This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
// r_main.c
#include "quakedef.h"
+#include "r_shadow.h"
-entity_t r_worldentity;
+// used for dlight push checking and other things
+int r_framecount;
-qboolean r_cache_thrash; // compatability
+// used for visibility checking
+qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
-vec3_t modelorg, r_entorigin;
-entity_t *currententity;
+mplane_t frustum[4];
-int r_visframecount; // bumped when going to a new PVS
-int r_framecount; // used for dlight push checking
+matrix4x4_t r_identitymatrix;
-mplane_t frustum[4];
+int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
-int c_brush_polys, c_alias_polys, c_light_polys, c_nodes, c_leafs;
+// true during envmap command capture
+qboolean envmap;
-qboolean envmap; // true during envmap command capture
+// maximum visible distance (recalculated from world box each frame)
+float r_farclip;
+// brightness of world lightmaps and related lighting
+// (often reduced when world rtlights are enabled)
+float r_lightmapintensity;
+// whether to draw world lights realtime, dlights realtime, and their shadows
+qboolean r_rtworld;
+qboolean r_rtworldshadows;
+qboolean r_rtdlight;
+qboolean r_rtdlightshadows;
-// LordHavoc: moved all code related to particles into r_part.c
-//int particletexture; // little dot for particles
-//int playertextures; // up to 16 color translated skins
-extern qboolean isG200, isRagePro; // LordHavoc: special card hacks
+// forces all rendering to draw triangle outlines
+int r_showtrispass;
-//
// view origin
-//
-vec3_t vup;
-vec3_t vpn;
-vec3_t vright;
-vec3_t r_origin;
-
-float r_world_matrix[16];
-float r_base_world_matrix[16];
+vec3_t r_vieworigin;
+vec3_t r_viewforward;
+vec3_t r_viewleft;
+vec3_t r_viewright;
+vec3_t r_viewup;
+int r_view_x;
+int r_view_y;
+int r_view_z;
+int r_view_width;
+int r_view_height;
+int r_view_depth;
+float r_view_fov_x;
+float r_view_fov_y;
+matrix4x4_t r_view_matrix;
//
// screen size info
//
-refdef_t r_refdef;
-
-mleaf_t *r_viewleaf, *r_oldviewleaf;
-
-texture_t *r_notexture_mip;
-
-unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
-
+refdef_t r_refdef;
+
+// 8.8 fraction of base light value
+unsigned short d_lightstylevalue[256];
+
+cvar_t r_showtris = {0, "r_showtris", "0"};
+cvar_t r_drawentities = {0, "r_drawentities","1"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
+cvar_t r_speeds = {0, "r_speeds","0"};
+cvar_t r_fullbright = {0, "r_fullbright","0"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "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 gl_fogred = {0, "gl_fogred","0.3"};
+cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
+cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
+cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
+cvar_t gl_fogend = {0, "gl_fogend","0"};
+
+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;
+ for (i = 0;i < verts;i++)
+ {
+ out[0] = in[0] * r;
+ out[1] = in[1] * g;
+ out[2] = in[2] * b;
+ out[3] = in[3];
+ in += 4;
+ out += 4;
+ }
+}
-void R_MarkLeaves (void);
+void R_FillColors(float *out, int verts, float r, float g, float b, float a)
+{
+ int i;
+ for (i = 0;i < verts;i++)
+ {
+ out[0] = r;
+ out[1] = g;
+ out[2] = b;
+ out[3] = a;
+ out += 4;
+ }
+}
-//cvar_t r_norefresh = {"r_norefresh","0"};
-cvar_t r_drawentities = {"r_drawentities","1"};
-cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
-cvar_t r_speeds = {"r_speeds","0"};
-cvar_t r_speeds2 = {"r_speeds2","0"};
-cvar_t r_fullbright = {"r_fullbright","0"};
-//cvar_t r_lightmap = {"r_lightmap","0"};
-cvar_t r_shadows = {"r_shadows","0"};
-cvar_t r_wateralpha = {"r_wateralpha","1"};
-cvar_t r_dynamic = {"r_dynamic","1"};
-cvar_t r_novis = {"r_novis","0"};
-cvar_t r_waterripple = {"r_waterripple","0"};
-cvar_t r_fullbrights = {"r_fullbrights", "1"};
+/*
+====================
+R_TimeRefresh_f
-cvar_t contrast = {"contrast", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
-cvar_t brightness = {"brightness", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
