ glStencilFuncSeparate_ = (PFNGLSTENCILFUNCSEPARATEPROC) getprocaddress("glStencilFuncSeparate");
+ glStencilMaskSeparate_ = (PFNGLSTENCILMASKSEPARATEPROC) getprocaddress("glStencilMaskSeparate");
+
+ glGenBuffers_ = (PFNGLGENBUFFERSPROC) getprocaddress("glGenBuffers");
+ glBindBuffer_ = (PFNGLBINDBUFFERPROC) getprocaddress("glBindBuffer");
+ glMapBuffer_ = (PFNGLMAPBUFFERPROC) getprocaddress("glMapBuffer");
+ glUnmapBuffer_ = (PFNGLUNMAPBUFFERPROC) getprocaddress("glUnmapBuffer");
+ glBufferData_ = (PFNGLBUFFERDATAPROC) getprocaddress("glBufferData");
+ glBufferSubData_ = (PFNGLBUFFERSUBDATAPROC) getprocaddress("glBufferSubData");
+ glDeleteBuffers_ = (PFNGLDELETEBUFFERSPROC) getprocaddress("glDeleteBuffers");
+ glGetBufferSubData_ = (PFNGLGETBUFFERSUBDATAPROC) getprocaddress("glGetBufferSubData");
+
+ glGetQueryiv_ = (PFNGLGETQUERYIVPROC) getprocaddress("glGetQueryiv");
+ glGenQueries_ = (PFNGLGENQUERIESPROC) getprocaddress("glGenQueries");
+ glDeleteQueries_ = (PFNGLDELETEQUERIESPROC) getprocaddress("glDeleteQueries");
+ glBeginQuery_ = (PFNGLBEGINQUERYPROC) getprocaddress("glBeginQuery");
+ glEndQuery_ = (PFNGLENDQUERYPROC) getprocaddress("glEndQuery");
+ glGetQueryObjectiv_ = (PFNGLGETQUERYOBJECTIVPROC) getprocaddress("glGetQueryObjectiv");
+ glGetQueryObjectuiv_ = (PFNGLGETQUERYOBJECTUIVPROC) getprocaddress("glGetQueryObjectuiv");
+
+ glCreateProgram_ = (PFNGLCREATEPROGRAMPROC) getprocaddress("glCreateProgram");
+ glDeleteProgram_ = (PFNGLDELETEPROGRAMPROC) getprocaddress("glDeleteProgram");
+ glUseProgram_ = (PFNGLUSEPROGRAMPROC) getprocaddress("glUseProgram");
+ glCreateShader_ = (PFNGLCREATESHADERPROC) getprocaddress("glCreateShader");
+ glDeleteShader_ = (PFNGLDELETESHADERPROC) getprocaddress("glDeleteShader");
+ glShaderSource_ = (PFNGLSHADERSOURCEPROC) getprocaddress("glShaderSource");
+ glCompileShader_ = (PFNGLCOMPILESHADERPROC) getprocaddress("glCompileShader");
+ glGetShaderiv_ = (PFNGLGETSHADERIVPROC) getprocaddress("glGetShaderiv");
+ glGetProgramiv_ = (PFNGLGETPROGRAMIVPROC) getprocaddress("glGetProgramiv");
+ glAttachShader_ = (PFNGLATTACHSHADERPROC) getprocaddress("glAttachShader");
+ glGetProgramInfoLog_ = (PFNGLGETPROGRAMINFOLOGPROC) getprocaddress("glGetProgramInfoLog");
+ glGetShaderInfoLog_ = (PFNGLGETSHADERINFOLOGPROC) getprocaddress("glGetShaderInfoLog");
+ glLinkProgram_ = (PFNGLLINKPROGRAMPROC) getprocaddress("glLinkProgram");
+ glGetUniformLocation_ = (PFNGLGETUNIFORMLOCATIONPROC) getprocaddress("glGetUniformLocation");
+ glUniform1f_ = (PFNGLUNIFORM1FPROC) getprocaddress("glUniform1f");
+ glUniform2f_ = (PFNGLUNIFORM2FPROC) getprocaddress("glUniform2f");
+ glUniform3f_ = (PFNGLUNIFORM3FPROC) getprocaddress("glUniform3f");
+ glUniform4f_ = (PFNGLUNIFORM4FPROC) getprocaddress("glUniform4f");
+ glUniform1fv_ = (PFNGLUNIFORM1FVPROC) getprocaddress("glUniform1fv");
+ glUniform2fv_ = (PFNGLUNIFORM2FVPROC) getprocaddress("glUniform2fv");
+ glUniform3fv_ = (PFNGLUNIFORM3FVPROC) getprocaddress("glUniform3fv");
+ glUniform4fv_ = (PFNGLUNIFORM4FVPROC) getprocaddress("glUniform4fv");
+ glUniform1i_ = (PFNGLUNIFORM1IPROC) getprocaddress("glUniform1i");
+ glUniform2i_ = (PFNGLUNIFORM2IPROC) getprocaddress("glUniform2i");
+ glUniform3i_ = (PFNGLUNIFORM3IPROC) getprocaddress("glUniform3i");
+ glUniform4i_ = (PFNGLUNIFORM4IPROC) getprocaddress("glUniform4i");
+ glUniform1iv_ = (PFNGLUNIFORM1IVPROC) getprocaddress("glUniform1iv");
+ glUniform2iv_ = (PFNGLUNIFORM2IVPROC) getprocaddress("glUniform2iv");
+ glUniform3iv_ = (PFNGLUNIFORM3IVPROC) getprocaddress("glUniform3iv");
+ glUniform4iv_ = (PFNGLUNIFORM4IVPROC) getprocaddress("glUniform4iv");
+ glUniformMatrix2fv_ = (PFNGLUNIFORMMATRIX2FVPROC) getprocaddress("glUniformMatrix2fv");
+ glUniformMatrix3fv_ = (PFNGLUNIFORMMATRIX3FVPROC) getprocaddress("glUniformMatrix3fv");
+ glUniformMatrix4fv_ = (PFNGLUNIFORMMATRIX4FVPROC) getprocaddress("glUniformMatrix4fv");
+ glBindAttribLocation_ = (PFNGLBINDATTRIBLOCATIONPROC) getprocaddress("glBindAttribLocation");
+ glGetActiveUniform_ = (PFNGLGETACTIVEUNIFORMPROC) getprocaddress("glGetActiveUniform");
+ glEnableVertexAttribArray_ = (PFNGLENABLEVERTEXATTRIBARRAYPROC) getprocaddress("glEnableVertexAttribArray");
+ glDisableVertexAttribArray_ = (PFNGLDISABLEVERTEXATTRIBARRAYPROC) getprocaddress("glDisableVertexAttribArray");
+
+ glVertexAttrib1f_ = (PFNGLVERTEXATTRIB1FPROC) getprocaddress("glVertexAttrib1f");
+ glVertexAttrib1fv_ = (PFNGLVERTEXATTRIB1FVPROC) getprocaddress("glVertexAttrib1fv");
+ glVertexAttrib1s_ = (PFNGLVERTEXATTRIB1SPROC) getprocaddress("glVertexAttrib1s");
+ glVertexAttrib1sv_ = (PFNGLVERTEXATTRIB1SVPROC) getprocaddress("glVertexAttrib1sv");
+ glVertexAttrib2f_ = (PFNGLVERTEXATTRIB2FPROC) getprocaddress("glVertexAttrib2f");
+ glVertexAttrib2fv_ = (PFNGLVERTEXATTRIB2FVPROC) getprocaddress("glVertexAttrib2fv");
+ glVertexAttrib2s_ = (PFNGLVERTEXATTRIB2SPROC) getprocaddress("glVertexAttrib2s");
+ glVertexAttrib2sv_ = (PFNGLVERTEXATTRIB2SVPROC) getprocaddress("glVertexAttrib2sv");
+ glVertexAttrib3f_ = (PFNGLVERTEXATTRIB3FPROC) getprocaddress("glVertexAttrib3f");
+ glVertexAttrib3fv_ = (PFNGLVERTEXATTRIB3FVPROC) getprocaddress("glVertexAttrib3fv");
+ glVertexAttrib3s_ = (PFNGLVERTEXATTRIB3SPROC) getprocaddress("glVertexAttrib3s");
+ glVertexAttrib3sv_ = (PFNGLVERTEXATTRIB3SVPROC) getprocaddress("glVertexAttrib3sv");
+ glVertexAttrib4f_ = (PFNGLVERTEXATTRIB4FPROC) getprocaddress("glVertexAttrib4f");
+ glVertexAttrib4fv_ = (PFNGLVERTEXATTRIB4FVPROC) getprocaddress("glVertexAttrib4fv");
+ glVertexAttrib4s_ = (PFNGLVERTEXATTRIB4SPROC) getprocaddress("glVertexAttrib4s");
+ glVertexAttrib4sv_ = (PFNGLVERTEXATTRIB4SVPROC) getprocaddress("glVertexAttrib4sv");
+ glVertexAttrib4bv_ = (PFNGLVERTEXATTRIB4BVPROC) getprocaddress("glVertexAttrib4bv");
+ glVertexAttrib4iv_ = (PFNGLVERTEXATTRIB4IVPROC) getprocaddress("glVertexAttrib4iv");
+ glVertexAttrib4ubv_ = (PFNGLVERTEXATTRIB4UBVPROC) getprocaddress("glVertexAttrib4ubv");
+ glVertexAttrib4uiv_ = (PFNGLVERTEXATTRIB4UIVPROC) getprocaddress("glVertexAttrib4uiv");
+ glVertexAttrib4usv_ = (PFNGLVERTEXATTRIB4USVPROC) getprocaddress("glVertexAttrib4usv");
+ glVertexAttrib4Nbv_ = (PFNGLVERTEXATTRIB4NBVPROC) getprocaddress("glVertexAttrib4Nbv");
+ glVertexAttrib4Niv_ = (PFNGLVERTEXATTRIB4NIVPROC) getprocaddress("glVertexAttrib4Niv");
+ glVertexAttrib4Nub_ = (PFNGLVERTEXATTRIB4NUBPROC) getprocaddress("glVertexAttrib4Nub");
+ glVertexAttrib4Nubv_ = (PFNGLVERTEXATTRIB4NUBVPROC) getprocaddress("glVertexAttrib4Nubv");
+ glVertexAttrib4Nuiv_ = (PFNGLVERTEXATTRIB4NUIVPROC) getprocaddress("glVertexAttrib4Nuiv");
+ glVertexAttrib4Nusv_ = (PFNGLVERTEXATTRIB4NUSVPROC) getprocaddress("glVertexAttrib4Nusv");
+ glVertexAttribPointer_ = (PFNGLVERTEXATTRIBPOINTERPROC) getprocaddress("glVertexAttribPointer");
+
+ glDrawBuffers_ = (PFNGLDRAWBUFFERSPROC) getprocaddress("glDrawBuffers");
+#endif
+
+ if(glversion >= 300)
+ {
+ glGetStringi_ = (PFNGLGETSTRINGIPROC) getprocaddress("glGetStringi");
+ glBindFragDataLocation_ = (PFNGLBINDFRAGDATALOCATIONPROC)getprocaddress("glBindFragDataLocation");
+ }
+
+ const char *glslstr = (const char *)glGetString(GL_SHADING_LANGUAGE_VERSION);
+ uint glslmajorversion, glslminorversion;
+ if(glslstr && sscanf(glslstr, " %u.%u", &glslmajorversion, &glslminorversion) == 2) glslversion = glslmajorversion*100 + glslminorversion;
+
+ if(glslversion < 120) fatal("GLSL 1.20 or greater is required!");
+
+ parseglexts();
+
+ GLint val;
+ glGetIntegerv(GL_MAX_TEXTURE_SIZE, &val);
+ hwtexsize = val;
+ glGetIntegerv(GL_MAX_CUBE_MAP_TEXTURE_SIZE, &val);
+ hwcubetexsize = val;
+
