// used for dlight push checking and other things
int r_framecount;
+// used for visibility checking
+qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
+
mplane_t frustum[4];
matrix4x4_t r_identitymatrix;
cvar_t r_drawentities = {0, "r_drawentities","1"};
cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
-cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "1"};
cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
cvar_t r_speeds = {0, "r_speeds","0"};
cvar_t r_fullbright = {0, "r_fullbright","0"};
cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
cvar_t r_textureunits = {0, "r_textureunits", "32"};
+cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
+cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
+cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
+cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"};
+
+
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
int i;
extern void CL_ParseEntityLump(char *entitystring);
void gl_main_newmap(void)
{
- if (cl.worldmodel && cl.worldmodel->entities)
- CL_ParseEntityLump(cl.worldmodel->entities);
+ int l;
+ char *entities, entname[MAX_QPATH];
r_framecount = 1;
+ if (cl.worldmodel)
+ {
+ strcpy(entname, cl.worldmodel->name);
+ l = strlen(entname) - 4;
+ if (l >= 0 && !strcmp(entname + l, ".bsp"))
+ {
+ strcpy(entname + l, ".ent");
+ if ((entities = FS_LoadFile(entname, true)))
+ {
+ CL_ParseEntityLump(entities);
+ Mem_Free(entities);
+ return;
+ }
+ }
+ if (cl.worldmodel->brush.entities)
+ CL_ParseEntityLump(cl.worldmodel->brush.entities);
+ }
}
void GL_Main_Init(void)
Matrix4x4_CreateIdentity(&r_identitymatrix);
// FIXME: move this to client?
FOG_registercvars();
- Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
- Cvar_RegisterVariable (&r_drawentities);
- Cvar_RegisterVariable (&r_drawviewmodel);
- Cvar_RegisterVariable (&r_shadows);
- Cvar_RegisterVariable (&r_shadow_staticworldlights);
- Cvar_RegisterVariable (&r_speeds);
- Cvar_RegisterVariable (&r_fullbrights);
- Cvar_RegisterVariable (&r_wateralpha);
- Cvar_RegisterVariable (&r_dynamic);
- Cvar_RegisterVariable (&r_fullbright);
- Cvar_RegisterVariable (&r_textureunits);
- Cvar_RegisterVariable (&r_shadow_cull);
- if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXIUZ)
+ Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
+ Cvar_RegisterVariable(&r_drawentities);
+ Cvar_RegisterVariable(&r_drawviewmodel);
+ Cvar_RegisterVariable(&r_shadow_staticworldlights);
+ Cvar_RegisterVariable(&r_speeds);
+ Cvar_RegisterVariable(&r_fullbrights);
+ Cvar_RegisterVariable(&r_wateralpha);
+ Cvar_RegisterVariable(&r_dynamic);
+ Cvar_RegisterVariable(&r_fullbright);
+ Cvar_RegisterVariable(&r_textureunits);
+ Cvar_RegisterVariable(&r_shadow_cull);
+ Cvar_RegisterVariable(&r_lerpsprites);
+ Cvar_RegisterVariable(&r_lerpmodels);
+ Cvar_RegisterVariable(&r_waterscroll);
+ Cvar_RegisterVariable(&r_watershader);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes);
+ if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
return r_farclip_meshfarclip - r_farclip_directiondist;
}
-/*
-===============
-R_NewMap
-===============
-*/
-void R_NewMap (void)
-{
- R_Modules_NewMap();
-}
-
extern void R_Textures_Init(void);
extern void Mod_RenderInit(void);
extern void GL_Draw_Init(void);
extern void ui_init(void);
extern void gl_backend_init(void);
extern void Sbar_Init(void);
+extern void R_LightningBeams_Init(void);
void Render_Init(void)
{
R_Explosion_Init();
ui_init();
Sbar_Init();
+ R_LightningBeams_Init();
}
/*
VID_CheckExtensions();
// LordHavoc: report supported extensions
- Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+ Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
}
int R_CullBox(const vec3_t mins, const vec3_t maxs)
return false;
}
-int PVS_CullBox(const vec3_t mins, const vec3_t maxs)
-{
- int stackpos, sides;
- mnode_t *node, *stack[4096];
- if (cl.worldmodel == NULL)
- return false;
- stackpos = 0;
- stack[stackpos++] = cl.worldmodel->nodes;
- while (stackpos)
- {
- node = stack[--stackpos];
- if (node->contents < 0)
- {
- if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
- return false;
- }
- else
- {
- sides = BoxOnPlaneSide(mins, maxs, node->plane);
- if (sides & 2 && stackpos < 4096)
- stack[stackpos++] = node->children[1];
- if (sides & 1 && stackpos < 4096)
- stack[stackpos++] = node->children[0];
- }
- }
- return true;
-}
-
-int VIS_CullBox(const vec3_t mins, const vec3_t maxs)
-{
- int stackpos, sides;
- mnode_t *node, *stack[4096];
- if (R_CullBox(mins, maxs))
- return true;
- if (cl.worldmodel == NULL)
- return false;
- stackpos = 0;
- stack[stackpos++] = cl.worldmodel->nodes;
- while (stackpos)
- {
- node = stack[--stackpos];
- if (node->contents < 0)
- {
- if (((mleaf_t *)node)->visframe == r_framecount)
- return false;
- }
- else
- {
- sides = BoxOnPlaneSide(mins, maxs, node->plane);
- if (sides & 2 && stackpos < 4096)
- stack[stackpos++] = node->children[1];