-cvar_t gl_lightmode = {"gl_lightmode", "1", TRUE}; // LordHavoc: overbright lighting
-//cvar_t r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
-cvar_t r_farclip = {"r_farclip", "6144"};
+For program optimization
+====================
+*/
+qboolean intimerefresh = 0;
+static void R_TimeRefresh_f (void)
+{
+ int i;
+ float timestart, timedelta, oldangles[3];
-cvar_t gl_fogenable = {"gl_fogenable", "0"};
-cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {"gl_fogred","0.3"};
-cvar_t gl_foggreen = {"gl_foggreen","0.3"};
-cvar_t gl_fogblue = {"gl_fogblue","0.3"};
-cvar_t gl_fogstart = {"gl_fogstart", "0"};
-cvar_t gl_fogend = {"gl_fogend","0"};
-cvar_t glfog = {"glfog", "0"};
+ intimerefresh = 1;
+ VectorCopy(cl.viewangles, oldangles);
+ VectorClear(cl.viewangles);
-extern qboolean isRagePro;
+ timestart = Sys_DoubleTime();
+ for (i = 0;i < 128;i++)
+ {
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
+ CL_UpdateScreen();
+ }
+ timedelta = Sys_DoubleTime() - timestart;
-qboolean lighthalf;
+ VectorCopy(oldangles, cl.viewangles);
+ intimerefresh = 0;
+ Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+}
vec3_t fogcolor;
vec_t fogdensity;
float fog_density, fog_red, fog_green, fog_blue;
qboolean fogenabled;
qboolean oldgl_fogenable;
-void FOG_framebegin()
+void R_UpdateFog(void)
{
- if (nehahra)
+ if (gamemode == GAME_NEHAHRA)
{
-// if (!Nehahrademcompatibility)
-// gl_fogenable.value = 0;
- if (gl_fogenable.value)
+ if (gl_fogenable.integer)
{
oldgl_fogenable = true;
fog_density = gl_fogdensity.value;
fog_blue = 0;
}
}
- if (glfog.value)
+ if (fog_density)
{
- if (!r_render.value)
- return;
- if(fog_density)
- {
- // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
- //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
- GLfloat colors[4];
- colors[0] = fog_red;
- colors[1] = fog_green;
- colors[2] = fog_blue;
- colors[3] = 1;
- if (lighthalf)
- {
- colors[0] *= 0.5f;
- colors[1] *= 0.5f;
- colors[2] *= 0.5f;
- }
-
- glFogi (GL_FOG_MODE, GL_EXP2);
- glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
- glFogfv (GL_FOG_COLOR, colors);
- glEnable (GL_FOG);
- }
- else
- glDisable(GL_FOG);
+ fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
+ fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
+ fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
}
- else
+ if (fog_density)
{
- if (fog_density)
- {
- fogenabled = true;
- fogdensity = -4000.0f / (fog_density * fog_density);
- fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
- fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
- fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
- if (lighthalf)
- {
- fogcolor[0] *= 0.5f;
- fogcolor[1] *= 0.5f;
- fogcolor[2] *= 0.5f;
- }
- }
- else
- fogenabled = false;
+ fogenabled = true;
+ fogdensity = -4000.0f / (fog_density * fog_density);
+ // fog color was already set
}
+ else
+ fogenabled = false;
}
-void FOG_frameend()
-{
- if (glfog.value)
- glDisable(GL_FOG);
-}
-
-void FOG_clear()
+// FIXME: move this to client?
+void FOG_clear(void)
{
- if (nehahra)
+ if (gamemode == GAME_NEHAHRA)
{
Cvar_Set("gl_fogenable", "0");
Cvar_Set("gl_fogdensity", "0.2");
fog_density = fog_red = fog_green = fog_blue = 0.0f;
}
-void FOG_registercvars()
+// FIXME: move this to client?
+void FOG_registercvars(void)
{
- Cvar_RegisterVariable (&glfog);
- if (nehahra)
+ if (gamemode == GAME_NEHAHRA)
{
Cvar_RegisterVariable (&gl_fogenable);
Cvar_RegisterVariable (&gl_fogdensity);
Cvar_RegisterVariable (&gl_fogred);
- Cvar_RegisterVariable (&gl_foggreen);
+ Cvar_RegisterVariable (&gl_foggreen);
Cvar_RegisterVariable (&gl_fogblue);
Cvar_RegisterVariable (&gl_fogstart);
Cvar_RegisterVariable (&gl_fogend);
}
}
-void glmain_start()
+void gl_main_start(void)
{
}
-void glmain_shutdown()
+void gl_main_shutdown(void)
{
}
-void GL_Main_Init()
+extern void CL_ParseEntityLump(char *entitystring);
+void gl_main_newmap(void)
{
+ 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, tempmempool, 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();
- Cvar_RegisterVariable (&r_speeds2);
- Cvar_RegisterVariable (&contrast);