+ if(glversion >= 300 || hasext("GL_ARB_texture_float") || hasext("GL_ATI_texture_float"))
+ {
+ hasTF = true;
+ if(glversion < 300 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_texture_float extension.");
+ shadowmap = 1;
+ extern int smoothshadowmappeel;
+ smoothshadowmappeel = 1;
+ }
+
+ if(glversion >= 300 || hasext("GL_ARB_texture_rg"))
+ {
+ hasTRG = true;
+ if(glversion < 300 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_texture_rg extension.");
+ }
+
+ if(glversion >= 300 || hasext("GL_ARB_framebuffer_object"))
+ {
+ glBindRenderbuffer_ = (PFNGLBINDRENDERBUFFERPROC) getprocaddress("glBindRenderbuffer");
+ glDeleteRenderbuffers_ = (PFNGLDELETERENDERBUFFERSPROC) getprocaddress("glDeleteRenderbuffers");
+ glGenRenderbuffers_ = (PFNGLGENFRAMEBUFFERSPROC) getprocaddress("glGenRenderbuffers");
+ glRenderbufferStorage_ = (PFNGLRENDERBUFFERSTORAGEPROC) getprocaddress("glRenderbufferStorage");
+ glCheckFramebufferStatus_ = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) getprocaddress("glCheckFramebufferStatus");
+ glBindFramebuffer_ = (PFNGLBINDFRAMEBUFFERPROC) getprocaddress("glBindFramebuffer");
+ glDeleteFramebuffers_ = (PFNGLDELETEFRAMEBUFFERSPROC) getprocaddress("glDeleteFramebuffers");
+ glGenFramebuffers_ = (PFNGLGENFRAMEBUFFERSPROC) getprocaddress("glGenFramebuffers");
+ glFramebufferTexture2D_ = (PFNGLFRAMEBUFFERTEXTURE2DPROC) getprocaddress("glFramebufferTexture2D");
+ glFramebufferRenderbuffer_ = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)getprocaddress("glFramebufferRenderbuffer");
+ glGenerateMipmap_ = (PFNGLGENERATEMIPMAPPROC) getprocaddress("glGenerateMipmap");
+ glBlitFramebuffer_ = (PFNGLBLITFRAMEBUFFERPROC) getprocaddress("glBlitFramebuffer");
+ hasAFBO = hasFBO = hasFBB = hasDS = true;
+ if(glversion < 300 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_framebuffer_object extension.");
+ }
+ else if(hasext("GL_EXT_framebuffer_object"))
+ {
+ glBindRenderbuffer_ = (PFNGLBINDRENDERBUFFERPROC) getprocaddress("glBindRenderbufferEXT");
+ glDeleteRenderbuffers_ = (PFNGLDELETERENDERBUFFERSPROC) getprocaddress("glDeleteRenderbuffersEXT");
+ glGenRenderbuffers_ = (PFNGLGENFRAMEBUFFERSPROC) getprocaddress("glGenRenderbuffersEXT");
+ glRenderbufferStorage_ = (PFNGLRENDERBUFFERSTORAGEPROC) getprocaddress("glRenderbufferStorageEXT");
+ glCheckFramebufferStatus_ = (PFNGLCHECKFRAMEBUFFERSTATUSPROC) getprocaddress("glCheckFramebufferStatusEXT");
+ glBindFramebuffer_ = (PFNGLBINDFRAMEBUFFERPROC) getprocaddress("glBindFramebufferEXT");
+ glDeleteFramebuffers_ = (PFNGLDELETEFRAMEBUFFERSPROC) getprocaddress("glDeleteFramebuffersEXT");
+ glGenFramebuffers_ = (PFNGLGENFRAMEBUFFERSPROC) getprocaddress("glGenFramebuffersEXT");
+ glFramebufferTexture2D_ = (PFNGLFRAMEBUFFERTEXTURE2DPROC) getprocaddress("glFramebufferTexture2DEXT");
+ glFramebufferRenderbuffer_ = (PFNGLFRAMEBUFFERRENDERBUFFERPROC)getprocaddress("glFramebufferRenderbufferEXT");
+ glGenerateMipmap_ = (PFNGLGENERATEMIPMAPPROC) getprocaddress("glGenerateMipmapEXT");
+ hasFBO = true;
+ if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_framebuffer_object extension.");
+
+ if(hasext("GL_EXT_framebuffer_blit"))
+ {
+ glBlitFramebuffer_ = (PFNGLBLITFRAMEBUFFERPROC) getprocaddress("glBlitFramebufferEXT");
+ hasFBB = true;
+ if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_framebuffer_blit extension.");
+ }
+
+ if(hasext("GL_EXT_packed_depth_stencil") || hasext("GL_NV_packed_depth_stencil"))
+ {
+ hasDS = true;
+ if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_packed_depth_stencil extension.");
+ }
+ }
+ else fatal("Framebuffer object support is required!");
+
+ extern int fpdepthfx;
+ if(ati)
+ {
+ //conoutf(CON_WARN, "WARNING: ATI cards may show garbage in skybox. (use \"/ati_skybox_bug 1\" to fix)");
+
+ minimizetcusage = 1;
+ if(hasTF && hasTRG) fpdepthfx = 1;
+ // On Catalyst 10.2, issuing an occlusion query on the first draw using a given cubemap texture causes a nasty crash
+ ati_cubemap_bug = 1;
+ }
+ else if(nvidia)
+ {
+ reservevpparams = 10;
+ rtsharefb = 0; // work-around for strange driver stalls involving when using many FBOs
+ extern int filltjoints;
+ if(glversion < 300 && !hasext("GL_EXT_gpu_shader4")) filltjoints = 0; // DX9 or less NV cards seem to not cause many sparklies
+
+ if(hasTF && hasTRG) fpdepthfx = 1;
+ }
+ else
+ {
+ if(intel)
+ {
+#ifdef WIN32
+ intel_vertexarray_bug = 1;
+ // MapBufferRange is buggy on older Intel drivers on Windows
+ if(glversion <= 310) intel_mapbufferrange_bug = 1;
+#endif
+ }
+
+ reservevpparams = 20;
+
+ if(mesa) mesa_swap_bug = 1;
+ }
+
+ if(glversion >= 300 || hasext("GL_ARB_map_buffer_range"))
+ {
+ glMapBufferRange_ = (PFNGLMAPBUFFERRANGEPROC) getprocaddress("glMapBufferRange");
+ glFlushMappedBufferRange_ = (PFNGLFLUSHMAPPEDBUFFERRANGEPROC)getprocaddress("glFlushMappedBufferRange");
+ hasMBR = true;
+ if(glversion < 300 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_map_buffer_range.");
+ }
+
+ if(glversion >= 310 || hasext("GL_ARB_uniform_buffer_object"))
+ {
+ glGetUniformIndices_ = (PFNGLGETUNIFORMINDICESPROC) getprocaddress("glGetUniformIndices");
+ glGetActiveUniformsiv_ = (PFNGLGETACTIVEUNIFORMSIVPROC) getprocaddress("glGetActiveUniformsiv");
+ glGetUniformBlockIndex_ = (PFNGLGETUNIFORMBLOCKINDEXPROC) getprocaddress("glGetUniformBlockIndex");
+ glGetActiveUniformBlockiv_ = (PFNGLGETACTIVEUNIFORMBLOCKIVPROC)getprocaddress("glGetActiveUniformBlockiv");
+ glUniformBlockBinding_ = (PFNGLUNIFORMBLOCKBINDINGPROC) getprocaddress("glUniformBlockBinding");
+ glBindBufferBase_ = (PFNGLBINDBUFFERBASEPROC) getprocaddress("glBindBufferBase");
+ glBindBufferRange_ = (PFNGLBINDBUFFERRANGEPROC) getprocaddress("glBindBufferRange");
+
+ useubo = 1;
+ hasUBO = true;
+ if(glversion < 310 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_uniform_buffer_object extension.");
+ }
+
+ if(glversion >= 300 || hasext("GL_ARB_vertex_array_object"))
+ {
+ glBindVertexArray_ = (PFNGLBINDVERTEXARRAYPROC) getprocaddress("glBindVertexArray");
+ glDeleteVertexArrays_ = (PFNGLDELETEVERTEXARRAYSPROC)getprocaddress("glDeleteVertexArrays");
+ glGenVertexArrays_ = (PFNGLGENVERTEXARRAYSPROC) getprocaddress("glGenVertexArrays");
+ glIsVertexArray_ = (PFNGLISVERTEXARRAYPROC) getprocaddress("glIsVertexArray");
+ hasVAO = true;
+ if(glversion < 300 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_vertex_array_object extension.");
+ }
+ else if(hasext("GL_APPLE_vertex_array_object"))
+ {
+ glBindVertexArray_ = (PFNGLBINDVERTEXARRAYPROC) getprocaddress("glBindVertexArrayAPPLE");
+ glDeleteVertexArrays_ = (PFNGLDELETEVERTEXARRAYSPROC)getprocaddress("glDeleteVertexArraysAPPLE");
+ glGenVertexArrays_ = (PFNGLGENVERTEXARRAYSPROC) getprocaddress("glGenVertexArraysAPPLE");
+ glIsVertexArray_ = (PFNGLISVERTEXARRAYPROC) getprocaddress("glIsVertexArrayAPPLE");
+ hasVAO = true;
+ if(dbgexts) conoutf(CON_INIT, "Using GL_APPLE_vertex_array_object extension.");
+ }
+
+ if(glversion >= 330 || hasext("GL_ARB_texture_swizzle") || hasext("GL_EXT_texture_swizzle"))
+ {
+ hasTSW = true;
+ if(glversion < 330 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_texture_swizzle extension.");
+ }
+
+ if(hasext("GL_EXT_texture_compression_s3tc"))
+ {
+ hasS3TC = true;
+#ifdef __APPLE__
+ usetexcompress = 1;
+#else
+ if(!mesa) usetexcompress = 2;
+#endif
+ if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_texture_compression_s3tc extension.");
+ }
+ else if(hasext("GL_EXT_texture_compression_dxt1") && hasext("GL_ANGLE_texture_compression_dxt3") && hasext("GL_ANGLE_texture_compression_dxt5"))
+ {
+ hasS3TC = true;