- if (sides & 1 && stackpos < 4096)
- stack[stackpos++] = node->children[0];
- }
- }
- return true;
-}
-
-int R_CullSphere(const vec3_t origin, vec_t radius)
-{
- return (DotProduct(frustum[0].normal, origin) + radius < frustum[0].dist
- || DotProduct(frustum[1].normal, origin) + radius < frustum[1].dist
- || DotProduct(frustum[2].normal, origin) + radius < frustum[2].dist
- || DotProduct(frustum[3].normal, origin) + radius < frustum[3].dist);
-}
-
-int PVS_CullSphere(const vec3_t origin, vec_t radius)
-{
- int stackpos;
- mnode_t *node, *stack[4096];
- float dist;
- if (cl.worldmodel == NULL)
- return false;
- stackpos = 0;
- stack[stackpos++] = cl.worldmodel->nodes;
- while (stackpos)
- {
- node = stack[--stackpos];
- if (node->contents < 0)
- {
- if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
- return false;
- }
- else
- {
- dist = PlaneDiff(origin, node->plane);
- if (dist <= radius)
- stack[stackpos++] = node->children[1];
- if (dist >= -radius)
- stack[stackpos++] = node->children[0];
- }
- }
- return true;
-}
-
-int VIS_CullSphere(const vec3_t origin, vec_t radius)
-{
- int stackpos;
- mnode_t *node, *stack[4096];
- float dist;
- if (R_CullSphere(origin, radius))
- return true;
- if (cl.worldmodel == NULL)
- return false;
- stackpos = 0;
- stack[stackpos++] = cl.worldmodel->nodes;
- while (stackpos)
- {
- node = stack[--stackpos];
- if (node->contents < 0)
- {
- if (((mleaf_t *)node)->visframe == r_framecount)
- return false;
- }
- else
- {
- dist = PlaneDiff(origin, node->plane);
- if (dist <= radius)
- stack[stackpos++] = node->children[1];
- if (dist >= -radius)
- stack[stackpos++] = node->children[0];
- }
- }
- return true;
-}
-
+#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (maxs))))
//==================================================================================
static void R_MarkEntities (void)
{
int i;
- vec3_t v;
entity_render_t *ent;
ent = &cl_entities[0].render;
{
ent = r_refdef.entities[i];
Mod_CheckLoaded(ent->model);
-
- // move view-relative models to where they should be
- if (ent->flags & RENDER_VIEWMODEL)
- {
- // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
- ent->flags -= RENDER_VIEWMODEL;
- // transform origin
- VectorCopy(ent->origin, v);
- ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
- ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
- ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
- // adjust angles
- VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
- }
-
- VectorCopy(ent->angles, v);
- if (!ent->model || ent->model->type != mod_brush)
- v[0] = -v[0];
- Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
- Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+ // some of the renderer still relies on origin...
+ Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+ // some of the renderer still relies on scale...
+ ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
R_LerpAnimation(ent);
R_UpdateEntLights(ent);
if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
- && !VIS_CullSphere(ent->origin, ent->model->radius * ent->scale)
&& !VIS_CullBox(ent->mins, ent->maxs))
{
ent->visframe = r_framecount;
*/
void R_DrawNoModel(entity_render_t *ent);
-void R_DrawModels ()
+void R_DrawModels(void)
{
int i;
entity_render_t *ent;
}
}
-void R_DrawFakeShadows (void)
-{
- int i;
- entity_render_t *ent;
-
- ent = &cl_entities[0].render;
- if (ent->model && ent->model->DrawFakeShadow)
- ent->model->DrawFakeShadow(ent);
-
- if (!r_drawentities.integer)
- return;
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent->model && ent->model->DrawFakeShadow)
- ent->model->DrawFakeShadow(ent);
- }
-}
-
#include "r_shadow.h"
int shadowframecount = 0;
-int Light_CullBox(const vec3_t mins, const vec3_t maxs)
-{
- int stackpos, sides;
- mnode_t *node, *stack[4096];
- if (cl.worldmodel == NULL)
- return false;
- stackpos = 0;
- stack[stackpos++] = cl.worldmodel->nodes;
- while (stackpos)
- {
- node = stack[--stackpos];
- if (node->contents < 0)
- {
- if (((mleaf_t *)node)->worldnodeframe == shadowframecount)
- return false;
- }
- else
- {
- sides = BoxOnPlaneSide(mins, maxs, node->plane);
- if (sides & 2 && stackpos < 4096)
- stack[stackpos++] = node->children[1];
- if (sides & 1 && stackpos < 4096)
- stack[stackpos++] = node->children[0];
- }
- }
- return true;
-}
-
-int LightAndVis_CullBox(const vec3_t mins, const vec3_t maxs)
-{
- int stackpos, sides;
- mnode_t *node, *stack[4096];
- if (R_CullBox(mins, maxs))
- return true;
- if (cl.worldmodel == NULL)
- return false;
- stackpos = 0;
- stack[stackpos++] = cl.worldmodel->nodes;
- while (stackpos)
- {
- node = stack[--stackpos];
- if (node->contents < 0)
- {
- if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
- return false;
- }
- else
- {
- sides = BoxOnPlaneSide(mins, maxs, node->plane);
- if (sides & 2 && stackpos < 4096)
- stack[stackpos++] = node->children[1];