- Cvar_RegisterVariable (&brightness);
- Cvar_RegisterVariable (&gl_lightmode);
-// Cvar_RegisterVariable (&r_dynamicwater);
-// Cvar_RegisterVariable (&r_dynamicbothsides);
- Cvar_RegisterVariable (&r_fullbrights);
- if (nehahra)
+ Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
+ Cvar_RegisterVariable(&r_showtris);
+ Cvar_RegisterVariable(&r_drawentities);
+ Cvar_RegisterVariable(&r_drawviewmodel);
+ 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_lerpsprites);
+ Cvar_RegisterVariable(&r_lerpmodels);
+ Cvar_RegisterVariable(&r_waterscroll);
+ Cvar_RegisterVariable(&r_watershader);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes);
+ if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
-// if (gl_vendor && strstr(gl_vendor, "3Dfx"))
-// gl_lightmode.value = 0;
- Cvar_RegisterVariable (&r_fullbright);
- R_RegisterModule("GL_Main", glmain_start, glmain_shutdown);
+ R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
-extern void GL_Draw_Init();
-extern void GL_Main_Init();
-extern void GL_Models_Init();
-extern void GL_Poly_Init();
-extern void GL_Surf_Init();
-extern void GL_Screen_Init();
-extern void GL_Misc_Init();
-extern void R_Crosshairs_Init();
-extern void R_Light_Init();
-extern void R_Particles_Init();
-
-void Render_Init()
+static vec3_t r_farclip_origin;
+static vec3_t r_farclip_direction;
+static vec_t r_farclip_directiondist;
+static vec_t r_farclip_meshfarclip;
+static int r_farclip_directionbit0;
+static int r_farclip_directionbit1;
+static int r_farclip_directionbit2;
+
+// enlarge farclip to accomodate box
+static void R_FarClip_Box(vec3_t mins, vec3_t maxs)
{
- R_ShutdownModules();
+ float d;
+ d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
+ + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
+ + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
+ if (r_farclip_meshfarclip < d)
+ r_farclip_meshfarclip = d;
+}
+
+// return farclip value
+static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
+{
+ int i;
+
+ VectorCopy(origin, r_farclip_origin);
+ VectorCopy(direction, r_farclip_direction);
+ r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
+ r_farclip_directionbit0 = r_farclip_direction[0] < 0;
+ r_farclip_directionbit1 = r_farclip_direction[1] < 0;
+ r_farclip_directionbit2 = r_farclip_direction[2] < 0;
+ r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
+
+ if (cl.worldmodel)
+ R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
+ for (i = 0;i < r_refdef.numentities;i++)
+ R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
+
+ return r_farclip_meshfarclip - r_farclip_directiondist;
+}
+
+extern void R_Textures_Init(void);
+extern void Mod_RenderInit(void);
+extern void GL_Draw_Init(void);
+extern void GL_Main_Init(void);
+extern void R_Shadow_Init(void);
+extern void GL_Models_Init(void);
+extern void R_Sky_Init(void);
+extern void GL_Surf_Init(void);
+extern void R_Crosshairs_Init(void);
+extern void R_Light_Init(void);
+extern void R_Particles_Init(void);
+extern void R_Explosion_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_Textures_Init();
+ Mod_RenderInit();
+ gl_backend_init();
+ R_MeshQueue_Init();
GL_Draw_Init();
GL_Main_Init();
+ R_Shadow_Init();
GL_Models_Init();
- GL_Poly_Init();
+ R_Sky_Init();
GL_Surf_Init();
- GL_Screen_Init();
- GL_Misc_Init();
R_Crosshairs_Init();
R_Light_Init();
R_Particles_Init();
- R_StartModules();
+ R_Explosion_Init();
+ //ui_init();
+ UI_Init();
+ Sbar_Init();
+ R_LightningBeams_Init();
}
/*
-void R_RotateForEntity (entity_t *e)
+===============
+GL_Init
+===============
+*/
+extern char *ENGINE_EXTENSIONS;
+void GL_Init (void)
{
- glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
-
- glRotatef (e->angles[1], 0, 0, 1);
- glRotatef (-e->angles[0], 0, 1, 0);
- glRotatef (e->angles[2], 1, 0, 0);
+ VID_CheckExtensions();
- glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
+ // LordHavoc: report supported extensions
+ Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
}
-*/
-
-// LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed...
