// r_main.c
#include "quakedef.h"
+#include "r_shadow.h"
// used for dlight push checking and other things
int r_framecount;
float r_farclip;
+// forces all rendering to draw triangle outlines
+int r_showtrispass;
+
// view origin
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_width;
+int r_view_height;
+float r_view_fov_x;
+float r_view_fov_y;
+matrix4x4_t r_view_matrix;
//
// screen size info
// 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_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_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_shadow_cull = {0, "r_shadow_cull", "1"};
cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
VectorCopy(oldangles, cl.viewangles);
intimerefresh = 0;
- Con_Printf ("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+ Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
}
vec3_t fogcolor;
float fog_density, fog_red, fog_green, fog_blue;
qboolean fogenabled;
qboolean oldgl_fogenable;
-void R_SetupFog(void)
+void R_UpdateFog(void)
{
if (gamemode == GAME_NEHAHRA)
{
if (l >= 0 && !strcmp(entname + l, ".bsp"))
{
strcpy(entname + l, ".ent");
- if ((entities = FS_LoadFile(entname, true)))
+ if ((entities = FS_LoadFile(entname, tempmempool, true)))
{
CL_ParseEntityLump(entities);
Mem_Free(entities);
// FIXME: move this to client?
FOG_registercvars();
Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
+ Cvar_RegisterVariable(&r_showtris);
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)
+ if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
-vec3_t r_farclip_origin;
-vec3_t r_farclip_direction;
-vec_t r_farclip_directiondist;
-vec_t r_farclip_meshfarclip;
-int r_farclip_directionbit0;
-int r_farclip_directionbit1;
-int r_farclip_directionbit2;
-
-// start a farclip measuring session
-void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
-{
- 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;
-}
+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
-void R_FarClip_Box(vec3_t mins, vec3_t maxs)
+static void R_FarClip_Box(vec3_t mins, vec3_t maxs)
{
float d;
d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
}
// return farclip value
-float R_FarClip_Finish(void)
+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;
}
return false;
}
-#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)
Matrix4x4_CreateIdentity(&ent->matrix);
Matrix4x4_CreateIdentity(&ent->inversematrix);
- if (cl.worldmodel)
- R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
-
if (!r_drawentities.integer)
return;
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_FarClip_Box(ent->mins, ent->maxs);
- }
}
}
}
}
-#include "r_shadow.h"
-
-int shadowframecount = 0;
-
-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)
+static void R_SetFrustum(void)
{
- vec3_t relativelightorigin;
- // rough checks
- 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])))
- {
- Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
- ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
- }
-}
-
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
-
-void R_ShadowVolumeLighting(int visiblevolumes)
-{
- int i;
- entity_render_t *ent;
- int lnum;
- float f, lightradius, cullradius;
- vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
- worldlight_t *wl;
- rdlight_t *rd;
- rmeshstate_t m;
- 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));
- 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, 0.0125, 0.1, 1);
- }
- else
- R_Shadow_Stage_Begin();
- shadowframecount++;
- if (r_shadow_realtime_world.integer)
- {
- R_Shadow_LoadWorldLightsIfNeeded();
- for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
- {
- if (d_lightstylevalue[wl->style] <= 0)
- continue;
- 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);
-
- 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 (wl->castshadows && (gl_stencil || visiblevolumes))
- {
- if (!visiblevolumes)
- R_Shadow_Stage_ShadowVolumes();
- ent = &cl_entities[0].render;
- if (r_shadow_staticworldlights.integer)
- R_Shadow_DrawStaticWorldLight_Shadow(wl, &ent->matrix);
- else
- 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 (!visiblevolumes)
- {
- 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)
- {
- Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, 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 (r_shadow_staticworldlights.integer)
- R_Shadow_DrawStaticWorldLight_Light(wl, &ent->matrix, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, &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++)
- {
- 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_vieworigin, 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_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
- {
- for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
- {
- 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;
-
- cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
- VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
-
- if (r_shadow_shadows.integer && (gl_stencil || visiblevolumes))
- {
- 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)
- {
- 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, false);
- }
- }
- }
-
- if (!visiblevolumes)
- {
- 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)
- {
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, 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++)
- {
- 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_vieworigin, 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)
- qglEnable(GL_CULL_FACE);
- else
- R_Shadow_Stage_End();
- qglDisable(GL_SCISSOR_TEST);
-}
+ // 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);
-static void R_SetFrustum (void)
-{
// 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_refdef.fov_x / 2));
+ 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_refdef.fov_x / 2));
+ 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_refdef.fov_y / 2));
+ 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_refdef.fov_y / 2));