- if (sides & 1 && stackpos < 4096)
- stack[stackpos++] = node->children[0];
- }
- }
- return true;
-}
-
-
-void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs)
+void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs, int lightmarked)
{
- int i;
- vec3_t p, p2, temp, relativelightorigin, mins, maxs;
- float dist, projectdistance;
+ vec3_t relativelightorigin;
// rough checks
- if (ent->model == NULL || ent->model->DrawShadowVolume == NULL || ent->alpha < 1 || (ent->effects & EF_ADDITIVE))
- return;
- if (r_shadow_cull.integer)
+ if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume && !(r_shadow_cull.integer && (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0] || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1] || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2])))
{
- if (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0]
- || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1]
- || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2]
- || Light_CullBox(ent->mins, ent->maxs))
- return;
- }
- if (r_shadow_cull.integer)
- {
- projectdistance = cullradius;
- // calculate projected bounding box and decide if it is on-screen
- for (i = 0;i < 8;i++)
- {
- p2[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
- p2[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
- p2[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
- Matrix4x4_Transform(&ent->matrix, p2, p);
- VectorSubtract(p, lightorigin, temp);
- dist = projectdistance / sqrt(DotProduct(temp, temp));
- VectorMA(p, dist, temp, p2);
- if (i)
- {
- if (mins[0] > p[0]) mins[0] = p[0];if (maxs[0] < p[0]) maxs[0] = p[0];
- if (mins[1] > p[1]) mins[1] = p[1];if (maxs[1] < p[1]) maxs[1] = p[1];
- if (mins[2] > p[2]) mins[2] = p[2];if (maxs[2] < p[2]) maxs[2] = p[2];
- }
- else
- {
- VectorCopy(p, mins);
- VectorCopy(p, maxs);
- }
- if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
- if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
- if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
- }
- if (mins[0] >= clipmaxs[0] || maxs[0] <= clipmins[0]
- || mins[1] >= clipmaxs[1] || maxs[1] <= clipmins[1]
- || mins[2] >= clipmaxs[2] || maxs[2] <= clipmins[2]
- || LightAndVis_CullBox(mins, maxs))
- return;
+ Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
+ ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
}
- Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
- ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
}
void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
-#define SHADOWSPHERE_SEGMENTS 16
-
-shadowmesh_t *shadowsphere;
-void R_CreateShadowSphere(void)
-{
- int i, j;
- vec3_t angles, angles2, angles3, angles4;
- float verts[12];
- shadowsphere = Mod_ShadowMesh_Begin(zonemempool, SHADOWSPHERE_SEGMENTS * SHADOWSPHERE_SEGMENTS / 2);
- for (i = 0;i < SHADOWSPHERE_SEGMENTS / 2;i++)
- {
- for (j = 0;j < SHADOWSPHERE_SEGMENTS;j++)
- {
- angles[0] = (i * 360.0f / SHADOWSPHERE_SEGMENTS) + 90.0f;
- angles[1] = j * 360.0f / SHADOWSPHERE_SEGMENTS;
- angles[2] = 0;
- VectorCopy(angles, angles2);
- VectorCopy(angles, angles3);
- VectorCopy(angles, angles4);
- angles2[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
- angles3[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
- angles3[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
- angles4[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
- AngleVectorsFLU(angles, verts, NULL, NULL);
- AngleVectorsFLU(angles2, verts + 9, NULL, NULL);
- AngleVectorsFLU(angles3, verts + 6, NULL, NULL);
- AngleVectorsFLU(angles4, verts + 3, NULL, NULL);
- VectorScale(&verts[0], 1.0f, &verts[0]);
- VectorScale(&verts[3], 1.0f, &verts[3]);
- VectorScale(&verts[6], 1.0f, &verts[6]);
- VectorScale(&verts[9], 1.0f, &verts[9]);
- Mod_ShadowMesh_AddPolygon(zonemempool, shadowsphere, 4, verts);
- }
- }
- shadowsphere = Mod_ShadowMesh_Finish(zonemempool, shadowsphere);
-}
-
-
-void R_DrawShadowSphere(vec3_t origin, float cullradius, float lightradius)
-{
- shadowmesh_t *mesh;
- matrix4x4_t matrix;
- if (!shadowsphere)
- R_CreateShadowSphere();
- Matrix4x4_CreateScale(&matrix, lightradius);
- Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
- R_Mesh_Matrix(&matrix);
- for (mesh = shadowsphere;mesh;mesh = mesh->next)
- {
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
- }
- Matrix4x4_CreateScale(&matrix, -cullradius);
- Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
- R_Mesh_Matrix(&matrix);
- for (mesh = shadowsphere;mesh;mesh = mesh->next)
- {
- memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
- R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
- }
-}
-
-extern void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces);
-void R_ShadowVolumeLighting (int visiblevolumes)
+extern void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz);
+void R_ShadowVolumeLighting(int visiblevolumes)
{
int i;
entity_render_t *ent;