+ if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_texture_compression_dxt1 extension.");
+ }
+ if(hasext("GL_3DFX_texture_compression_FXT1"))
+ {
+ hasFXT1 = true;
+ if(mesa) usetexcompress = max(usetexcompress, 1);
+ if(dbgexts) conoutf(CON_INIT, "Using GL_3DFX_texture_compression_FXT1.");
+ }
+ if(hasext("GL_EXT_texture_compression_latc"))
+ {
+ hasLATC = true;
+ if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_texture_compression_latc extension.");
+ }
+ if(glversion >= 300 || hasext("GL_ARB_texture_compression_rgtc") || hasext("GL_EXT_texture_compression_rgtc"))
+ {
+ hasRGTC = true;
+ if(glversion < 300 && dbgexts) conoutf(CON_INIT, "Using GL_ARB_texture_compression_rgtc extension.");
+ }
+
+ if(hasext("GL_EXT_texture_filter_anisotropic"))
+ {
+ GLint val;
+ glGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &val);
+ hwmaxaniso = val;
+ hasAF = true;
+ if(dbgexts) conoutf(CON_INIT, "Using GL_EXT_texture_filter_anisotropic extension.");
+ }
+
+ if(glversion >= 300 || hasext("GL_EXT_gpu_shader4"))
+ {
+ // on DX10 or above class cards (i.e. GF8 or RadeonHD) enable expensive features
+ extern int grass, glare, maxdynlights, depthfxsize, blurdepthfx, texcompress;
+ grass = 1;
+ waterfallrefract = 1;
+ glare = 1;
+ maxdynlights = MAXDYNLIGHTS;
+ depthfxsize = 10;
+ blurdepthfx = 0;
+ texcompress = max(texcompress, 1024 + 1);
+ }
+}
+
+void glext(char *ext)
+{
+ intret(hasext(ext) ? 1 : 0);
+}
+COMMAND(glext, "s");
+
+void gl_resize()
+{
+ glViewport(0, 0, screenw, screenh);
+}
+
+void gl_init()
+{
+ glClearColor(0, 0, 0, 0);
+ glClearDepth(1);
+ glDepthFunc(GL_LESS);
+ glDisable(GL_DEPTH_TEST);
+
+ glEnable(GL_LINE_SMOOTH);
+ //glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
+
+ glFrontFace(GL_CW);
+ glCullFace(GL_BACK);
+ glDisable(GL_CULL_FACE);
+
+ gle::setup();
+
+ setupshaders();
+
+ setuptexcompress();
+
+ gl_resize();
+}
+
+VAR(wireframe, 0, 0, 1);
+
+ICOMMAND(getcamyaw, "", (), floatret(camera1->yaw));
+ICOMMAND(getcampitch, "", (), floatret(camera1->pitch));
+ICOMMAND(getcamroll, "", (), floatret(camera1->roll));
+ICOMMAND(getcampos, "", (),
+{
+ defformatstring(pos, "%s %s %s", floatstr(camera1->o.x), floatstr(camera1->o.y), floatstr(camera1->o.z));
+ result(pos);
+});
+
+vec worldpos, camdir, camright, camup;
+
+void setcammatrix()
+{
+ // move from RH to Z-up LH quake style worldspace
+ cammatrix = viewmatrix;
+ cammatrix.rotate_around_y(camera1->roll*RAD);
+ cammatrix.rotate_around_x(camera1->pitch*-RAD);
+ cammatrix.rotate_around_z(camera1->yaw*-RAD);
+ cammatrix.translate(vec(camera1->o).neg());
+
+ cammatrix.transposedtransformnormal(vec(viewmatrix.b), camdir);
+ cammatrix.transposedtransformnormal(vec(viewmatrix.a).neg(), camright);
+ cammatrix.transposedtransformnormal(vec(viewmatrix.c), camup);
+
+ if(!drawtex)
+ {
+ if(raycubepos(camera1->o, camdir, worldpos, 0, RAY_CLIPMAT|RAY_SKIPFIRST) == -1)
+ worldpos = vec(camdir).mul(2*worldsize).add(camera1->o); // if nothing is hit, just far away in the view direction
+ }
+}
+
+void setcamprojmatrix(bool init = true, bool flush = false)
+{
+ if(init)
+ {
+ setcammatrix();
+ }
+
+ camprojmatrix.muld(projmatrix, cammatrix);
+
+ if(init)
+ {
+ invcammatrix.invert(cammatrix);
+ invcamprojmatrix.invert(camprojmatrix);
+ }
+
+ GLOBALPARAM(camprojmatrix, camprojmatrix);
+
+ if(fogging)
+ {
+ vec fogplane(cammatrix.c);
+ fogplane.x /= projmatrix.a.x;
+ fogplane.y /= projmatrix.b.y;
+ fogplane.z /= projmatrix.c.w;
+ GLOBALPARAMF(fogplane, fogplane.x, fogplane.y, 0, fogplane.z);
+ }
+ else
+ {
+ vec2 lineardepthscale = projmatrix.lineardepthscale();
+ GLOBALPARAMF(fogplane, 0, 0, lineardepthscale.x, lineardepthscale.y);
+ }
+
+ if(flush && Shader::lastshader) Shader::lastshader->flushparams();
+}
+
+matrix4 hudmatrix, hudmatrixstack[64];
+int hudmatrixpos = 0;
+
+void resethudmatrix()
+{
+ hudmatrixpos = 0;
+ GLOBALPARAM(hudmatrix, hudmatrix);
+}
+
+void pushhudmatrix()
+{
+ if(hudmatrixpos >= 0 && hudmatrixpos < int(sizeof(hudmatrixstack)/sizeof(hudmatrixstack[0]))) hudmatrixstack[hudmatrixpos] = hudmatrix;
+ ++hudmatrixpos;
+}
+
+void flushhudmatrix(bool flushparams)
+{
+ GLOBALPARAM(hudmatrix, hudmatrix);
+ if(flushparams && Shader::lastshader) Shader::lastshader->flushparams();
+}
+
+void pophudmatrix(bool flush, bool flushparams)
+{
+ --hudmatrixpos;
+ if(hudmatrixpos >= 0 && hudmatrixpos < int(sizeof(hudmatrixstack)/sizeof(hudmatrixstack[0])))
+ {
+ hudmatrix = hudmatrixstack[hudmatrixpos];
+ if(flush) flushhudmatrix(flushparams);
+ }
+}
+
+void pushhudscale(float sx, float sy)
+{
+ if(!sy) sy = sx;
+ pushhudmatrix();
+ hudmatrix.scale(sx, sy, 1);
+ flushhudmatrix();
+}
+
+void pushhudtranslate(float tx, float ty, float sx, float sy)
+{
+ if(!sy) sy = sx;
+ pushhudmatrix();
+ hudmatrix.translate(tx, ty, 0);
+ if(sy) hudmatrix.scale(sx, sy, 1);
+ flushhudmatrix();
+}
+
+float curfov = 100, curavatarfov = 65, fovy, aspect;
+int farplane;
+VARP(zoominvel, 0, 250, 5000);
+VARP(zoomoutvel, 0, 100, 5000);
+VARP(zoomfov, 10, 35, 60);
+VARP(fov, 10, 100, 150);
+VAR(avatarzoomfov, 10, 25, 60);
+VAR(avatarfov, 10, 65, 150);
+FVAR(avatardepth, 0, 0.5f, 1);
+FVARNP(aspect, forceaspect, 0, 0, 1e3f);
+
+static float zoomprogress = 0;
+VAR(zoom, -1, 0, 1);
+
+void disablezoom()
+{
+ zoom = 0;
+ zoomprogress = 0;
+}
+
+void computezoom()
+{
+ if(!zoom) { zoomprogress = 0; curfov = fov; curavatarfov = avatarfov; return; }
+ if(zoom > 0) zoomprogress = zoominvel ? min(zoomprogress + float(elapsedtime) / zoominvel, 1.0f) : 1;
+ else
+ {
+ zoomprogress = zoomoutvel ? max(zoomprogress - float(elapsedtime) / zoomoutvel, 0.0f) : 0;
+ if(zoomprogress <= 0) zoom = 0;
+ }
+ curfov = zoomfov*zoomprogress + fov*(1 - zoomprogress);
+ curavatarfov = avatarzoomfov*zoomprogress + avatarfov*(1 - zoomprogress);
+}
+
+FVARP(zoomsens, 1e-3f, 1, 1000);
+FVARP(zoomaccel, 0, 0, 1000);
+VARP(zoomautosens, 0, 1, 1);
+FVARP(sensitivity, 1e-3f, 3, 1000);
+FVARP(sensitivityscale, 1e-3f, 1, 1000);
+VARP(invmouse, 0, 0, 1);
+FVARP(mouseaccel, 0, 0, 1000);
+
+VAR(thirdperson, 0, 0, 2);
+FVAR(thirdpersondistance, 0, 20, 50);
+FVAR(thirdpersonup, -25, 0, 25);
+FVAR(thirdpersonside, -25, 0, 25);
+physent *camera1 = NULL;
+bool detachedcamera = false;
+bool isthirdperson() { return player!=camera1 || detachedcamera || reflecting; }
+
+void fixcamerarange()
+{
+ const float MAXPITCH = 90.0f;
+ if(camera1->pitch>MAXPITCH) camera1->pitch = MAXPITCH;
+ if(camera1->pitch<-MAXPITCH) camera1->pitch = -MAXPITCH;
+ while(camera1->yaw<0.0f) camera1->yaw += 360.0f;
+ while(camera1->yaw>=360.0f) camera1->yaw -= 360.0f;
+}
+
+void mousemove(int dx, int dy)
+{
+ if(!game::allowmouselook()) return;
+ float cursens = sensitivity, curaccel = mouseaccel;
+ if(zoom)
+ {
+ if(zoomautosens)
+ {
+ cursens = float(sensitivity*zoomfov)/fov;
+ curaccel = float(mouseaccel*zoomfov)/fov;
+ }
+ else
+ {
+ cursens = zoomsens;
+ curaccel = zoomaccel;
+ }
+ }
+ if(curaccel && curtime && (dx || dy)) cursens += curaccel * sqrtf(dx*dx + dy*dy)/curtime;
+ cursens /= 33.0f*sensitivityscale;
+ camera1->yaw += dx*cursens;
+ camera1->pitch -= dy*cursens*(invmouse ? -1 : 1);
+ fixcamerarange();
+ if(camera1!=player && !detachedcamera)
+ {
+ player->yaw = camera1->yaw;
+ player->pitch = camera1->pitch;
+ }
+}
+
+void recomputecamera()
+{
+ game::setupcamera();
+ computezoom();
+
+ bool allowthirdperson = game::allowthirdperson();
+ bool shoulddetach = (allowthirdperson && thirdperson > 1) || game::detachcamera();
+ if((!allowthirdperson || !thirdperson) && !shoulddetach)
+ {
+ camera1 = player;
+ detachedcamera = false;
+ }
+ else
