- replace a few constant values with GL macros in tr_cmds.c

- tidy up top of tr_types.h a bit, change flags to hex representation
- make ROM cvar enforcing really work
- remove cg_stereoSeparation from cgame as it is obsolete.
- Add CG_DrawCrosshair3D so people see crosshair correctly when stereoseparation is enabled
This commit is contained in:
Thilo Schulz 2008-05-01 14:56:57 +00:00
parent 65938da5ae
commit 10ed996784
10 changed files with 173 additions and 89 deletions

View file

@ -521,7 +521,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
int fogNum, oldFogNum;
int entityNum, oldEntityNum;
int dlighted, oldDlighted;
qboolean depthRange, oldDepthRange;
qboolean depthRange, oldDepthRange, isCrosshair, wasCrosshair;
int i;
drawSurf_t *drawSurf;
int oldSort;
@ -539,6 +539,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
oldShader = NULL;
oldFogNum = -1;
oldDepthRange = qfalse;
wasCrosshair = qfalse;
oldDlighted = qfalse;
oldSort = -1;
depthRange = qfalse;
@ -573,7 +574,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
// change the modelview matrix if needed
//
if ( entityNum != oldEntityNum ) {
depthRange = qfalse;
depthRange = isCrosshair = qfalse;
if ( entityNum != ENTITYNUM_WORLD ) {
backEnd.currentEntity = &backEnd.refdef.entities[entityNum];
@ -590,9 +591,13 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
R_TransformDlights( backEnd.refdef.num_dlights, backEnd.refdef.dlights, &backEnd.or );
}
if ( backEnd.currentEntity->e.renderfx & RF_DEPTHHACK ) {
if(backEnd.currentEntity->e.renderfx & RF_DEPTHHACK)
{
// hack the depth range to prevent view model from poking into walls
depthRange = qtrue;
if(backEnd.currentEntity->e.renderfx & RF_CROSSHAIR)
isCrosshair = qtrue;
}
} else {
backEnd.currentEntity = &tr.worldEntity;
@ -610,26 +615,40 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
// change depthrange. Also change projection matrix so first person weapon does not look like coming
// out of the screen.
//
if (oldDepthRange != depthRange)
if (oldDepthRange != depthRange || wasCrosshair != isCrosshair)
{
if (depthRange)
{
if(backEnd.viewParms.stereoFrame != STEREO_CENTER)
{
viewParms_t temp = backEnd.viewParms;
R_SetupProjection(&temp, r_znear->value, qfalse);
if(isCrosshair)
{
if(oldDepthRange)
{
// was not a crosshair but now is, change back proj matrix
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
qglMatrixMode(GL_MODELVIEW);
}
}
else
{
viewParms_t temp = backEnd.viewParms;
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(temp.projectionMatrix);
qglMatrixMode(GL_MODELVIEW);
R_SetupProjection(&temp, r_znear->value, qfalse);
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(temp.projectionMatrix);
qglMatrixMode(GL_MODELVIEW);
}
}
qglDepthRange (0, 0.3);
if(!oldDepthRange)
qglDepthRange (0, 0.3);
}
else
{
if(backEnd.viewParms.stereoFrame != STEREO_CENTER)
if(!wasCrosshair && backEnd.viewParms.stereoFrame != STEREO_CENTER)
{
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(backEnd.viewParms.projectionMatrix);
@ -640,6 +659,7 @@ void RB_RenderDrawSurfList( drawSurf_t *drawSurfs, int numDrawSurfs ) {
}
oldDepthRange = depthRange;
wasCrosshair = isCrosshair;
}
oldEntityNum = entityNum;

View file

@ -319,9 +319,9 @@ void R_SetColorMode(GLboolean *rgba, stereoFrame_t stereoFrame, int colormode)
rgba[0] = GL_FALSE;
if(colormode == MODE_RED_BLUE)
rgba[1] = 0;
rgba[1] = GL_FALSE;
else if(colormode == MODE_RED_GREEN)
rgba[2] = 0;
rgba[2] = GL_FALSE;
}
}