float f, lightradius, cullradius;
vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
worldlight_t *wl;
- //mlight_t *sl;
rdlight_t *rd;
rmeshstate_t m;
- mleaf_t *leaf;
+ matrix4x4_t matrix;
+ matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz;
+ matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
if (visiblevolumes)
{
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ONE;
- if (r_shadow_realtime.integer >= 3)
- m.depthdisable = true;
- R_Mesh_State(&m);
+ R_Mesh_State_Texture(&m);
+
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_DepthMask(false);
+ GL_DepthTest(r_shadow_visiblevolumes.integer < 2);
qglDisable(GL_CULL_FACE);
- GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
+ GL_Color(0.0, 0.0125, 0.1, 1);
}
else
R_Shadow_Stage_Begin();
shadowframecount++;
- for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
+ if (r_shadow_realtime_world.integer)
{
- if (d_lightstylevalue[wl->style] <= 0)
- continue;
- cullradius = wl->cullradius;
- lightradius = wl->lightradius;
- if (R_CullSphere(wl->origin, lightradius))
- continue;
- //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
- // continue;
- //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
- // continue;
- if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
- continue;
-
- if (cl.worldmodel != NULL)
+ R_Shadow_LoadWorldLightsIfNeeded();
+ for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
{
- for (i = 0;i < wl->numleafs;i++)
- if (wl->leafs[i]->visframe == r_framecount)
- break;
- if (i == wl->numleafs)
+ if (d_lightstylevalue[wl->style] <= 0)
continue;
- leaf = wl->leafs[i++];
- VectorCopy(leaf->mins, clipmins);
- VectorCopy(leaf->maxs, clipmaxs);
- for (i++;i < wl->numleafs;i++)
- {
- leaf = wl->leafs[i];
- if (leaf->visframe == r_framecount)
- {
- if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
- if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
- if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
- if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
- if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
- if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
- }
- }
- if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
- if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
- if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
- if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
- if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
- if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
- }
- else
- {
+ if (VIS_CullBox(wl->mins, wl->maxs))
+ continue;
+ if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
+ continue;
+ if (R_Shadow_ScissorForBBox(wl->mins, wl->maxs))
+ continue;
+
+ cullradius = wl->cullradius;
+ lightradius = wl->lightradius;
VectorCopy(wl->mins, clipmins);
VectorCopy(wl->maxs, clipmaxs);
- }
- if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
- continue;
-
- // mark the leafs we care about so only things in those leafs will matter
- if (cl.worldmodel != NULL)
- for (i = 0;i < wl->numleafs;i++)
- wl->leafs[i]->worldnodeframe = shadowframecount;
-
- f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
- VectorScale(wl->light, f, lightcolor);
- if (wl->selected)
- {
- f = 2 + sin(realtime * M_PI * 4.0);
- VectorScale(lightcolor, f, lightcolor);
- }
-
- if (!visiblevolumes)
- R_Shadow_Stage_ShadowVolumes();
- ent = &cl_entities[0].render;
- if (wl->shadowvolume && r_shadow_staticworldlights.integer)
- R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
- else
- R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
+ f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
+ VectorScale(wl->light, f, lightcolor);
+ if (wl->selected)
{
- ent = r_refdef.entities[i];
- if (ent->model)
- R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
+ f = 2 + sin(realtime * M_PI * 4.0);
+ VectorScale(lightcolor, f, lightcolor);
}
- }
- if (!visiblevolumes)
- {
- R_Shadow_Stage_Light();
- ent = &cl_entities[0].render;
- if (ent->model && ent->model->DrawLight)
+ if (wl->castshadows && (gl_stencil || visiblevolumes))
{
- Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
- if (wl->numsurfaces)
- R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces);
+ if (!visiblevolumes)
+ R_Shadow_Stage_ShadowVolumes();
+ ent = &cl_entities[0].render;
+ if (wl->shadowvolume && r_shadow_staticworldlights.integer)
+ R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
+ R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
+ if (r_drawentities.integer)
+ for (i = 0;i < r_refdef.numentities;i++)
+ R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
}
- if (r_drawentities.integer)
+
+ if (!visiblevolumes)
{
- for (i = 0;i < r_refdef.numentities;i++)
+ if (wl->castshadows && gl_stencil)
+ R_Shadow_Stage_LightWithShadows();
+ else
+ R_Shadow_Stage_LightWithoutShadows();
+
+ // calculate world to filter matrix
+ Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius);
+ Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
+ // calculate world to attenuationxyz/xy matrix
+ Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
+ Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
+ // calculate world to attenuationz matrix
+ matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
+ matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5;
+ matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5;
+ matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1;
+ Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
+
+ ent = &cl_entities[0].render;
+ if (ent->model && ent->model->DrawLight)
{
- ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
- && ent->maxs[0] >= wl->mins[0] && ent->mins[0] <= wl->maxs[0]
- && ent->maxs[1] >= wl->mins[1] && ent->mins[1] <= wl->maxs[1]
- && ent->maxs[2] >= wl->mins[2] && ent->mins[2] <= wl->maxs[2]
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+ Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+ Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+ if (wl->numsurfaces)
+ R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+ else
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+ }
+ if (r_drawentities.integer)
+ {
+ for (i = 0;i < r_refdef.numentities;i++)
{
- Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+ && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
+ && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+ Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+ }
}
}
}
}
}
- /*
- for (lnum = 0, sl = cl.worldmodel->lights;lnum < cl.worldmodel->numlights;lnum++, sl++)
+ if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
{
- if (d_lightstylevalue[sl->style] <= 0)
- continue;
- if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
- continue;
- cullradius = sl->cullradius;
- lightradius = sl->lightradius;
- if (VIS_CullBox(sl->mins, sl->maxs) || VIS_CullSphere(sl->origin, lightradius))
- continue;
-
- f = d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
- VectorScale(sl->light, f, lightcolor);
-
- if (!visiblevolumes)
- R_Shadow_Stage_ShadowVolumes();
- if (sl->shadowvolume && r_shadow_staticworldlights.integer)
- R_DrawWorldLightShadowVolume(&cl_entities[0].render.matrix, sl->shadowvolume);
- else
- R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius, lightradius);
- if (r_drawentities.integer)
+ for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
{
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
- && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
- && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
- R_TestAndDrawShadowVolume(r_refdef.entities[i], sl->origin, cullradius, lightradius);
- }
- }
+ lightradius = rd->cullradius;
+ clipmins[0] = rd->origin[0] - lightradius;
+ clipmins[1] = rd->origin[1] - lightradius;
+ clipmins[2] = rd->origin[2] - lightradius;
+ clipmaxs[0] = rd->origin[0] + lightradius;
+ clipmaxs[1] = rd->origin[1] + lightradius;
+ clipmaxs[2] = rd->origin[2] + lightradius;
+ if (VIS_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
+ continue;
- if (!visiblevolumes)
- {
- R_Shadow_Stage_Light();
- ent = &cl_entities[0].render;
- if (ent->model && ent->model->DrawLight)
- {
- Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor);
- }
- if (r_drawentities.integer)
+ cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
+ VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
+
+ if (r_shadow_shadows.integer && (gl_stencil || visiblevolumes))
{
- for (i = 0;i < r_refdef.numentities;i++)
+ if (!visiblevolumes)
+ R_Shadow_Stage_ShadowVolumes();
+ ent = &cl_entities[0].render;
+ R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
+ if (r_drawentities.integer)
{
- ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
- && ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
- && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
- && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+ for (i = 0;i < r_refdef.numentities;i++)
{
- Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor);
+ ent = r_refdef.entities[i];
+ if (ent != rd->ent)
+ R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
}
}
}
- }
- }
- */
- for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
- {
- cullradius = rd->cullradius;
- lightradius = rd->cullradius;
- if (VIS_CullSphere(rd->origin, lightradius))
- continue;
-
- VectorScale(rd->light, (1.0f / 8192.0f), lightcolor);
- clipmins[0] = rd->origin[0] - cullradius;
- clipmins[1] = rd->origin[1] - cullradius;
- clipmins[2] = rd->origin[2] - cullradius;
- clipmaxs[0] = rd->origin[0] + cullradius;
- clipmaxs[1] = rd->origin[1] + cullradius;
- clipmaxs[2] = rd->origin[2] + cullradius;
-
- if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, rd->cullradius))
- continue;
-
- if (!visiblevolumes)
- R_Shadow_Stage_ShadowVolumes();
- ent = &cl_entities[0].render;
- R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent != rd->ent)