-#define NUMVERTEXNORMALS 162
-
-float r_avertexnormals[NUMVERTEXNORMALS][3] = {
-#include "anorms.h"
-};
-// LordHavoc: moved this shading stuff up because the sprites need shading stuff
-vec3_t shadevector;
-vec3_t shadecolor;
+int R_CullBox(const vec3_t mins, const vec3_t maxs)
+{
+ int i;
+ mplane_t *p;
+ for (i = 0;i < 4;i++)
+ {
+ p = frustum + i;
+ switch(p->signbits)
+ {
+ default:
+ case 0:
+ if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 1:
+ if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 2:
+ if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 3:
+ if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 4:
+ if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ case 5:
+ if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ case 6:
+ if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ case 7:
+ if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ }
+ }
+ return false;
+}
-float modelalpha;
+//==================================================================================
-extern void R_LightPoint (vec3_t color, vec3_t p);
-extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
+static void R_MarkEntities (void)
+{
+ int i;
+ entity_render_t *ent;
-/*
-=============================================================
+ ent = &cl_entities[0].render;
+ Matrix4x4_CreateIdentity(&ent->matrix);
+ Matrix4x4_CreateIdentity(&ent->inversematrix);
- SPRITE MODELS
+ if (!r_drawentities.integer)
+ return;
-=============================================================
-*/
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ Mod_CheckLoaded(ent->model);
+ // 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_CullBox(ent->mins, ent->maxs)
+ && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL))))
+ ent->visframe = r_framecount;
+ }
+}
-/*
-================
-R_GetSpriteFrame
-================
-*/
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
+// only used if skyrendermasked, and normally returns false
+int R_DrawBrushModelsSky (void)
{
- msprite_t *psprite;
- mspritegroup_t *pspritegroup;
- int i, j, numframes, frame;
- float *pintervals, fullinterval, targettime, time, jtime, jinterval;
+ int i, sky;
+ entity_render_t *ent;
- psprite = currententity->model->cache.data;
- frame = currententity->frame;
-
- if ((frame >= psprite->numframes) || (frame < 0))
- {
- Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
- frame = 0;
- }
+ if (!r_drawentities.integer)
+ return false;
- if (psprite->frames[frame].type == SPR_SINGLE)
+ sky = false;
+ for (i = 0;i < r_refdef.numentities;i++)
{
- if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time)
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
{
- if (frame != currententity->draw_pose)
- {
- currententity->draw_lastpose = currententity->draw_pose;
- currententity->draw_pose = frame;
- currententity->draw_lerpstart = cl.time;
- *framelerp = 0;
- }
- else
- *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0;
+ ent->model->DrawSky(ent);
+ sky = true;
}
- else // uninitialized
- {
- currententity->draw_lastmodel = currententity->model;
- currententity->draw_lastpose = currententity->draw_pose = frame;
- currententity->draw_lerpstart = cl.time;
- *framelerp = 0;
- }
- *oldframe = psprite->frames[currententity->draw_lastpose].frameptr;
- *newframe = psprite->frames[frame].frameptr;
}
- else
- {
- pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
- pintervals = pspritegroup->intervals;
- numframes = pspritegroup->numframes;
- fullinterval = pintervals[numframes-1];
+ return sky;
+}
- time = cl.time + currententity->syncbase;
+void R_DrawNoModel(entity_render_t *ent);
+void R_DrawModels(void)
+{
+ int i;
+ entity_render_t *ent;
- // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
- // are positive, so we don't have to worry about division by 0
- targettime = time - ((int)(time / fullinterval)) * fullinterval;
+ if (!r_drawentities.integer)
+ return;
- // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0,
- // I instead measure the time of the first frame, hoping it is consistent
- j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0];
- for (i=0 ; i<(numframes-1) ; i++)
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount)
{
- if (pintervals[i] > targettime)
- break;
- j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
+ if (ent->model && ent->model->Draw != NULL)
+ ent->model->Draw(ent);
+ else
+ R_DrawNoModel(ent);
}
- *framelerp = (targettime - jtime) / jinterval;
-
- *oldframe = pspritegroup->frames[j];
- *newframe = pspritegroup->frames[i];
}
}
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
+static void R_SetFrustum(void)
{
- // LordHavoc: rewrote this to use the transparent poly system
- transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- transpolyvert(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alpha);
- transpolyvert(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alpha);
- transpolyvert(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alpha);
- transpolyvert(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alpha);
- transpolyend();
+ // break apart the view matrix into vectors for various purposes
+ Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
+ VectorNegate(r_viewleft, r_viewright);
+
+ // LordHavoc: note to all quake engine coders, the special case for 90
+ // degrees assumed a square view (wrong), so I removed it, Quake2 has it
+ // disabled as well.
+
+ // rotate R_VIEWFORWARD right by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
+ frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+ PlaneClassify(&frustum[0]);
+
+ // rotate R_VIEWFORWARD left by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2));
+ frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+ PlaneClassify(&frustum[1]);
+
+ // rotate R_VIEWFORWARD up by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2));
+ frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+ PlaneClassify(&frustum[2]);
+
+ // rotate R_VIEWFORWARD down by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2));
+ frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+ PlaneClassify(&frustum[3]);
}
-extern qboolean isG200, isRagePro, lighthalf;
+static void R_BlendView(void)
+{
+ rmeshstate_t m;
+ float r;
+ float vertex3f[3*3];
-/*
-=================
-R_DrawSpriteModel
+ if (r_refdef.viewblend[3] < 0.01f)
+ return;
-=================
-*/
-void R_DrawSpriteModel (entity_t *e)
+ R_Mesh_Matrix(&r_identitymatrix);
+
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
+
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(true);
+ GL_DepthTest(false); // magic
+ GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+ r = 64;
+ vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r;
+ vertex3f[1] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r - r_viewup[1] * r;
+ vertex3f[2] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r - r_viewup[2] * r;
+ vertex3f[3] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r + r_viewup[0] * r * 3;
+ vertex3f[4] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r + r_viewup[1] * r * 3;
+ vertex3f[5] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r + r_viewup[2] * r * 3;
+ vertex3f[6] = r_vieworigin[0] + r_viewforward[0] * 1.5 - r_viewleft[0] * r * 3 - r_viewup[0] * r;
+ vertex3f[7] = r_vieworigin[1] + r_viewforward[1] * 1.5 - r_viewleft[1] * r * 3 - r_viewup[1] * r;
+ vertex3f[8] = r_vieworigin[2] + r_viewforward[2] * 1.5 - r_viewleft[2] * r * 3 - r_viewup[2] * r;
+ R_Mesh_Draw(3, 1, polygonelements);
+}
+
+void R_UpdateWorld(void)
{
- mspriteframe_t *oldframe, *newframe;
- float *up, *right, lerp, ilerp;
- vec3_t v_forward, v_right, v_up, org;
- msprite_t *psprite;
-
- // don't even bother culling, because it's just a single
- // polygon without a surface cache
- R_GetSpriteFrame (e, &oldframe, &newframe, &lerp);
- if (lerp < 0) lerp = 0;
- if (lerp > 1) lerp = 1;
- if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK!