+ {
+ static physent tempcamera;
+ camera1 = &tempcamera;
+ if(detachedcamera && shoulddetach) camera1->o = player->o;
+ else
+ {
+ *camera1 = *player;
+ detachedcamera = shoulddetach;
+ }
+ camera1->reset();
+ camera1->type = ENT_CAMERA;
+ camera1->move = -1;
+ camera1->eyeheight = camera1->aboveeye = camera1->radius = camera1->xradius = camera1->yradius = 2;
+
+ matrix3 orient;
+ orient.identity();
+ orient.rotate_around_z(camera1->yaw*RAD);
+ orient.rotate_around_x(camera1->pitch*RAD);
+ orient.rotate_around_y(camera1->roll*-RAD);
+ vec dir = vec(orient.b).neg(), side = vec(orient.a).neg(), up = orient.c;
+
+ if(game::collidecamera())
+ {
+ movecamera(camera1, dir, thirdpersondistance, 1);
+ movecamera(camera1, dir, clamp(thirdpersondistance - camera1->o.dist(player->o), 0.0f, 1.0f), 0.1f);
+ if(thirdpersonup)
+ {
+ vec pos = camera1->o;
+ float dist = fabs(thirdpersonup);
+ if(thirdpersonup < 0) up.neg();
+ movecamera(camera1, up, dist, 1);
+ movecamera(camera1, up, clamp(dist - camera1->o.dist(pos), 0.0f, 1.0f), 0.1f);
+ }
+ if(thirdpersonside)
+ {
+ vec pos = camera1->o;
+ float dist = fabs(thirdpersonside);
+ if(thirdpersonside < 0) side.neg();
+ movecamera(camera1, side, dist, 1);
+ movecamera(camera1, side, clamp(dist - camera1->o.dist(pos), 0.0f, 1.0f), 0.1f);
+ }
+ }
+ else
+ {
+ camera1->o.add(vec(dir).mul(thirdpersondistance));
+ if(thirdpersonup) camera1->o.add(vec(up).mul(thirdpersonup));
+ if(thirdpersonside) camera1->o.add(vec(side).mul(thirdpersonside));
+ }
+ }
+
+ setviewcell(camera1->o);
+}
+
+extern const matrix4 viewmatrix(vec(-1, 0, 0), vec(0, 0, 1), vec(0, -1, 0));
+matrix4 cammatrix, projmatrix, camprojmatrix, invcammatrix, invcamprojmatrix;
+
+FVAR(nearplane, 0.01f, 0.54f, 2.0f);
+
+vec calcavatarpos(const vec &pos, float dist)
+{
+ vec eyepos;
+ cammatrix.transform(pos, eyepos);
+ GLdouble ydist = nearplane * tan(curavatarfov/2*RAD), xdist = ydist * aspect;
+ vec4 scrpos;
+ scrpos.x = eyepos.x*nearplane/xdist;
+ scrpos.y = eyepos.y*nearplane/ydist;
+ scrpos.z = (eyepos.z*(farplane + nearplane) - 2*nearplane*farplane) / (farplane - nearplane);
+ scrpos.w = -eyepos.z;
+
+ vec worldpos = invcamprojmatrix.perspectivetransform(scrpos);
+ vec dir = vec(worldpos).sub(camera1->o).rescale(dist);
+ return dir.add(camera1->o);
+}
+
+VAR(reflectclip, 0, 6, 64);
+VAR(reflectclipavatar, -64, 0, 64);
+
+matrix4 clipmatrix, noclipmatrix;
+
+void renderavatar()
+{
+ if(isthirdperson()) return;
+
+ matrix4 oldprojmatrix = projmatrix;
+ projmatrix.perspective(curavatarfov, aspect, nearplane, farplane);
+ projmatrix.scalez(avatardepth);
+ setcamprojmatrix(false);
+
+ game::renderavatar();
+
+ projmatrix = oldprojmatrix;
+ setcamprojmatrix(false);
+}
+
+FVAR(polygonoffsetfactor, -1e4f, -3.0f, 1e4f);
+FVAR(polygonoffsetunits, -1e4f, -3.0f, 1e4f);
+FVAR(depthoffset, -1e4f, 0.01f, 1e4f);
+
+matrix4 nooffsetmatrix;
+
+void enablepolygonoffset(GLenum type)
+{
+ if(!depthoffset)
+ {
+ glPolygonOffset(polygonoffsetfactor, polygonoffsetunits);
+ glEnable(type);
+ return;
+ }
+
+ bool clipped = reflectz < 1e15f && reflectclip;
+
+ nooffsetmatrix = projmatrix;
+ projmatrix.d.z += depthoffset * (clipped ? noclipmatrix.c.z : projmatrix.c.z);
+ setcamprojmatrix(false, true);
+}
+
+void disablepolygonoffset(GLenum type)
+{
+ if(!depthoffset)
+ {
+ glDisable(type);
+ return;
+ }
+
+ projmatrix = nooffsetmatrix;
+ setcamprojmatrix(false, true);
+}
+
+void calcspherescissor(const vec &center, float size, float &sx1, float &sy1, float &sx2, float &sy2)
+{
+ vec worldpos(center), e;
+ if(reflecting) worldpos.z = 2*reflectz - worldpos.z;
+ cammatrix.transform(worldpos, e);
+ if(e.z > 2*size) { sx1 = sy1 = 1; sx2 = sy2 = -1; return; }
+ float zzrr = e.z*e.z - size*size,
+ dx = e.x*e.x + zzrr, dy = e.y*e.y + zzrr,
+ focaldist = 1.0f/tan(fovy*0.5f*RAD);
+ sx1 = sy1 = -1;
+ sx2 = sy2 = 1;
+ #define CHECKPLANE(c, dir, focaldist, low, high) \
+ do { \
+ float nzc = (cz*cz + 1) / (cz dir drt) - cz, \
+ pz = (d##c)/(nzc*e.c - e.z); \
+ if(pz > 0) \
+ { \
+ float c = (focaldist)*nzc, \
+ pc = pz*nzc; \
+ if(pc < e.c) low = c; \
+ else if(pc > e.c) high = c; \
+ } \
+ } while(0)
+ if(dx > 0)
+ {
+ float cz = e.x/e.z, drt = sqrtf(dx)/size;
+ CHECKPLANE(x, -, focaldist/aspect, sx1, sx2);
+ CHECKPLANE(x, +, focaldist/aspect, sx1, sx2);
+ }
+ if(dy > 0)
+ {
+ float cz = e.y/e.z, drt = sqrtf(dy)/size;
+ CHECKPLANE(y, -, focaldist, sy1, sy2);
+ CHECKPLANE(y, +, focaldist, sy1, sy2);
+ }
+}
+
+static int scissoring = 0;
+static GLint oldscissor[4];
+
+int pushscissor(float sx1, float sy1, float sx2, float sy2)
+{
+ scissoring = 0;
+
+ if(sx1 <= -1 && sy1 <= -1 && sx2 >= 1 && sy2 >= 1) return 0;
+
+ sx1 = max(sx1, -1.0f);
+ sy1 = max(sy1, -1.0f);
+ sx2 = min(sx2, 1.0f);
+ sy2 = min(sy2, 1.0f);
+
+ GLint viewport[4];
+ glGetIntegerv(GL_VIEWPORT, viewport);
+ int sx = viewport[0] + int(floor((sx1+1)*0.5f*viewport[2])),
+ sy = viewport[1] + int(floor((sy1+1)*0.5f*viewport[3])),
+ sw = viewport[0] + int(ceil((sx2+1)*0.5f*viewport[2])) - sx,
+ sh = viewport[1] + int(ceil((sy2+1)*0.5f*viewport[3])) - sy;
+ if(sw <= 0 || sh <= 0) return 0;
+
+ if(glIsEnabled(GL_SCISSOR_TEST))
+ {
+ glGetIntegerv(GL_SCISSOR_BOX, oldscissor);
+ sw += sx;
+ sh += sy;
+ sx = max(sx, int(oldscissor[0]));
+ sy = max(sy, int(oldscissor[1]));
+ sw = min(sw, int(oldscissor[0] + oldscissor[2])) - sx;
+ sh = min(sh, int(oldscissor[1] + oldscissor[3])) - sy;
+ if(sw <= 0 || sh <= 0) return 0;
+ scissoring = 2;
+ }
+ else scissoring = 1;
+
+ glScissor(sx, sy, sw, sh);
+ if(scissoring<=1) glEnable(GL_SCISSOR_TEST);
+
+ return scissoring;
+}
+
+void popscissor()
+{
+ if(scissoring>1) glScissor(oldscissor[0], oldscissor[1], oldscissor[2], oldscissor[3]);
+ else if(scissoring) glDisable(GL_SCISSOR_TEST);
+ scissoring = 0;
+}
+
+static GLuint screenquadvbo = 0;
+
+static void setupscreenquad()
+{
+ if(!screenquadvbo)
+ {
+ glGenBuffers_(1, &screenquadvbo);
+ gle::bindvbo(screenquadvbo);
+ vec2 verts[4] = { vec2(1, -1), vec2(-1, -1), vec2(1, 1), vec2(-1, 1) };
+ glBufferData_(GL_ARRAY_BUFFER, sizeof(verts), verts, GL_STATIC_DRAW);
+ gle::clearvbo();
+ }
+}
+
+static void cleanupscreenquad()
+{
+ if(screenquadvbo) { glDeleteBuffers_(1, &screenquadvbo); screenquadvbo = 0; }
+}
+
+void screenquad()
+{
+ setupscreenquad();
+ gle::bindvbo(screenquadvbo);
+ gle::enablevertex();
+ gle::vertexpointer(sizeof(vec2), (const vec2 *)0, GL_FLOAT, 2);
+ glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
+ gle::disablevertex();
+ gle::clearvbo();
+}
+
+static LocalShaderParam screentexcoord[2] = { LocalShaderParam("screentexcoord0"), LocalShaderParam("screentexcoord1") };
+
+static inline void setscreentexcoord(int i, float w, float h, float x = 0, float y = 0)
+{
+ screentexcoord[i].setf(w*0.5f, h*0.5f, x + w*0.5f, y + fabs(h)*0.5f);
+}
+
+void screenquad(float sw, float sh)
+{
+ setscreentexcoord(0, sw, sh);
+ screenquad();
+}
+
+void screenquadflipped(float sw, float sh)
+{
+ setscreentexcoord(0, sw, -sh);
+ screenquad();
+}
+
+void screenquad(float sw, float sh, float sw2, float sh2)
+{
+ setscreentexcoord(0, sw, sh);
+ setscreentexcoord(1, sw2, sh2);
+ screenquad();
+}
+
+void screenquadoffset(float x, float y, float w, float h)
+{
+ setscreentexcoord(0, w, h, x, y);
+ screenquad();
+}
+
+void screenquadoffset(float x, float y, float w, float h, float x2, float y2, float w2, float h2)
+{
+ setscreentexcoord(0, w, h, x, y);
+ setscreentexcoord(1, w2, h2, x2, y2);
+ screenquad();
+}
+
+#define HUDQUAD(x1, y1, x2, y2, sx1, sy1, sx2, sy2) { \
+ gle::defvertex(2); \
+ gle::deftexcoord0(); \
+ gle::begin(GL_TRIANGLE_STRIP); \