- R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
- }
- }
- if (!visiblevolumes)
- {
- R_Shadow_Stage_Light();
- ent = &cl_entities[0].render;
- if (ent->model && ent->model->DrawLight)
+ if (!visiblevolumes)
{
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
- }
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
+ if (r_shadow_shadows.integer && gl_stencil)
+ R_Shadow_Stage_LightWithShadows();
+ else
+ R_Shadow_Stage_LightWithoutShadows();
+
+ // calculate world to filter matrix
+ Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
+ Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
+ // calculate world to attenuationxyz/xy matrix
+ Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
+ Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
+ // calculate world to attenuationz matrix
+ matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
+ matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5;
+ matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5;
+ matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1;
+ Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
+
+ ent = &cl_entities[0].render;
+ if (ent->model && ent->model->DrawLight)
{
- ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+ Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+ Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+ }
+ if (r_drawentities.integer)
+ {
+ for (i = 0;i < r_refdef.numentities;i++)
{
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+ && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
+ && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
+ {
+ Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
+ Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
+ Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
+ Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+ }
}
}
}
}
}
- if (!visiblevolumes)
+ if (visiblevolumes)
+ qglEnable(GL_CULL_FACE);
+ else
R_Shadow_Stage_End();
- qglEnable(GL_CULL_FACE);
qglDisable(GL_SCISSOR_TEST);
}
static void R_SetupFrame (void)
{
// don't allow cheats in multiplayer
- if (cl.maxclients > 1)
+ if (!cl.islocalgame)
{
if (r_fullbright.integer != 0)
Cvar_Set ("r_fullbright", "0");
{
rmeshstate_t m;
float r;
+ float vertex3f[3*3];
if (r_refdef.viewblend[3] < 0.01f)
return;
- memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.depthdisable = true; // magic
R_Mesh_Matrix(&r_identitymatrix);
- R_Mesh_State(&m);
- r = 64000;
- varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
- varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
- varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
- r *= 3;
- varray_vertex[4] = varray_vertex[0] + vup[0] * r;
- varray_vertex[5] = varray_vertex[1] + vup[1] * r;
- varray_vertex[6] = varray_vertex[2] + vup[2] * r;
- varray_vertex[8] = varray_vertex[0] + vright[0] * r;
- varray_vertex[9] = varray_vertex[1] + vright[1] * r;
- varray_vertex[10] = varray_vertex[2] + vright[2] * r;
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(true);
+ GL_DepthTest(false); // magic
+ GL_VertexPointer(vertex3f);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+ r = 64000;
+ vertex3f[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
+ vertex3f[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
+ vertex3f[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
+ vertex3f[3] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r + vup[0] * r * 3;
+ vertex3f[4] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r + vup[1] * r * 3;
+ vertex3f[5] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r + vup[2] * r * 3;
+ vertex3f[6] = r_origin[0] + vpn[0] * 1.5 + vright[0] * r * 3 - vup[0] * r;
+ vertex3f[7] = r_origin[1] + vpn[1] * 1.5 + vright[1] * r * 3 - vup[1] * r;
+ vertex3f[8] = r_origin[2] + vpn[2] * 1.5 + vright[2] * r * 3 - vup[2] * r;
R_Mesh_Draw(3, 1, polygonelements);
}
r_refdef must be set before the first call
================
*/
+extern void R_DrawLightningBeams (void);
void R_RenderView (void)
{
entity_render_t *world;
if (!r_refdef.entities/* || !cl.worldmodel*/)
return; //Host_Error ("R_RenderView: NULL worldmodel");
- if (r_shadow_realtime.integer == 1)
+ if (r_shadow_realtime_world.integer)
{
- if (!gl_texturecubemap)
- {
- Con_Printf("Cubemap texture support not detected, turning off r_shadow_realtime\n");
- Cvar_SetValueQuick(&r_shadow_realtime, 0);
- }
- else if (!gl_dot3arb)
+ if (!gl_stencil)
{
- Con_Printf("Bumpmapping support not detected, turning off r_shadow_realtime\n");
- Cvar_SetValueQuick(&r_shadow_realtime, 0);
- }
- else if (!gl_stencil)
- {
- Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
- Cvar_SetValueQuick(&r_shadow_realtime, 0);
- }
- else if (!gl_combine.integer)
- {
- Con_Printf("Combine disabled, please turn on gl_combine, turning off r_shadow_realtime\n");
- Cvar_SetValueQuick(&r_shadow_realtime, 0);