- lerp = 1;
- ilerp = 1.0 - lerp;
- psprite = e->model->cache.data;
-
- if (psprite->type == SPR_ORIENTED)
- { // bullet marks on walls
- AngleVectors (e->angles, v_forward, v_right, v_up);
- up = v_up;
- right = v_right;
- VectorSubtract(e->origin, vpn, org);
- }
- else
- { // normal sprite
- up = vup;
- right = vright;
- VectorCopy(e->origin, org);
- }
- if (e->scale != 1)
- {
- VectorScale(up, e->scale, up);
- VectorScale(right, e->scale, right);
- }
+ if (!r_refdef.entities/* || !cl.worldmodel*/)
+ return; //Host_Error ("R_RenderView: NULL worldmodel");
- if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
+ /*
+ if (r_shadow_realtime_world.integer && !gl_stencil)
{
- shadecolor[0] = e->colormod[0] * 255;
- shadecolor[1] = e->colormod[1] * 255;
- shadecolor[2] = e->colormod[2] * 255;
+ Con_Print("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);
}
- else
+ */
+
+ // don't allow cheats in multiplayer
+ if (!cl.islocalgame && cl.worldmodel)
{
- R_LightPoint (shadecolor, e->origin);
- R_DynamicLightPointNoMask(shadecolor, e->origin);
+ if (r_fullbright.integer != 0)
+ Cvar_Set ("r_fullbright", "0");
+ if (r_ambient.value != 0)
+ Cvar_Set ("r_ambient", "0");
}
- // LordHavoc: interpolated sprite rendering
- if (ilerp != 0)
- GL_DrawSpriteImage(oldframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*ilerp);
- if (lerp != 0)
- GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp);
+ R_Textures_Frame();
+ R_UpdateFog();
+ R_UpdateLights();
}
-//==================================================================================
-
-void R_DrawBrushModel (entity_t *e);
+void R_RenderScene(void);
/*
-=============
-R_DrawEntitiesOnList
-=============
+================
+R_RenderView
+================
*/
-// LordHavoc: split so bmodels are rendered before any other objects
-void R_DrawEntitiesOnList1 (void)
+void R_RenderView(void)
{
- int i;
-
- if (!r_drawentities.value)
- return;
-
- for (i=0 ; i<cl_numvisedicts ; i++)
- {
- if (cl_visedicts[i]->model->type != mod_brush)
- continue;
- currententity = cl_visedicts[i];
- modelalpha = currententity->alpha;
-
- R_DrawBrushModel (currententity);
- }
+ if (!r_refdef.entities/* || !cl.worldmodel*/)
+ return; //Host_Error ("R_RenderView: NULL worldmodel");
+
+ r_view_width = bound(0, r_refdef.width, vid.realwidth);
+ r_view_height = bound(0, r_refdef.height, vid.realheight);
+ r_view_depth = 1;
+ r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
+ r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
+ r_view_z = 0;
+ r_view_fov_x = bound(1, r_refdef.fov_x, 170);
+ r_view_fov_y = bound(1, r_refdef.fov_y, 170);
+ r_view_matrix = r_refdef.viewentitymatrix;
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ r_rtworld = r_shadow_realtime_world.integer;
+ r_rtworldshadows = r_rtworld && r_shadow_realtime_world_shadows.integer;
+ r_rtdlight = r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer;
+ r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer);
+ r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+
+ // GL is weird because it's bottom to top, r_view_y is top to bottom
+ qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+ GL_ScissorTest(true);
+ GL_DepthMask(true);
+ R_ClearScreen();
+ R_TimeReport("setup");
+
+ qglDepthFunc(GL_LEQUAL);
+ qglPolygonOffset(0, 0);
+ qglEnable(GL_POLYGON_OFFSET_FILL);
+
+ R_RenderScene();
+
+ qglPolygonOffset(0, 0);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
+
+ R_BlendView();
+ R_TimeReport("blendview");
+
+ GL_Scissor(0, 0, vid.realwidth, vid.realheight);
+ GL_ScissorTest(false);
}
-void R_DrawEntitiesOnList2 (void)
+extern void R_DrawLightningBeams (void);
+void R_RenderScene(void)
{
- int i;
+ entity_render_t *world;
+
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
- if (!r_drawentities.value)
- return;
+ r_framecount++;
- for (i=0 ; i<cl_numvisedicts ; i++)
- {
- currententity = cl_visedicts[i];
- modelalpha = currententity->alpha;
+ R_MeshQueue_BeginScene();
- switch (currententity->model->type)
- {
- case mod_alias:
- R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
- break;
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
- case mod_sprite:
- R_DrawSpriteModel (currententity);
- break;
+ R_SetFrustum();
- default:
- break;
- }
- }
-}
+ r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+ if (gl_stencil && (r_rtworldshadows || r_rtdlightshadows))
+ GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
+ else
+ GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
-/*