+ 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]);
}
-/*
-===============
-R_SetupFrame
-===============
-*/
-static void R_SetupFrame (void)
-{
-// don't allow cheats in multiplayer
- if (!cl.islocalgame)
- {
- if (r_fullbright.integer != 0)
- Cvar_Set ("r_fullbright", "0");
- if (r_ambient.value != 0)
- Cvar_Set ("r_ambient", "0");
- }
-
- r_framecount++;
-
- // break apart the viewentity matrix into vectors for various purposes
- Matrix4x4_ToVectors(&r_refdef.viewentitymatrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
- VectorNegate(r_viewleft, r_viewright);
-
- GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
- 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);
- GL_SetupView_Orientation_FromEntity(&r_refdef.viewentitymatrix);
-
- R_AnimateLight();
-}
-
-
static void R_BlendView(void)
{
rmeshstate_t m;
R_Mesh_Matrix(&r_identitymatrix);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&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_VertexPointer(vertex3f);
GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
- r = 64000;
+ 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;
R_Mesh_Draw(3, 1, polygonelements);
}
+void R_UpdateWorld(void)
+{
+ if (!r_refdef.entities/* || !cl.worldmodel*/)
+ return; //Host_Error ("R_RenderView: NULL worldmodel");
+
+ if (r_shadow_realtime_world.integer && !gl_stencil)
+ {
+ 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);
+ }
+
+ // don't allow cheats in multiplayer
+ if (!cl.islocalgame)
+ {
+ if (r_fullbright.integer != 0)
+ Cvar_Set ("r_fullbright", "0");
+ if (r_ambient.value != 0)
+ Cvar_Set ("r_ambient", "0");
+ }
+
+ R_Textures_Frame();
+ R_UpdateFog();
+ R_UpdateLights();
+}
+
+void R_RenderScene(void);
+
/*
================
R_RenderView
-
-r_refdef must be set before the first call
================
*/
-extern void R_DrawLightningBeams (void);
-void R_RenderView (void)
+void R_RenderView(void)
{
- entity_render_t *world;
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_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_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 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);
+ R_ClearScreen();
+ R_TimeReport("setup");
- if (r_shadow_realtime_world.integer)
- {
- if (!gl_stencil)
- {
- 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);
- }
- }
+ qglDepthFunc(GL_LEQUAL);
+ qglPolygonOffset(0, 0);
+ qglEnable(GL_POLYGON_OFFSET_FILL);
- world = &cl_entities[0].render;
+ R_RenderScene();
- // FIXME: move to client
- R_MoveExplosions();
- R_TimeReport("mexplosion");
+ qglPolygonOffset(0, 0);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
+
+ R_BlendView();
+ R_TimeReport("blendview");
+
+ GL_Scissor(0, 0, vid.realwidth, vid.realheight);
+ GL_ScissorTest(false);
+}
+
+extern void R_DrawLightningBeams (void);
+void R_RenderScene(void)
+{
+ entity_render_t *world;
+
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
+
+ r_framecount++;
+
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
- R_Textures_Frame();
- R_SetupFrame();
R_SetFrustum();
- R_SetupFog();
+
+ r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+ if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer)))
+ 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);
+
+ GL_SetupView_Orientation_FromEntity(&r_view_matrix);
+
R_SkyStartFrame();
- R_BuildLightList();
- R_TimeReport("setup");
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");
- R_FarClip_Start(r_vieworigin, r_viewforward, 768.0f);
R_MarkEntities();
- r_farclip = R_FarClip_Finish() + 256.0f;
R_TimeReport("markentity");
- qglDepthFunc(GL_LEQUAL);
-
- R_Mesh_Start();
R_MeshQueue_BeginScene();
R_Shadow_UpdateWorldLightSelection();
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
+
if (R_DrawBrushModelsSky())
R_TimeReport("bmodelsky");
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
+ GL_ShowTrisColor(0, 0.015, 0, 1);
+
R_DrawModels();
R_TimeReport("models");
- if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
- {
- R_ShadowVolumeLighting(false);
- R_TimeReport("dynlight");
- }
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
+
+ GL_ShowTrisColor(0, 0, 0.033, 1);
+ R_ShadowVolumeLighting(false);
+ R_TimeReport("rtlights");
+
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
+
+ GL_ShowTrisColor(0.1, 0, 0, 1);
R_DrawLightningBeams();
R_TimeReport("lightning");
R_DrawWorldCrosshair();
R_TimeReport("crosshair");
- R_BlendView();
- R_TimeReport("blendview");
-
R_MeshQueue_Render();
R_MeshQueue_EndScene();
- if (r_shadow_visiblevolumes.integer)
+ if (r_shadow_visiblevolumes.integer && !r_showtrispass)
{
R_ShadowVolumeLighting(true);
R_TimeReport("shadowvolume");
}
- R_Mesh_Finish();
- R_TimeReport("meshfinish");
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
}
/*
GL_DepthTest(true);
R_Mesh_Matrix(&r_identitymatrix);
- 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[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)
{
c[2] = c[2] * f1 + fogcolor[2] * f2;
}
}
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.pointer_color = color;
+ R_Mesh_State(&m);
R_Mesh_Draw(8, 12);
}
*/
R_Mesh_Matrix(&ent->matrix);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = nomodelvertex3f;
if (ent->flags & EF_ADDITIVE)
{
GL_DepthMask(true);
}
GL_DepthTest(true);
- GL_VertexPointer(nomodelvertex3f);
if (fogenabled)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- GL_ColorPointer(color4f);
+ m.pointer_color = color4f;
VectorSubtract(ent->origin, r_vieworigin, diff);
f2 = exp(fogdensity/DotProduct(diff, diff));
f1 = 1 - f2;
else if (ent->alpha != 1)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- GL_ColorPointer(color4f);
+ m.pointer_color = color4f;
for (i = 0, c = color4f;i < 6;i++, c += 4)
c[3] *= ent->alpha;
}
else
- GL_ColorPointer(nomodelcolor4f);
+ m.pointer_color = nomodelcolor4f;
+ R_Mesh_State(&m);
R_Mesh_Draw(6, 8, nomodelelements);
}
}
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[ 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);
}