+ gle::attribf(x2, y1); gle::attribf(sx2, sy1); \
+ gle::attribf(x1, y1); gle::attribf(sx1, sy1); \
+ gle::attribf(x2, y2); gle::attribf(sx2, sy2); \
+ gle::attribf(x1, y2); gle::attribf(sx1, sy2); \
+ gle::end(); \
+}
+
+void hudquad(float x, float y, float w, float h, float tx, float ty, float tw, float th)
+{
+ HUDQUAD(x, y, x+w, y+h, tx, ty, tx+tw, ty+th);
+}
+
+VARR(fog, 16, 4000, 1000024);
+bvec fogcolor(0x80, 0x99, 0xB3);
+HVARFR(fogcolour, 0, 0x8099B3, 0xFFFFFF,
+{
+ fogcolor = bvec((fogcolour>>16)&0xFF, (fogcolour>>8)&0xFF, fogcolour&0xFF);
+});
+
+static float findsurface(int fogmat, const vec &v, int &abovemat)
+{
+ fogmat &= MATF_VOLUME;
+ ivec o(v), co;
+ int csize;
+ do
+ {
+ cube &c = lookupcube(o, 0, co, csize);
+ int mat = c.material&MATF_VOLUME;
+ if(mat != fogmat)
+ {
+ abovemat = isliquid(mat) ? c.material : MAT_AIR;
+ return o.z;
+ }
+ o.z = co.z + csize;
+ }
+ while(o.z < worldsize);
+ abovemat = MAT_AIR;
+ return worldsize;
+}
+
+static void blendfog(int fogmat, float blend, float logblend, float &start, float &end, vec &fogc)
+{
+ switch(fogmat&MATF_VOLUME)
+ {
+ case MAT_WATER:
+ {
+ const bvec &wcol = getwatercolor(fogmat);
+ int wfog = getwaterfog(fogmat);
+ fogc.madd(wcol.tocolor(), blend);
+ end += logblend*min(fog, max(wfog*4, 32));
+ break;
+ }
+
+ case MAT_LAVA:
+ {
+ const bvec &lcol = getlavacolor(fogmat);
+ int lfog = getlavafog(fogmat);
+ fogc.madd(lcol.tocolor(), blend);
+ end += logblend*min(fog, max(lfog*4, 32));
+ break;
+ }
+
+ default:
+ fogc.madd(fogcolor.tocolor(), blend);
+ start += logblend*(fog+64)/8;
+ end += logblend*fog;
+ break;
+ }
+}
+
+vec oldfogcolor(0, 0, 0), curfogcolor(0, 0, 0);
+float oldfogstart = 0, oldfogend = 1000000, curfogstart = 0, curfogend = 1000000;
+
+void setfogcolor(const vec &v)
+{
+ GLOBALPARAM(fogcolor, v);
+}
+
+void zerofogcolor()
+{
+ setfogcolor(vec(0, 0, 0));
+}
+
+void resetfogcolor()
+{
+ setfogcolor(curfogcolor);
+}
+
+void pushfogcolor(const vec &v)
+{
+ oldfogcolor = curfogcolor;
+ curfogcolor = v;
+ resetfogcolor();
+}
+
+void popfogcolor()
+{
+ curfogcolor = oldfogcolor;
+ resetfogcolor();
+}
+
+void setfogdist(float start, float end)
+{
+ GLOBALPARAMF(fogparams, 1/(end - start), end/(end - start));
+}
+
+void clearfogdist()
+{
+ setfogdist(0, 1000000);
+}
+
+void resetfogdist()
+{
+ setfogdist(curfogstart, curfogend);
+}
+
+void pushfogdist(float start, float end)
+{
+ oldfogstart = curfogstart;
+ oldfogend = curfogend;
+ curfogstart = start;
+ curfogend = end;
+ resetfogdist();
+}
+
+void popfogdist()
+{
+ curfogstart = oldfogstart;
+ curfogend = oldfogend;
+ resetfogdist();
+}
+
+static void resetfog()
+{
+ resetfogcolor();
+ resetfogdist();
+
+ glClearColor(curfogcolor.r, curfogcolor.g, curfogcolor.b, 1.0f);
+}
+
+static void setfog(int fogmat, float below = 1, int abovemat = MAT_AIR)
+{
+ float logscale = 256, logblend = log(1 + (logscale - 1)*below) / log(logscale);
+
+ curfogstart = curfogend = 0;
+ curfogcolor = vec(0, 0, 0);
+ blendfog(fogmat, below, logblend, curfogstart, curfogend, curfogcolor);
+ if(below < 1) blendfog(abovemat, 1-below, 1-logblend, curfogstart, curfogend, curfogcolor);
+
+ resetfog();
+}
+
+static void setnofog(const vec &color = vec(0, 0, 0))
+{
+ curfogstart = 0;
+ curfogend = 1000000;
+ curfogcolor = color;
+
+ resetfog();
+}
+
+static void blendfogoverlay(int fogmat, float blend, vec &overlay)
+{
+ float maxc;
+ switch(fogmat&MATF_VOLUME)
+ {
+ case MAT_WATER:
+ {
+ const bvec &wcol = getwatercolor(fogmat);
+ maxc = max(wcol.r, max(wcol.g, wcol.b));
+ overlay.madd(vec(wcol.r, wcol.g, wcol.b).div(min(32.0f + maxc*7.0f/8.0f, 255.0f)).max(0.4f), blend);
+ break;
+ }
+
+ case MAT_LAVA:
+ {
+ const bvec &lcol = getlavacolor(fogmat);
+ maxc = max(lcol.r, max(lcol.g, lcol.b));
+ overlay.madd(vec(lcol.r, lcol.g, lcol.b).div(min(32.0f + maxc*7.0f/8.0f, 255.0f)).max(0.4f), blend);
+ break;
+ }
+
+ default:
+ overlay.add(blend);
+ break;
+ }
+}
+
+void drawfogoverlay(int fogmat, float fogblend, int abovemat)
+{
+ SETSHADER(fogoverlay);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_ZERO, GL_SRC_COLOR);
+ vec overlay(0, 0, 0);
+ blendfogoverlay(fogmat, fogblend, overlay);
+ blendfogoverlay(abovemat, 1-fogblend, overlay);
+
+ gle::color(overlay);
+ screenquad();
+
+ glDisable(GL_BLEND);
+}
+
+bool renderedgame = false;
+
+void rendergame(bool mainpass)
+{
+ game::rendergame(mainpass);
+ if(!shadowmapping) renderedgame = true;
+}
+
+VARP(skyboxglare, 0, 1, 1);
+
+void drawglare()
+{
+ glaring = true;
+ refracting = -1;
+
+ pushfogcolor(vec(0, 0, 0));
+
+ glClearColor(0, 0, 0, 1);
+ glClear((skyboxglare && !shouldclearskyboxglare() ? 0 : GL_COLOR_BUFFER_BIT) | GL_DEPTH_BUFFER_BIT);
+
+ rendergeom();
+
+ if(skyboxglare) drawskybox(farplane, false);
+
+ renderreflectedmapmodels();
+ rendergame();
+ renderavatar();
+
+ renderwater();
+ rendermaterials();
+ renderalphageom();
+ renderparticles();
+
+ popfogcolor();
+
+ refracting = 0;
+ glaring = false;
+}
+
+VARP(reflectmms, 0, 1, 1);
+VARR(refractsky, 0, 0, 1);
+
+matrix4 noreflectmatrix;
+
+void drawreflection(float z, bool refract, int fogdepth, const bvec &col)
+{
+ reflectz = z < 0 ? 1e16f : z;
+ reflecting = !refract;
+ refracting = refract ? (z < 0 || camera1->o.z >= z ? -1 : 1) : 0;
+ fading = waterrefract && waterfade && z>=0;
+ fogging = refracting<0 && z>=0;
+ refractfog = fogdepth;
+
+ if(fogging)
+ {
+ pushfogdist(camera1->o.z - z, camera1->o.z - (z - max(refractfog, 1)));
+ pushfogcolor(col.tocolor());
+ }
+ else
+ {
+ vec color(0, 0, 0);
+ float start = 0, end = 0;
+ blendfog(MAT_AIR, 1, 1, start, end, color);
+ pushfogdist(start, end);
+ pushfogcolor(color);
+ }
+
+ if(fading)
+ {
+ float scale = fogging ? -0.25f : 0.25f, offset = 2*fabs(scale) - scale*z;
+ GLOBALPARAMF(waterfadeparams, scale, offset, -scale, offset + camera1->o.z*scale);
+ }
+
+ if(reflecting)
+ {
+ noreflectmatrix = cammatrix;
+ cammatrix.reflectz(z);
+
+ glFrontFace(GL_CCW);
+ }
+
+ if(reflectclip && z>=0)
+ {
+ float zoffset = reflectclip/4.0f, zclip;
+ if(refracting<0)
+ {
+ zclip = z+zoffset;
+ if(camera1->o.z<=zclip) zclip = z;
+ }
+ else
+ {
+ zclip = z-zoffset;
+ if(camera1->o.z>=zclip && camera1->o.z<=z+4.0f) zclip = z;
+ if(reflecting) zclip = 2*z - zclip;
+ }
+ plane clipplane;
+ invcammatrix.transposedtransform(plane(0, 0, refracting>0 ? 1 : -1, refracting>0 ? -zclip : zclip), clipplane);
+ clipmatrix.clip(clipplane, projmatrix);
+ noclipmatrix = projmatrix;
+ projmatrix = clipmatrix;
+ }
+
+ setcamprojmatrix(false, true);
+
+ renderreflectedgeom(refracting<0 && z>=0 && caustics, fogging);
+
+ if(reflecting || refracting>0 || (refracting<0 && refractsky) || z<0)
+ {
+ if(fading) glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+ if(reflectclip && z>=0)
+ {
+ projmatrix = noclipmatrix;
+ setcamprojmatrix(false, true);
+ }
+ drawskybox(farplane, false);
+ if(reflectclip && z>=0)
+ {
+ projmatrix = clipmatrix;
+ setcamprojmatrix(false, true);
+ }
+ if(fading) glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
+ }
+ else if(fading) glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
+
+ renderdecals();
+
+ if(reflectmms) renderreflectedmapmodels();
+ rendergame();
+
+ if(refracting && z>=0 && !isthirdperson() && fabs(camera1->o.z-z) <= 0.5f*(player->eyeheight + player->aboveeye))
+ {
+ matrix4 oldprojmatrix = projmatrix, avatarproj;
+ avatarproj.perspective(curavatarfov, aspect, nearplane, farplane);
+ if(reflectclip)
+ {
+ matrix4 avatarclip;
+ plane clipplane;
+ invcammatrix.transposedtransform(plane(0, 0, refracting, reflectclipavatar/4.0f - refracting*z), clipplane);