+ Con_Printf("Realtime world lighting requires 32bit color turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n");
+ Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
}
}
- R_Shadow_UpdateLightingMode();
-
world = &cl_entities[0].render;
// FIXME: move to client
R_BuildLightList();
R_TimeReport("setup");
+ if (cl.worldmodel && cl.worldmodel->brush.FatPVS)
+ cl.worldmodel->brush.FatPVS(cl.worldmodel, r_origin, 2, r_pvsbits, sizeof(r_pvsbits));
+
R_WorldVisibility(world);
R_TimeReport("worldvis");
R_TimeReport("markentity");
GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
- if (r_shadow_lightingmode > 0)
+ if ((r_shadow_realtime_world.integer || r_shadow_shadows.integer) && gl_stencil)
GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
else
GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
- R_DrawModels(r_shadow_lightingmode > 0);
+ R_DrawModels();
R_TimeReport("models");
- if (r_shadows.integer == 1 && r_shadow_lightingmode <= 0)
- {
- R_DrawFakeShadows();
- R_TimeReport("fakeshadow");
- }
-
- if (r_shadow_lightingmode > 0)
+ if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
{
R_ShadowVolumeLighting(false);
R_TimeReport("dynlight");
}
+ R_DrawLightningBeams();
+ R_TimeReport("lightning");
+
R_DrawParticles();
R_TimeReport("particles");
R_MeshQueue_Render();
R_MeshQueue_EndScene();
- if (r_shadow_realtime.integer >= 2)
+
+ if (r_shadow_visiblevolumes.integer)
{
R_ShadowVolumeLighting(true);
R_TimeReport("shadowvolume");
}
+
R_Mesh_Finish();
R_TimeReport("meshfinish");
}
void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
{
int i;
- float *v, *c, f1, f2, diff[3];
+ float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
rmeshstate_t m;
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
R_Mesh_Matrix(&r_identitymatrix);
- R_Mesh_State(&m);
-
- varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2];
- varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2];
- varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2];
- varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2];
- varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2];
- varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2];
- varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2];
- varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2];
- R_FillColors(varray_color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ R_Mesh_GetSpace(8);
+ vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
+ vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
+ vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
+ vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
+ vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
+ vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
+ vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
+ vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
+ GL_ColorPointer(color);
+ R_FillColors(color, 8, cr, cg, cb, ca);
if (fogenabled)
{
- for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4)
+ for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
{
VectorSubtract(v, r_origin, diff);
f2 = exp(fogdensity/DotProduct(diff, diff));
f1 = 1 - f2;
- f2 *= r_colorscale;
c[0] = c[0] * f1 + fogcolor[0] * f2;
c[1] = c[1] * f1 + fogcolor[1] * f2;
c[2] = c[2] * f1 + fogcolor[2] * f2;
}
}
- GL_UseColorArray();
R_Mesh_Draw(8, 12);
}
*/
+int nomodelelements[24] =
+{
+ 5, 2, 0,
+ 5, 1, 2,
+ 5, 0, 3,
+ 5, 3, 1,
+ 0, 2, 4,
+ 2, 1, 4,
+ 3, 0, 4,
+ 1, 3, 4
+};
+
+float nomodelvertex3f[6*3] =
+{
+ -16, 0, 0,
+ 16, 0, 0,
+ 0, -16, 0,
+ 0, 16, 0,
+ 0, 0, -16,
+ 0, 0, 16
+};
+
+float nomodelcolor4f[6*4] =
+{
+ 0.0f, 0.0f, 0.5f, 1.0f,
+ 0.0f, 0.0f, 0.5f, 1.0f,
+ 0.0f, 0.5f, 0.0f, 1.0f,
+ 0.0f, 0.5f, 0.0f, 1.0f,
+ 0.5f, 0.0f, 0.0f, 1.0f,
+ 0.5f, 0.0f, 0.0f, 1.0f
+};
+
void R_DrawNoModelCallback(const void *calldata1, int calldata2)
{
const entity_render_t *ent = calldata1;
- int i, element[24];
+ int i;
float f1, f2, *c, diff[3];
+ float color4f[6*4];
rmeshstate_t m;
+ R_Mesh_Matrix(&ent->matrix);
+
memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
if (ent->flags & EF_ADDITIVE)
{
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
}
else if (ent->alpha < 1)
{
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
}
else
{
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ZERO;
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
}
- R_Mesh_Matrix(&ent->matrix);
- R_Mesh_State(&m);
-
- element[ 0] = 5;element[ 1] = 2;element[ 2] = 0;
- element[ 3] = 5;element[ 4] = 1;element[ 5] = 2;
- element[ 6] = 5;element[ 7] = 0;element[ 8] = 3;
- element[ 9] = 5;element[10] = 3;element[11] = 1;
- element[12] = 0;element[13] = 2;element[14] = 4;
- element[15] = 2;element[16] = 1;element[17] = 4;
- element[18] = 3;element[19] = 0;element[20] = 4;
- element[21] = 1;element[22] = 3;element[23] = 4;
- varray_vertex[ 0] = -16;varray_vertex[ 1] = 0;varray_vertex[ 2] = 0;