View file

@ -456,7 +456,7 @@ void R_SetupFrustum (viewParms_t *dest, float xmin, float xmax, float ymax, floa
float oppleg, adjleg, length;
int i;
if(stereoSep == 0)
if(stereoSep == 0 && xmin != -xmax)
{
// symmetric case can be simplified
VectorCopy(dest->or.origin, ofsorigin);
@ -513,19 +513,22 @@ R_SetupProjection
void R_SetupProjection(viewParms_t *dest, float zProj, qboolean computeFrustum)
{
float xmin, xmax, ymin, ymax;
float width, height, stereoSep;
float width, height, stereoSep = r_stereoSeparation->value;
/*
* offset the view origin of the viewer for stereo rendering
* by setting the projection matrix appropriately.
*/
if(dest->stereoFrame == STEREO_LEFT)
stereoSep = zProj / r_stereoSeparation->value;
else if(dest->stereoFrame == STEREO_RIGHT)
stereoSep = zProj / -r_stereoSeparation->value;
else
stereoSep = 0;
if(stereoSep != 0)
{
if(dest->stereoFrame == STEREO_LEFT)
stereoSep = zProj / r_stereoSeparation->value;
else if(dest->stereoFrame == STEREO_RIGHT)
stereoSep = zProj / -r_stereoSeparation->value;
else
stereoSep = 0;
}
ymax = zProj * tan(dest->fovY * M_PI / 360.0f);
ymin = -ymax;

View file

@ -24,27 +24,33 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#define __TR_TYPES_H
#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces
#define MAX_ENTITIES 1023 // can't be increased without changing drawsurf bit packing
#define MAX_DLIGHTS 32 // can't be increased, because bit flags are used on surfaces
#define MAX_ENTITIES 1023 // can't be increased without changing drawsurf bit packing
// renderfx flags
#define RF_MINLIGHT 1 // allways have some light (viewmodel, some items)
#define RF_THIRD_PERSON 2 // don't draw through eyes, only mirrors (player bodies, chat sprites)
#define RF_FIRST_PERSON 4 // only draw through eyes (view weapon, damage blood blob)
#define RF_DEPTHHACK 8 // for view weapon Z crunching
#define RF_NOSHADOW 64 // don't add stencil shadows
#define RF_MINLIGHT 0x0001 // allways have some light (viewmodel, some items)
#define RF_THIRD_PERSON 0x0002 // don't draw through eyes, only mirrors (player bodies, chat sprites)
#define RF_FIRST_PERSON 0x0004 // only draw through eyes (view weapon, damage blood blob)
#define RF_DEPTHHACK 0x0008 // for view weapon Z crunching
#define RF_LIGHTING_ORIGIN 128 // use refEntity->lightingOrigin instead of refEntity->origin
// for lighting. This allows entities to sink into the floor
// with their origin going solid, and allows all parts of a
// player to get the same lighting
#define RF_SHADOW_PLANE 256 // use refEntity->shadowPlane
#define RF_WRAP_FRAMES 512 // mod the model frames by the maxframes to allow continuous
// animation without needing to know the frame count
#define RF_CROSSHAIR 0x0010 // This item is a cross hair and will draw over everything similar to
// DEPTHHACK in stereo rendering mode, with the difference that the
// projection matrix won't be hacked to reduce the stereo separation as
// is done for the gun.
#define RF_NOSHADOW 0x0040 // don't add stencil shadows
#define RF_LIGHTING_ORIGIN 0x0080 // use refEntity->lightingOrigin instead of refEntity->origin
// for lighting. This allows entities to sink into the floor
// with their origin going solid, and allows all parts of a
// player to get the same lighting
#define RF_SHADOW_PLANE 0x0100 // use refEntity->shadowPlane
#define RF_WRAP_FRAMES 0x0200 // mod the model frames by the maxframes to allow continuous
// refdef flags
#define RDF_NOWORLDMODEL 1 // used for player configuration screen
#define RDF_HYPERSPACE 4 // teleportation effect
#define RDF_NOWORLDMODEL 0x0001 // used for player configuration screen
#define RDF_HYPERSPACE 0x0004 // teleportation effect
typedef struct {
vec3_t xyz;