-=============
-R_DrawViewModel
-=============
-*/
-void R_DrawViewModel (void)
-{
- if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
- return;
+ GL_SetupView_Orientation_FromEntity(&r_view_matrix);
- currententity = &cl.viewent;
- currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
- currententity->effects = cl_entities[cl.viewentity].effects;
- currententity->scale = 1;
- VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
+ R_SkyStartFrame();
- // hack the depth range to prevent view model from poking into walls
- glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
- R_DrawAliasModel (currententity, FALSE, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
- glDepthRange (gldepthmin, gldepthmax);
-}
+ if (cl.worldmodel && cl.worldmodel->brush.FatPVS)
+ cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
+ world = &cl_entities[0].render;
+ R_WorldVisibility(world);
+ R_TimeReport("worldvis");
-void R_DrawBrushModel (entity_t *e);
+ R_MarkEntities();
+ R_TimeReport("markentity");
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
+ R_Shadow_UpdateWorldLightSelection();
-void R_SetFrustum (void)
-{
- int i;
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
- if (r_refdef.fov_x == 90)
+ GL_ShowTrisColor(0.025, 0.025, 0, 1);
+ if (world->model && world->model->DrawSky)
{
- // front side is visible
+ world->model->DrawSky(world);
+ R_TimeReport("worldsky");
+ }
- VectorAdd (vpn, vright, frustum[0].normal);
- VectorSubtract (vpn, vright, frustum[1].normal);
+ if (R_DrawBrushModelsSky())
+ R_TimeReport("bmodelsky");
- VectorAdd (vpn, vup, frustum[2].normal);
- VectorSubtract (vpn, vup, frustum[3].normal);
- }
- else
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+ if (world->model && world->model->Draw)
{
- // rotate VPN right by FOV_X/2 degrees
- RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
- // rotate VPN left by FOV_X/2 degrees
- RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
- // rotate VPN up by FOV_X/2 degrees
- RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
- // rotate VPN down by FOV_X/2 degrees
- RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
+ world->model->Draw(world);
+ R_TimeReport("world");
}
- for (i=0 ; i<4 ; i++)
- {
- frustum[i].type = PLANE_ANYZ;
- frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
-// frustum[i].signbits = SignbitsForPlane (&frustum[i]);
- BoxOnPlaneSideClassify(&frustum[i]);
- }
-}
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
-void R_AnimateLight (void);
-void V_CalcBlend (void);
+ GL_ShowTrisColor(0, 0.015, 0, 1);
-/*
-===============
-R_SetupFrame
-===============
-*/
-void R_SetupFrame (void)
-{
-// don't allow cheats in multiplayer
- if (cl.maxclients > 1)
- {
- Cvar_Set ("r_fullbright", "0");
- Cvar_Set ("r_ambient", "0");
- }
+ R_DrawModels();
+ R_TimeReport("models");
- R_AnimateLight ();
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
- r_framecount++;
+ GL_ShowTrisColor(0, 0, 0.033, 1);
+ R_ShadowVolumeLighting(false);
+ R_TimeReport("rtlights");
-// build the transformation matrix for the given view angles
- VectorCopy (r_refdef.vieworg, r_origin);
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
- AngleVectors (r_refdef.viewangles, vpn, vright, vup);
+ GL_ShowTrisColor(0.1, 0, 0, 1);
-// current viewleaf
- r_oldviewleaf = r_viewleaf;
- r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
+ R_DrawLightningBeams();
+ R_TimeReport("lightning");
- V_SetContentsColor (r_viewleaf->contents);
- V_CalcBlend ();
+ R_DrawParticles();
+ R_TimeReport("particles");
- r_cache_thrash = false;
+ R_DrawExplosions();
+ R_TimeReport("explosions");
- c_brush_polys = 0;
- c_alias_polys = 0;
- c_light_polys = 0;
- c_nodes = 0;
- c_leafs = 0;
+ R_MeshQueue_RenderTransparent();
+ R_TimeReport("drawtrans");
-}
+ R_DrawCoronas();
+ R_TimeReport("coronas");
+ R_DrawWorldCrosshair();
+ R_TimeReport("crosshair");
-void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
-{
- GLdouble xmin, xmax, ymin, ymax;
+ R_MeshQueue_Render();
+ R_MeshQueue_EndScene();
- ymax = zNear * tan( fovy * M_PI / 360.0 );
- ymin = -ymax;
+ if (r_shadow_visiblevolumes.integer && !r_showtrispass)
+ {
+ R_ShadowVolumeLighting(true);
+ R_TimeReport("shadowvolume");
+ }
- xmin = ymin * aspect;
- xmax = ymax * aspect;
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
- glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
}
-
-extern char skyname[];
-
/*
-=============
-R_SetupGL
-=============
-*/
-void R_SetupGL (void)