+ avatarclip.clip(clipplane, avatarproj);
+ projmatrix = avatarclip;
+ }
+ else projmatrix = avatarproj;
+ setcamprojmatrix(false, true);
+ game::renderavatar();
+ projmatrix = oldprojmatrix;
+ setcamprojmatrix(false, true);
+ }
+
+ if(refracting) rendergrass();
+ rendermaterials();
+ renderalphageom(fogging);
+ renderparticles();
+
+ if(fading) glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
+
+ if(reflectclip && z>=0) projmatrix = noclipmatrix;
+
+ if(reflecting)
+ {
+ cammatrix = noreflectmatrix;
+
+ glFrontFace(GL_CW);
+ }
+
+ popfogdist();
+ popfogcolor();
+
+ reflectz = 1e16f;
+ refracting = 0;
+ reflecting = fading = fogging = false;
+
+ setcamprojmatrix(false, true);
+}
+
+int drawtex = 0;
+
+void drawcubemap(int size, const vec &o, float yaw, float pitch, const cubemapside &side, bool onlysky)
+{
+ drawtex = DRAWTEX_ENVMAP;
+
+ physent *oldcamera = camera1;
+ static physent cmcamera;
+ cmcamera = *player;
+ cmcamera.reset();
+ cmcamera.type = ENT_CAMERA;
+ cmcamera.o = o;
+ cmcamera.yaw = yaw;
+ cmcamera.pitch = pitch;
+ cmcamera.roll = 0;
+ camera1 = &cmcamera;
+ setviewcell(camera1->o);
+
+ int fogmat = lookupmaterial(o)&(MATF_VOLUME|MATF_INDEX);
+
+ setfog(fogmat);
+
+ int farplane = worldsize*2;
+
+ projmatrix.perspective(90.0f, 1.0f, nearplane, farplane);
+ if(!side.flipx || !side.flipy) projmatrix.scalexy(!side.flipx ? -1 : 1, !side.flipy ? -1 : 1);
+ if(side.swapxy)
+ {
+ swap(projmatrix.a.x, projmatrix.a.y);
+ swap(projmatrix.b.x, projmatrix.b.y);
+ swap(projmatrix.c.x, projmatrix.c.y);
+ swap(projmatrix.d.x, projmatrix.d.y);
+ }
+ setcamprojmatrix();
+
+ xtravertsva = xtraverts = glde = gbatches = 0;
+
+ visiblecubes();
+
+ if(onlysky) drawskybox(farplane, false, true);
+ else
+ {
+ glClear(GL_DEPTH_BUFFER_BIT);
+
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_DEPTH_TEST);
+
+ if(limitsky()) drawskybox(farplane, true);
+
+ rendergeom();
+
+ if(!limitsky()) drawskybox(farplane, false);
+
+// queryreflections();
+
+ rendermapmodels();
+ renderalphageom();
+
+// drawreflections();
+
+// renderwater();
+// rendermaterials();
+
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+ }
+
+ camera1 = oldcamera;
+ drawtex = 0;
+}
+
+VAR(modelpreviewfov, 10, 20, 100);
+VAR(modelpreviewpitch, -90, -15, 90);
+
+namespace modelpreview
+{
+ physent *oldcamera;
+ physent camera;
+
+ float oldaspect, oldfovy, oldfov;
+ int oldfarplane;
+ matrix4 oldprojmatrix;
+
+ void start(int x, int y, int w, int h, bool background)
+ {
+ drawtex = DRAWTEX_MODELPREVIEW;
+
+ glViewport(x, y, w, h);
+ glScissor(x, y, w, h);
+ glEnable(GL_SCISSOR_TEST);
+
+ oldcamera = camera1;
+ camera = *camera1;
+ camera.reset();
+ camera.type = ENT_CAMERA;
+ camera.o = vec(0, 0, 0);
+ camera.yaw = 0;
+ camera.pitch = modelpreviewpitch;
+ camera.roll = 0;
+ camera1 = &camera;
+
+ oldaspect = aspect;
+ oldfovy = fovy;
+ oldfov = curfov;
+ oldfarplane = farplane;
+ oldprojmatrix = projmatrix;
+
+ aspect = w/float(h);
+ fovy = modelpreviewfov;
+ curfov = 2*atan2(tan(fovy/2*RAD), 1/aspect)/RAD;
+ farplane = 1024;
+
+ clearfogdist();
+ zerofogcolor();
+ glClearColor(0, 0, 0, 1);
+
+ glClear((background ? GL_COLOR_BUFFER_BIT : 0) | GL_DEPTH_BUFFER_BIT);
+
+ projmatrix.perspective(fovy, aspect, nearplane, farplane);
+ setcamprojmatrix();
+
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_DEPTH_TEST);
+ }
+
+ void end()
+ {
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+
+ resetfogdist();
+ resetfogcolor();
+ glClearColor(curfogcolor.r, curfogcolor.g, curfogcolor.b, 1);
+
+ aspect = oldaspect;
+ fovy = oldfovy;
+ curfov = oldfov;
+ farplane = oldfarplane;
+
+ camera1 = oldcamera;
+ drawtex = 0;
+
+ glDisable(GL_SCISSOR_TEST);
+ glViewport(0, 0, screenw, screenh);
+
+ projmatrix = oldprojmatrix;
+ setcamprojmatrix();
+ }
+}
+
+vec calcmodelpreviewpos(const vec &radius, float &yaw)
+{
+ yaw = fmod(lastmillis/10000.0f*360.0f, 360.0f);
+ float dist = 1.15f*max(radius.magnitude2()/aspect, radius.magnitude())/sinf(fovy/2*RAD);
+ return vec(0, dist, 0).rotate_around_x(camera1->pitch*RAD);
+}
+
+GLuint minimaptex = 0;
+vec minimapcenter(0, 0, 0), minimapradius(0, 0, 0), minimapscale(0, 0, 0);
+
+void clearminimap()
+{
+ if(minimaptex) { glDeleteTextures(1, &minimaptex); minimaptex = 0; }
+}
+
+VARR(minimapheight, 0, 0, 2<<16);
+bvec minimapcolor(0, 0, 0);
+HVARFR(minimapcolour, 0, 0, 0xFFFFFF,
+{
+ minimapcolor = bvec((minimapcolour>>16)&0xFF, (minimapcolour>>8)&0xFF, minimapcolour&0xFF);
+});
+VARR(minimapclip, 0, 0, 1);
+VARFP(minimapsize, 7, 8, 10, { if(minimaptex) drawminimap(); });
+
+void bindminimap()
+{
+ glBindTexture(GL_TEXTURE_2D, minimaptex);
+}
+
+void clipminimap(ivec &bbmin, ivec &bbmax, cube *c = worldroot, const ivec &co = ivec(0, 0, 0), int size = worldsize>>1)
+{
+ loopi(8)
+ {
+ ivec o(i, co, size);
+ if(c[i].children) clipminimap(bbmin, bbmax, c[i].children, o, size>>1);
+ else if(!isentirelysolid(c[i]) && (c[i].material&MATF_CLIP)!=MAT_CLIP)
+ {
+ loopk(3) bbmin[k] = min(bbmin[k], o[k]);
+ loopk(3) bbmax[k] = max(bbmax[k], o[k] + size);
+ }
+ }
+}
+
+void drawminimap()
+{
+ if(!game::needminimap()) { clearminimap(); return; }
+
+ renderprogress(0, "generating mini-map...", 0, !renderedframe);
+
+ int size = 1<<minimapsize, sizelimit = min(hwtexsize, min(screenw, screenh));
+ while(size > sizelimit) size /= 2;
+ if(!minimaptex) glGenTextures(1, &minimaptex);
+
+ ivec bbmin(worldsize, worldsize, worldsize), bbmax(0, 0, 0);
+ loopv(valist)
+ {
+ vtxarray *va = valist[i];
+ loopk(3)
+ {
+ if(va->geommin[k]>va->geommax[k]) continue;
+ bbmin[k] = min(bbmin[k], va->geommin[k]);
+ bbmax[k] = max(bbmax[k], va->geommax[k]);
+ }
+ }
+ if(minimapclip)
+ {
+ ivec clipmin(worldsize, worldsize, worldsize), clipmax(0, 0, 0);
+ clipminimap(clipmin, clipmax);
+ loopk(2) bbmin[k] = max(bbmin[k], clipmin[k]);
+ loopk(2) bbmax[k] = min(bbmax[k], clipmax[k]);
+ }
+
+ minimapradius = vec(bbmax).sub(vec(bbmin)).mul(0.5f);
+ minimapcenter = vec(bbmin).add(minimapradius);
+ minimapradius.x = minimapradius.y = max(minimapradius.x, minimapradius.y);
+ minimapscale = vec((0.5f - 1.0f/size)/minimapradius.x, (0.5f - 1.0f/size)/minimapradius.y, 1.0f);
+
+ drawtex = DRAWTEX_MINIMAP;
+
+ physent *oldcamera = camera1;
+ static physent cmcamera;
+ cmcamera = *player;
+ cmcamera.reset();
+ cmcamera.type = ENT_CAMERA;
+ cmcamera.o = vec(minimapcenter.x, minimapcenter.y, max(minimapcenter.z + minimapradius.z + 1, float(minimapheight)));
+ cmcamera.yaw = 0;
+ cmcamera.pitch = -90;
+ cmcamera.roll = 0;
+ camera1 = &cmcamera;
+ setviewcell(vec(-1, -1, -1));
+
+ projmatrix.ortho(-minimapradius.x, minimapradius.x, -minimapradius.y, minimapradius.y, 0, camera1->o.z + 1);
+ projmatrix.a.mul(-1);
+ setcamprojmatrix();
+
+ setnofog(minimapcolor.tocolor());
+
+ glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT);
+
+ glViewport(0, 0, size, size);
+
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_DEPTH_TEST);
+
+ glFrontFace(GL_CCW);
+
+ xtravertsva = xtraverts = glde = gbatches = 0;
+
+ visiblecubes(false);
+ queryreflections();
+ drawreflections();
+
+ loopi(minimapheight > 0 && minimapheight < minimapcenter.z + minimapradius.z ? 2 : 1)
+ {
+ if(i)
+ {
+ glClear(GL_DEPTH_BUFFER_BIT);
+ camera1->o.z = minimapheight;
+ setcamprojmatrix();
+ }
+ rendergeom();
+ rendermapmodels();
+ renderwater();
+ rendermaterials();
+ renderalphageom();
+ }
+
+ glFrontFace(GL_CW);
+
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_CULL_FACE);
+
+ glViewport(0, 0, screenw, screenh);
+
+ camera1 = oldcamera;
+ drawtex = 0;
+