- varray_vertex[ 4] = 16;varray_vertex[ 5] = 0;varray_vertex[ 6] = 0;
- varray_vertex[ 8] = 0;varray_vertex[ 9] = -16;varray_vertex[10] = 0;
- varray_vertex[12] = 0;varray_vertex[13] = 16;varray_vertex[14] = 0;
- varray_vertex[16] = 0;varray_vertex[17] = 0;varray_vertex[18] = -16;
- varray_vertex[20] = 0;varray_vertex[21] = 0;varray_vertex[22] = 16;
- varray_color[ 0] = 0.00f * r_colorscale;varray_color[ 1] = 0.00f * r_colorscale;varray_color[ 2] = 0.50f * r_colorscale;varray_color[ 3] = ent->alpha;
- varray_color[ 4] = 0.00f * r_colorscale;varray_color[ 5] = 0.00f * r_colorscale;varray_color[ 6] = 0.50f * r_colorscale;varray_color[ 7] = ent->alpha;
- varray_color[ 8] = 0.00f * r_colorscale;varray_color[ 9] = 0.50f * r_colorscale;varray_color[10] = 0.00f * r_colorscale;varray_color[11] = ent->alpha;
- varray_color[12] = 0.00f * r_colorscale;varray_color[13] = 0.50f * r_colorscale;varray_color[14] = 0.00f * r_colorscale;varray_color[15] = ent->alpha;
- varray_color[16] = 0.50f * r_colorscale;varray_color[17] = 0.00f * r_colorscale;varray_color[18] = 0.00f * r_colorscale;varray_color[19] = ent->alpha;
- varray_color[20] = 0.50f * r_colorscale;varray_color[21] = 0.00f * r_colorscale;varray_color[22] = 0.00f * r_colorscale;varray_color[23] = ent->alpha;
+ GL_DepthTest(true);
+ GL_VertexPointer(nomodelvertex3f);
if (fogenabled)
{
+ memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+ GL_ColorPointer(color4f);
VectorSubtract(ent->origin, r_origin, diff);
f2 = exp(fogdensity/DotProduct(diff, diff));
f1 = 1 - f2;
- for (i = 0, c = varray_color;i < 6;i++, c += 4)
+ for (i = 0, c = color4f;i < 6;i++, c += 4)
{
- c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale;
- c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale;
- c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale;
+ c[0] = (c[0] * f1 + fogcolor[0] * f2);
+ c[1] = (c[1] * f1 + fogcolor[1] * f2);
+ c[2] = (c[2] * f1 + fogcolor[2] * f2);
+ c[3] *= ent->alpha;
}
}
- else
+ else if (ent->alpha != 1)
{
- for (i = 0, c = varray_color;i < 6;i++, c += 4)
- {
- c[0] *= r_colorscale;
- c[1] *= r_colorscale;
- c[2] *= r_colorscale;
- }
+ memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+ GL_ColorPointer(color4f);
+ for (i = 0, c = color4f;i < 6;i++, c += 4)
+ c[3] *= ent->alpha;
}
- GL_UseColorArray();
- R_Mesh_Draw(6, 8, element);
+ else
+ GL_ColorPointer(nomodelcolor4f);
+ R_Mesh_Draw(6, 8, nomodelelements);
}
void R_DrawNoModel(entity_render_t *ent)
// R_DrawNoModelCallback(ent, 0);
}
-void R_CalcBeamVerts (float *vert, const vec3_t org1, const vec3_t org2, float width)
+void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
{
vec3_t right1, right2, diff, normal;
vert[ 0] = org1[0] + width * right1[0];
vert[ 1] = org1[1] + width * right1[1];
vert[ 2] = org1[2] + width * right1[2];
- vert[ 4] = org1[0] - width * right1[0];
- vert[ 5] = org1[1] - width * right1[1];
- vert[ 6] = org1[2] - width * right1[2];
- vert[ 8] = org2[0] - width * right2[0];
- vert[ 9] = org2[1] - width * right2[1];
- vert[10] = org2[2] - width * right2[2];
- vert[12] = org2[0] + width * right2[0];
- vert[13] = org2[1] + width * right2[1];
- vert[14] = org2[2] + width * right2[2];
+ vert[ 3] = org1[0] - width * right1[0];
+ vert[ 4] = org1[1] - width * right1[1];
+ vert[ 5] = org1[2] - width * right1[2];
+ vert[ 6] = org2[0] - width * right2[0];
+ vert[ 7] = org2[1] - width * right2[1];
+ vert[ 8] = org2[2] - width * right2[2];
+ vert[ 9] = org2[0] + width * right2[0];
+ vert[10] = org2[1] + width * right2[1];
+ vert[11] = org2[2] + width * right2[2];
}
+
+float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
+
+void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
+{
+ float diff[3];
+ rmeshstate_t m;
+
+ if (fogenabled)
+ {
+ VectorSubtract(origin, r_origin, diff);
+ ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+ }
+
+ R_Mesh_Matrix(&r_identitymatrix);
+ GL_Color(cr, cg, cb, ca);
+ GL_VertexPointer(varray_vertex3f);
+ GL_BlendFunc(blendfunc1, blendfunc2);
+ GL_DepthMask(false);
+ GL_DepthTest(!depthdisable);
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture);
+ m.pointer_texcoord[0] = spritetexcoord2f;
+ R_Mesh_State_Texture(&m);
+
+ varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
+ varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
+ varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
+ varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
+ varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
+ varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
+ varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
+ varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
+ varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
+ varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
+ varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
+ varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
+ R_Mesh_Draw(4, 2, polygonelements);
+}
+