+void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
{
- float screenaspect;
- extern int glwidth, glheight;
- int x, x2, y2, y, w, h;
-
- if (!r_render.value)
- return;
- //
- // set up viewpoint
- //
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity ();
- x = r_refdef.vrect.x * glwidth/vid.width;
- x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
- y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
- y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
-
- // fudge around because of frac screen scale
- if (x > 0)
- x--;
- if (x2 < glwidth)
- x2++;
- if (y2 < 0)
- y2--;
- if (y < glheight)
- y++;
-
- w = x2 - x;
- h = y - y2;
-
- if (envmap)
+ int i;
+ float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
+ rmeshstate_t m;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ GL_DepthTest(true);
+ R_Mesh_Matrix(&r_identitymatrix);
+
+ 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];
+ R_FillColors(color, 8, cr, cg, cb, ca);
+ if (fogenabled)
{
- x = y2 = 0;
- w = h = 256;
+ for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
+ {
+ VectorSubtract(v, r_vieworigin, diff);
+ f2 = exp(fogdensity/DotProduct(diff, diff));
+ f1 = 1 - f2;
+ c[0] = c[0] * f1 + fogcolor[0] * f2;
+ c[1] = c[1] * f1 + fogcolor[1] * f2;
+ c[2] = c[2] * f1 + fogcolor[2] * f2;
+ }
}
-
- glViewport (glx + x, gly + y2, w, h);
- screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
-// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
-// if (skyname[0]) // skybox enabled?
-// MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
-// else
- MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value);
-
- glCullFace(GL_FRONT);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity ();
-
- glRotatef (-90, 1, 0, 0); // put Z going up
- glRotatef (90, 0, 0, 1); // put Z going up
- glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
- glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
- glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
- glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
-
- glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
- //
- // set drawing parms
- //
-// if (gl_cull.value)
- glEnable(GL_CULL_FACE);
-// else
-// glDisable(GL_CULL_FACE);
-
- glEnable(GL_BLEND); // was Disable
- glDisable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.5);
- glEnable(GL_DEPTH_TEST);
- glDepthMask(1);
- glShadeModel(GL_SMOOTH);
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.pointer_color = color;
+ R_Mesh_State(&m);
+ R_Mesh_Draw(8, 12);
}
+*/
-void R_DrawWorld (void);
-//void R_RenderDlights (void);
-void R_DrawParticles (void);
+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
+};
-/*
-=============
-R_Clear
-=============
-*/
-void R_Clear (void)
+float nomodelvertex3f[6*3] =
{
- if (!r_render.value)
- return;
-// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
- gldepthmin = 0;
- gldepthmax = 1;
- glDepthFunc (GL_LEQUAL);
+ -16, 0, 0,
+ 16, 0, 0,
+ 0, -16, 0,
+ 0, 16, 0,
+ 0, 0, -16,
+ 0, 0, 16
+};
- glDepthRange (gldepthmin, gldepthmax);
-}
+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
+};
-// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
-void GL_Brighten()
+void R_DrawNoModelCallback(const void *calldata1, int calldata2)
{
- if (!r_render.value)
- return;
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity ();
- glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity ();
- glDisable (GL_DEPTH_TEST);
- glDisable (GL_CULL_FACE);
- glDisable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc (GL_DST_COLOR, GL_ONE);
- glBegin (GL_TRIANGLES);
- glColor3f (1, 1, 1);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
- glEnd ();
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glEnable (GL_DEPTH_TEST);
- glEnable (GL_CULL_FACE);
-}
+ const entity_render_t *ent = calldata1;
+ int i;
+ float f1, f2, *c, diff[3];
+ float color4f[6*4];
+ rmeshstate_t m;
+ R_Mesh_Matrix(&ent->matrix);
-extern cvar_t contrast;
-extern cvar_t brightness;
-extern cvar_t gl_lightmode;
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = nomodelvertex3f;
-void GL_BlendView()
-{
- if (!r_render.value)
- return;
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity ();
- glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity ();
- glDisable (GL_DEPTH_TEST);
- glDisable (GL_CULL_FACE);
- glDisable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- if (lighthalf)
+ if (ent->flags & EF_ADDITIVE)
{
- glBlendFunc (GL_DST_COLOR, GL_ONE);
- glBegin (GL_TRIANGLES);