+ glBindTexture(GL_TEXTURE_2D, minimaptex);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5, 0, 0, size, size, 0);
+ setuptexparameters(minimaptex, NULL, 3, 1, GL_RGB5, GL_TEXTURE_2D);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
+ GLfloat border[4] = { minimapcolor.x/255.0f, minimapcolor.y/255.0f, minimapcolor.z/255.0f, 1.0f };
+ glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, border);
+ glBindTexture(GL_TEXTURE_2D, 0);
+}
+
+bool deferdrawtextures = false;
+
+void drawtextures()
+{
+ if(minimized) { deferdrawtextures = true; return; }
+ deferdrawtextures = false;
+ genenvmaps();
+ drawminimap();
+}
+
+GLuint motiontex = 0;
+int motionw = 0, motionh = 0, lastmotion = 0;
+
+void cleanupmotionblur()
+{
+ if(motiontex) { glDeleteTextures(1, &motiontex); motiontex = 0; }
+ motionw = motionh = 0;
+ lastmotion = 0;
+}
+
+VARFP(motionblur, 0, 0, 1, { if(!motionblur) cleanupmotionblur(); });
+VARP(motionblurmillis, 1, 5, 1000);
+FVARP(motionblurscale, 0, 0.5f, 1);
+
+void addmotionblur()
+{
+ if(!motionblur || max(screenw, screenh) > hwtexsize) return;
+
+ if(game::ispaused()) { lastmotion = 0; return; }
+
+ if(!motiontex || motionw != screenw || motionh != screenh)
+ {
+ if(!motiontex) glGenTextures(1, &motiontex);
+ motionw = screenw;
+ motionh = screenh;
+ lastmotion = 0;
+ createtexture(motiontex, motionw, motionh, NULL, 3, 0, GL_RGB);
+ }
+
+ glBindTexture(GL_TEXTURE_2D, motiontex);
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ SETSHADER(screenrect);
+
+ gle::colorf(1, 1, 1, lastmotion ? pow(motionblurscale, max(float(lastmillis - lastmotion)/motionblurmillis, 1.0f)) : 0);
+ screenquad(1, 1);
+
+ glDisable(GL_BLEND);
+
+ if(lastmillis - lastmotion >= motionblurmillis)
+ {
+ lastmotion = lastmillis - lastmillis%motionblurmillis;
+
+ glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, screenw, screenh);
+ }
+}
+
+bool dopostfx = false;
+
+void invalidatepostfx()
+{
+ dopostfx = false;
+}
+
+int xtraverts, xtravertsva;
+
+void gl_drawframe()
+{
+ if(deferdrawtextures) drawtextures();
+
+ updatedynlights();
+
+ int w = screenw, h = screenh;
+ aspect = forceaspect ? forceaspect : w/float(h);
+ fovy = 2*atan2(tan(curfov/2*RAD), aspect)/RAD;
+
+ int fogmat = lookupmaterial(camera1->o)&(MATF_VOLUME|MATF_INDEX), abovemat = MAT_AIR;
+ float fogblend = 1.0f, causticspass = 0.0f;
+ if(isliquid(fogmat&MATF_VOLUME))
+ {
+ float z = findsurface(fogmat, camera1->o, abovemat) - WATER_OFFSET;
+ if(camera1->o.z < z + 1) fogblend = min(z + 1 - camera1->o.z, 1.0f);
+ else fogmat = abovemat;
+ if(caustics && (fogmat&MATF_VOLUME)==MAT_WATER && camera1->o.z < z)
+ causticspass = min(z - camera1->o.z, 1.0f);
+ }
+ else fogmat = MAT_AIR;
+ setfog(fogmat, fogblend, abovemat);
+ if(fogmat!=MAT_AIR)
+ {
+ float blend = abovemat==MAT_AIR ? fogblend : 1.0f;
+ fovy += blend*sinf(lastmillis/1000.0)*2.0f;
+ aspect += blend*sinf(lastmillis/1000.0+M_PI)*0.1f;
+ }
+
+ farplane = worldsize*2;
+
+ projmatrix.perspective(fovy, aspect, nearplane, farplane);
+ setcamprojmatrix();
+
+ glEnable(GL_CULL_FACE);
+ glEnable(GL_DEPTH_TEST);
+
+ xtravertsva = xtraverts = glde = gbatches = 0;
+
+ visiblecubes();
+
+ glClear(GL_DEPTH_BUFFER_BIT|(wireframe && editmode ? GL_COLOR_BUFFER_BIT : 0));
+
+ if(wireframe && editmode) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+
+ if(limitsky()) drawskybox(farplane, true);
+
+ rendergeom(causticspass);
+
+ extern int outline;
+ if(!wireframe && editmode && outline) renderoutline();
+
+ queryreflections();
+
+ generategrass();
+
+ if(!limitsky()) drawskybox(farplane, false);
+
+ renderdecals(true);
+
+ rendermapmodels();
+ rendergame(true);
+ renderavatar();
+
+ if(wireframe && editmode) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+ drawglaretex();
+ drawdepthfxtex();
+ drawreflections();
+
+ if(wireframe && editmode) glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
+
+ renderwater();
+ rendergrass();
+
+ rendermaterials();
+ renderalphageom();
+
+ if(wireframe && editmode) glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
+
+ renderparticles(true);
+
+ glDisable(GL_CULL_FACE);
+ glDisable(GL_DEPTH_TEST);
+
+ addmotionblur();
+ addglare();
+ if(isliquid(fogmat&MATF_VOLUME)) drawfogoverlay(fogmat, fogblend, abovemat);
+ renderpostfx();
+
+ gl_drawhud();
+
+ renderedgame = false;
+}
+
+void gl_drawmainmenu()
+{
+ xtravertsva = xtraverts = glde = gbatches = 0;
+
+ renderbackground(NULL, NULL, NULL, NULL, true, true);
+ renderpostfx();
+
+ gl_drawhud();
+}
+
+VARNP(damagecompass, usedamagecompass, 0, 1, 1);
+VARP(damagecompassfade, 1, 1000, 10000);
+VARP(damagecompasssize, 1, 30, 100);
+VARP(damagecompassalpha, 1, 25, 100);
+VARP(damagecompassmin, 1, 25, 1000);
+VARP(damagecompassmax, 1, 200, 1000);
+
+float damagedirs[8] = { 0, 0, 0, 0, 0, 0, 0, 0 };
+
+void damagecompass(int n, const vec &loc)
+{
+ if(!usedamagecompass || minimized) return;
+ vec delta(loc);
+ delta.sub(camera1->o);
+ float yaw = 0, pitch;
+ if(delta.magnitude() > 4)
+ {
+ vectoyawpitch(delta, yaw, pitch);
+ yaw -= camera1->yaw;
+ }
+ if(yaw >= 360) yaw = fmod(yaw, 360);
+ else if(yaw < 0) yaw = 360 - fmod(-yaw, 360);
+ int dir = (int(yaw+22.5f)%360)/45;
+ damagedirs[dir] += max(n, damagecompassmin)/float(damagecompassmax);
+ if(damagedirs[dir]>1) damagedirs[dir] = 1;
+}
+
+void drawdamagecompass(int w, int h)
+{
+ hudnotextureshader->set();
+
+ int dirs = 0;
+ float size = damagecompasssize/100.0f*min(h, w)/2.0f;
+ loopi(8) if(damagedirs[i]>0)
+ {
+ if(!dirs)
+ {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ gle::colorf(1, 0, 0, damagecompassalpha/100.0f);
+ gle::defvertex();
+ gle::begin(GL_TRIANGLES);
+ }
+ dirs++;
+
+ float logscale = 32,
+ scale = log(1 + (logscale - 1)*damagedirs[i]) / log(logscale),
+ offset = -size/2.0f-min(h, w)/4.0f;
+ matrix4x3 m;
+ m.identity();
+ m.settranslation(w/2, h/2, 0);
+ m.rotate_around_z(i*45*RAD);
+ m.translate(0, offset, 0);
+ m.scale(size*scale);
+
+ gle::attrib(m.transform(vec2(1, 1)));
+ gle::attrib(m.transform(vec2(-1, 1)));
+ gle::attrib(m.transform(vec2(0, 0)));
+
+ // fade in log space so short blips don't disappear too quickly
+ scale -= float(curtime)/damagecompassfade;
+ damagedirs[i] = scale > 0 ? (pow(logscale, scale) - 1) / (logscale - 1) : 0;
+ }
+ if(dirs) gle::end();
+}
+
+int damageblendmillis = 0;
+
+VARFP(damagescreen, 0, 1, 1, { if(!damagescreen) damageblendmillis = 0; });
+VARP(damagescreenfactor, 1, 7, 100);
+VARP(damagescreenalpha, 1, 45, 100);
+VARP(damagescreenfade, 0, 125, 1000);
+VARP(damagescreenmin, 1, 10, 1000);
+VARP(damagescreenmax, 1, 100, 1000);
+
+void damageblend(int n)
+{
+ if(!damagescreen || minimized) return;
+ if(lastmillis > damageblendmillis) damageblendmillis = lastmillis;
+ damageblendmillis += clamp(n, damagescreenmin, damagescreenmax)*damagescreenfactor;
+}
+
+void drawdamagescreen(int w, int h)
+{
+ if(lastmillis >= damageblendmillis) return;
+
+ hudshader->set();
+
+ static Texture *damagetex = NULL;
+ if(!damagetex) damagetex = textureload("packages/hud/damage.png", 3);
+
+ glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, damagetex->id);
+ float fade = damagescreenalpha/100.0f;
+ if(damageblendmillis - lastmillis < damagescreenfade)
+ fade *= float(damageblendmillis - lastmillis)/damagescreenfade;
+ gle::colorf(fade, fade, fade, fade);
+
+ hudquad(0, 0, w, h);
+}
+
+void cleardamagescreen()
+{
+ damageblendmillis = 0;
+ loopi(8) damagedirs[i] = 0;
+}
+
+VAR(hidestats, 0, 0, 1);
+VAR(hidehud, 0, 0, 1);
+
+VARP(crosshairsize, 0, 15, 50);
+VARP(cursorsize, 0, 30, 50);
+VARP(crosshairfx, 0, 1, 1);
+VARP(crosshaircolors, 0, 1, 1);
+