- glColor3f (1, 1, 1);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
- glEnd ();
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
}
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- contrast.value = bound(0.2, contrast.value, 1.0);
- if (/*gl_polyblend.value && */v_blend[3])
+ else if (ent->alpha < 1)
{
- glBegin (GL_TRIANGLES);
- glColor4fv (v_blend);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
- glEnd ();
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
}
-
- glEnable (GL_CULL_FACE);
- glEnable (GL_DEPTH_TEST);
- glDisable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
-}
-
-#define TIMEREPORT(DESC) \
- if (r_speeds2.value)\
- {\
- temptime = -currtime;\
- currtime = Sys_FloatTime();\
- temptime += currtime;\
- Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
+ else
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
}
+ GL_DepthTest(true);
+ if (fogenabled)
+ {
+ memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+ m.pointer_color = color4f;
+ VectorSubtract(ent->origin, r_vieworigin, diff);
+ f2 = exp(fogdensity/DotProduct(diff, diff));
+ f1 = 1 - f2;
+ for (i = 0, c = color4f;i < 6;i++, c += 4)
+ {
+ 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 if (ent->alpha != 1)
+ {
+ memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+ m.pointer_color = color4f;
+ for (i = 0, c = color4f;i < 6;i++, c += 4)
+ c[3] *= ent->alpha;
+ }
+ else
+ m.pointer_color = nomodelcolor4f;
+ R_Mesh_State(&m);
+ R_Mesh_Draw(6, 8, nomodelelements);
+}
-/*
-================
-R_RenderView
-
-r_refdef must be set before the first call
-================
-*/
-extern qboolean intimerefresh;
-extern qboolean skyisvisible;
-extern void R_Sky();
-extern void UploadLightmaps();
-void R_RenderView (void)
+void R_DrawNoModel(entity_render_t *ent)
{
-// double currtime, temptime;
-// if (r_norefresh.value)
-// return;
-
- if (!r_worldentity.model || !cl.worldmodel)
- Sys_Error ("R_RenderView: NULL worldmodel");
-
- lighthalf = gl_lightmode.value;
-
- FOG_framebegin();
-
-// if (r_speeds2.value)
-// {
-// currtime = Sys_FloatTime();
-// Con_Printf("render time: ");
-// }
- R_Clear();
-// TIMEREPORT("R_Clear")
-
- // render normal view
-
- R_SetupFrame ();
- R_SetFrustum ();
- R_SetupGL ();
-
- skypolyclear();
- wallpolyclear();
- transpolyclear();
- skyisvisible = false;
-
- R_MarkLeaves (); // done here so we know if we're in water
- R_DrawWorld (); // adds static entities to the list
- if (!intimerefresh)
- S_ExtraUpdate (); // don't let sound get messed up if going slow
- R_DrawEntitiesOnList1 (); // BSP models
+ //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
+ R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
+ //else
+ // R_DrawNoModelCallback(ent, 0);
+}
- skypolyrender(); // fogged sky polys, affects depth
- if (skyname[0] && skyisvisible && !fogenabled)
- R_Sky(); // does not affect depth, draws over the sky polys
+void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
+{
+ vec3_t right1, right2, diff, normal;
+
+ VectorSubtract (org2, org1, normal);
+ VectorNormalizeFast (normal);
+
+ // calculate 'right' vector for start
+ VectorSubtract (r_vieworigin, org1, diff);
+ VectorNormalizeFast (diff);
+ CrossProduct (normal, diff, right1);
+
+ // calculate 'right' vector for end
+ VectorSubtract (r_vieworigin, org2, diff);
+ VectorNormalizeFast (diff);
+ CrossProduct (normal, diff, right2);
+
+ vert[ 0] = org1[0] + width * right1[0];
+ vert[ 1] = org1[1] + width * right1[1];
+ vert[ 2] = org1[2] + width * right1[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];
+}
- UploadLightmaps();
- wallpolyrender();
+float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
- R_DrawEntitiesOnList2 (); // other models
-// R_RenderDlights ();
- R_DrawViewModel ();
- R_DrawParticles ();
+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;
- transpolyrender();
+ if (fogenabled)
+ {
+ VectorSubtract(origin, r_vieworigin, diff);
+ ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+ }
- FOG_frameend();
- GL_BlendView();
-// if (r_speeds2.value)
-// Con_Printf("\n");
+ R_Mesh_Matrix(&r_identitymatrix);
+ GL_BlendFunc(blendfunc1, blendfunc2);
+ GL_DepthMask(false);
+ GL_DepthTest(!depthdisable);
+
+ 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;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture);
+ m.pointer_texcoord[0] = spritetexcoord2f;
+ m.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&m);
+ GL_Color(cr, cg, cb, ca);
+ R_Mesh_Draw(4, 2, polygonelements);
}
+