+#define MAXCROSSHAIRS 4
+static Texture *crosshairs[MAXCROSSHAIRS] = { NULL, NULL, NULL, NULL };
+
+void loadcrosshair(const char *name, int i)
+{
+ if(i < 0 || i >= MAXCROSSHAIRS) return;
+ crosshairs[i] = name ? textureload(name, 3, true) : notexture;
+ if(crosshairs[i] == notexture)
+ {
+ name = game::defaultcrosshair(i);
+ if(!name) name = "data/crosshair.png";
+ crosshairs[i] = textureload(name, 3, true);
+ }
+}
+
+void loadcrosshair_(const char *name, int *i)
+{
+ loadcrosshair(name, *i);
+}
+
+COMMANDN(loadcrosshair, loadcrosshair_, "si");
+
+ICOMMAND(getcrosshair, "i", (int *i),
+{
+ const char *name = "";
+ if(*i >= 0 && *i < MAXCROSSHAIRS)
+ {
+ name = crosshairs[*i] ? crosshairs[*i]->name : game::defaultcrosshair(*i);
+ if(!name) name = "data/crosshair.png";
+ }
+ result(name);
+});
+
+void writecrosshairs(stream *f)
+{
+ loopi(MAXCROSSHAIRS) if(crosshairs[i] && crosshairs[i]!=notexture)
+ f->printf("loadcrosshair %s %d\n", escapestring(crosshairs[i]->name), i);
+ f->printf("\n");
+}
+
+void drawcrosshair(int w, int h)
+{
+ bool windowhit = g3d_windowhit(true, false);
+ if(!windowhit && (hidehud || mainmenu)) return; //(hidehud || player->state==CS_SPECTATOR || player->state==CS_DEAD)) return;
+
+ vec color(1, 1, 1);
+ float cx = 0.5f, cy = 0.5f, chsize;
+ Texture *crosshair;
+ if(windowhit)
+ {
+ static Texture *cursor = NULL;
+ if(!cursor) cursor = textureload("data/guicursor.png", 3, true);
+ crosshair = cursor;
+ chsize = cursorsize*w/900.0f;
+ g3d_cursorpos(cx, cy);
+ }
+ else
+ {
+ int index = game::selectcrosshair(color);
+ if(index < 0) return;
+ if(!crosshairfx) index = 0;
+ if(!crosshairfx || !crosshaircolors) color = vec(1, 1, 1);
+ crosshair = crosshairs[index];
+ if(!crosshair)
+ {
+ loadcrosshair(NULL, index);
+ crosshair = crosshairs[index];
+ }
+ chsize = crosshairsize*w/900.0f;
+ }
+ if(crosshair->type&Texture::ALPHA) glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ else glBlendFunc(GL_ONE, GL_ONE);
+ float x = cx*w - (windowhit ? 0 : chsize/2.0f);
+ float y = cy*h - (windowhit ? 0 : chsize/2.0f);
+ glBindTexture(GL_TEXTURE_2D, crosshair->id);
+
+ hudshader->set();
+ gle::color(color);
+ hudquad(x, y, chsize, chsize);
+}
+
+VARP(wallclock, 0, 0, 1);
+VARP(wallclock24, 0, 0, 1);
+VARP(wallclocksecs, 0, 0, 1);
+
+static time_t walltime = 0;
+
+VARP(showfps, 0, 1, 1);
+VARP(showfpsrange, 0, 0, 1);
+VAR(showeditstats, 0, 0, 1);
+VAR(statrate, 1, 200, 1000);
+
+FVARP(conscale, 1e-3f, 0.33f, 1e3f);
+
+void gl_drawhud()
+{
+ g3d_render();
+
+ int w = screenw, h = screenh;
+ if(forceaspect) w = int(ceil(h*forceaspect));
+
+ if(editmode && !hidehud && !mainmenu)
+ {
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(GL_FALSE);
+
+ renderblendbrush();
+
+ rendereditcursor();
+
+ glDepthMask(GL_TRUE);
+ glDisable(GL_DEPTH_TEST);
+ }
+
+ gettextres(w, h);
+
+ hudmatrix.ortho(0, w, h, 0, -1, 1);
+ resethudmatrix();
+
+ gle::colorf(1, 1, 1);
+
+ extern int debugsm;
+ if(debugsm)
+ {
+ extern void viewshadowmap();
+ viewshadowmap();
+ }
+
+ extern int debugglare;
+ if(debugglare)
+ {
+ extern void viewglaretex();
+ viewglaretex();
+ }
+
+ extern int debugdepthfx;
+ if(debugdepthfx)
+ {
+ extern void viewdepthfxtex();
+ viewdepthfxtex();
+ }
+
+ glEnable(GL_BLEND);
+
+ extern void debugparticles();
+ debugparticles();
+
+ if(!mainmenu)
+ {
+ drawdamagescreen(w, h);
+ drawdamagecompass(w, h);
+ }
+
+ hudshader->set();
+
+ int conw = int(w/conscale), conh = int(h/conscale), abovehud = conh - FONTH, limitgui = abovehud;
+ if(!hidehud && !mainmenu)
+ {
+ if(!hidestats)
+ {
+ pushhudmatrix();
+ hudmatrix.scale(conscale, conscale, 1);
+ flushhudmatrix();
+
+ int roffset = 0;
+ if(showfps)
+ {
+ static int lastfps = 0, prevfps[3] = { 0, 0, 0 }, curfps[3] = { 0, 0, 0 };
+ if(totalmillis - lastfps >= statrate)
+ {
+ memcpy(prevfps, curfps, sizeof(prevfps));
+ lastfps = totalmillis - (totalmillis%statrate);
+ }
+ int nextfps[3];
+ getfps(nextfps[0], nextfps[1], nextfps[2]);
+ loopi(3) if(prevfps[i]==curfps[i]) curfps[i] = nextfps[i];
+ if(showfpsrange) draw_textf("fps %d+%d-%d", conw-7*FONTH, conh-FONTH*3/2, curfps[0], curfps[1], curfps[2]);
+ else draw_textf("fps %d", conw-5*FONTH, conh-FONTH*3/2, curfps[0]);
+ roffset += FONTH;
+ }
+
+ if(wallclock)
+ {
+ if(!walltime) { walltime = time(NULL); walltime -= totalmillis/1000; if(!walltime) walltime++; }
+ time_t walloffset = walltime + totalmillis/1000;
+ struct tm *localvals = localtime(&walloffset);
+ static string buf;
+ if(localvals && strftime(buf, sizeof(buf), wallclocksecs ? (wallclock24 ? "%H:%M:%S" : "%I:%M:%S%p") : (wallclock24 ? "%H:%M" : "%I:%M%p"), localvals))
+ {
+ // hack because not all platforms (windows) support %P lowercase option
+ // also strip leading 0 from 12 hour time
+ char *dst = buf;
+ const char *src = &buf[!wallclock24 && buf[0]=='0' ? 1 : 0];
+ while(*src) *dst++ = tolower(*src++);
+ *dst++ = '\0';
+ draw_text(buf, conw-5*FONTH, conh-FONTH*3/2-roffset);
+ roffset += FONTH;
+ }
+ }
+
+ if(editmode || showeditstats)
+ {
+ static int laststats = 0, prevstats[8] = { 0, 0, 0, 0, 0, 0, 0 }, curstats[8] = { 0, 0, 0, 0, 0, 0, 0 };
+ if(totalmillis - laststats >= statrate)
+ {
+ memcpy(prevstats, curstats, sizeof(prevstats));
+ laststats = totalmillis - (totalmillis%statrate);
+ }
+ int nextstats[8] =
+ {
+ vtris*100/max(wtris, 1),
+ vverts*100/max(wverts, 1),
+ xtraverts/1024,
+ xtravertsva/1024,
+ glde,
+ gbatches,
+ getnumqueries(),
+ rplanes
+ };
+ loopi(8) if(prevstats[i]==curstats[i]) curstats[i] = nextstats[i];
+
+ abovehud -= 2*FONTH;
+ draw_textf("wtr:%dk(%d%%) wvt:%dk(%d%%) evt:%dk eva:%dk", FONTH/2, abovehud, wtris/1024, curstats[0], wverts/1024, curstats[1], curstats[2], curstats[3]);
+ draw_textf("ond:%d va:%d gl:%d(%d) oq:%d lm:%d rp:%d pvs:%d", FONTH/2, abovehud+FONTH, allocnodes*8, allocva, curstats[4], curstats[5], curstats[6], lightmaps.length(), curstats[7], getnumviewcells());
+ limitgui = abovehud;
+ }
+
+ if(editmode)
+ {
+ abovehud -= FONTH;
+ draw_textf("cube %s%d%s", FONTH/2, abovehud, selchildcount<0 ? "1/" : "", abs(selchildcount), showmat && selchildmat > 0 ? getmaterialdesc(selchildmat, ": ") : "");
+
+ if(char *editinfo = execidentstr("edithud"))
+ {
+ if(editinfo[0])
+ {
+ int tw, th;
+ text_bounds(editinfo, tw, th);
+ th += FONTH-1; th -= th%FONTH;
+ abovehud -= max(th, FONTH);
+ draw_text(editinfo, FONTH/2, abovehud);
+ }
+ DELETEA(editinfo);
+ }
+ }
+ else if(char *gameinfo = execidentstr("gamehud"))
+ {
+ if(gameinfo[0])
+ {
+ int tw, th;
+ text_bounds(gameinfo, tw, th);
+ th += FONTH-1; th -= th%FONTH;
+ roffset += max(th, FONTH);
+ draw_text(gameinfo, conw-max(5*FONTH, 2*FONTH+tw), conh-FONTH/2-roffset);
+ }
+ DELETEA(gameinfo);
+ }
+
+ pophudmatrix();
+ }
+
+ if(hidestats || (!editmode && !showeditstats))
+ {
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ game::gameplayhud(w, h);
+ limitgui = abovehud = min(abovehud, int(conh*game::abovegameplayhud(w, h)));
+ }
+
+ rendertexturepanel(w, h);
+ }
+
+ glDisable(GL_BLEND);
+
+ g3d_limitscale((2*limitgui - conh) / float(conh));
+ g3d_render2d();
+
+ glEnable(GL_BLEND);
+
+ hudmatrix.ortho(0, w, h, 0, -1, 1);
+ resethudmatrix();
+
+ pushhudmatrix();
+ hudmatrix.scale(conscale, conscale, 1);
+ flushhudmatrix();
+ abovehud -= rendercommand(FONTH/2, abovehud - FONTH/2, conw-FONTH);
+ extern int fullconsole;
+ if(!hidehud || fullconsole) renderconsole(conw, conh, abovehud - FONTH/2);
+ pophudmatrix();
+
+ drawcrosshair(w, h);
+
+ glDisable(GL_BLEND);
+}
+
+void cleanupgl()
+{
+ cleanupmotionblur();
+
+ clearminimap();
+
+ cleanupscreenquad();
+
+ gle::cleanup();
+}
+
+