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.
#include "quakedef.h"
-entity_t r_worldentity;
+// used for dlight push checking and other things
+int r_framecount;
-qboolean r_cache_thrash; // compatability
+mplane_t frustum[4];
-vec3_t modelorg, r_entorigin;
-entity_t *currententity;
+matrix4x4_t r_identitymatrix;
-int r_visframecount; // bumped when going to a new PVS
-int r_framecount; // used for dlight push checking
+int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
-mplane_t frustum[4];
+// true during envmap command capture
+qboolean envmap;
-int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
+float r_farclip;
-qboolean envmap; // true during envmap command capture
-
-// 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
-
-//
// 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_origin;
+vec3_t vpn;
+vec3_t vright;
+vec3_t vup;
//
// 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_drawentities = {0, "r_drawentities","1"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
+cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0"};
+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 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"};
+
+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_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 start, stop, time;
-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;
+ start = Sys_DoubleTime ();
+ for (i = 0;i < 128;i++)
+ {
+ r_refdef.viewangles[0] = 0;
+ r_refdef.viewangles[1] = i/128.0*360.0;
+ r_refdef.viewangles[2] = 0;
+ CL_UpdateScreen();
+ }
-qboolean lighthalf;
+ stop = Sys_DoubleTime ();
+ intimerefresh = 0;
+ time = stop-start;
+ Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
+}
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_SetupFog(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;
}
if (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;
- }
+ 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 (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);
+ fogenabled = true;
+ fogdensity = -4000.0f / (fog_density * fog_density);
+ // fog color was already set
}
else
- {
- if (fog_density)
- {
- fogenabled = true;
- fogdensity = -4000.0f / (fog_density * fog_density);
- // fog color was already set
- }
- else
- fogenabled = false;
- }
+ fogenabled = false;
}
-void FOG_frameend()
+// FIXME: move this to client?
+void FOG_clear(void)
{
- if (glfog.value)
- glDisable(GL_FOG);
-}
-
-void FOG_clear()
-{
- 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 gl_main_start()
+void gl_main_start(void)
{
}
-void gl_main_shutdown()
+void gl_main_shutdown(void)
{
}
-void gl_main_newmap()
+extern void CL_ParseEntityLump(char *entitystring);
+void gl_main_newmap(void)
{
+ if (cl.worldmodel && cl.worldmodel->entities)
+ CL_ParseEntityLump(cl.worldmodel->entities);
+ r_framecount = 1;
}
-void GL_Main_Init()
+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_speeds2);
- Cvar_RegisterVariable (&contrast);
- Cvar_RegisterVariable (&brightness);
- Cvar_RegisterVariable (&gl_lightmode);
-// Cvar_RegisterVariable (&r_dynamicwater);
-// Cvar_RegisterVariable (&r_dynamicbothsides);
Cvar_RegisterVariable (&r_fullbrights);
Cvar_RegisterVariable (&r_wateralpha);
Cvar_RegisterVariable (&r_dynamic);
- Cvar_RegisterVariable (&r_novis);
- Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple
- if (nehahra)
- Cvar_SetValue("r_fullbrights", 0);
-// if (gl_vendor && strstr(gl_vendor, "3Dfx"))
-// gl_lightmode.value = 0;
Cvar_RegisterVariable (&r_fullbright);
+ Cvar_RegisterVariable (&r_textureunits);
+ Cvar_RegisterVariable (&r_shadow_cull);
+ if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXIUZ)
+ Cvar_SetValue("r_fullbrights", 0);
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();
-extern void R_Explosion_Init();
-extern void CL_Effects_Init();
+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;
+}
-void Render_Init()
+// enlarge farclip to accomodate box
+void R_FarClip_Box(vec3_t mins, vec3_t maxs)
{
- R_Modules_Shutdown();
+ 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
+float R_FarClip_Finish(void)
+{
+ 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);
+
+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_Explosion_Init();
- CL_Effects_Init();
- R_Decals_Init();
- R_Modules_Start();
+ ui_init();
+ Sbar_Init();
}
/*
extern char *ENGINE_EXTENSIONS;
void GL_Init (void)
{
- gl_vendor = glGetString (GL_VENDOR);
- Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
- gl_renderer = glGetString (GL_RENDERER);
- Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
-
- gl_version = glGetString (GL_VERSION);
- Con_Printf ("GL_VERSION: %s\n", gl_version);
- gl_extensions = glGetString (GL_EXTENSIONS);
- Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
-
-// Con_Printf ("%s %s\n", gl_renderer, gl_version);
-
- VID_CheckMultitexture();
- VID_CheckCVA();
+ VID_CheckExtensions();
// LordHavoc: report supported extensions
Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
-
- glCullFace(GL_FRONT);
- glEnable(GL_TEXTURE_2D);
-// glDisable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.5);
-
-// glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
-
- Palette_Init();
}
-
-/*
-void R_RotateForEntity (entity_t *e)
+int R_CullBox(const vec3_t mins, const vec3_t maxs)
{
- 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);
-
- glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
+ 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;
}
-*/
-
-// LordHavoc: shading stuff
-vec3_t shadevector;
-vec3_t shadecolor;
-
-float modelalpha;
-
-//==================================================================================
-
-void R_DrawBrushModel (entity_t *e);
-void R_DrawSpriteModel (entity_t *e, frameblend_t *blend);
-void R_LerpUpdate(entity_t *ent)
+int PVS_CullBox(const vec3_t mins, const vec3_t maxs)
{
- int frame;
- frame = ent->render.frame;
- if (ent->render.model && ent->render.frame >= ent->render.model->numframes)
+ int stackpos, sides;
+ mnode_t *node, *stack[4096];
+ if (cl.worldmodel == NULL)
+ return false;
+ stackpos = 0;
+ stack[stackpos++] = cl.worldmodel->nodes;
+ while (stackpos)
{
- Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name);
- frame = 0;
+ 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;
+}
- if (ent->render.lerp_model != ent->render.model)
- {
- // reset all interpolation information
- ent->render.lerp_model = ent->render.model;
- ent->render.frame1 = ent->render.frame2 = frame;
- ent->render.frame1start = ent->render.frame2start = cl.time;
- ent->render.framelerp = 1;
- ent->render.lerp_starttime = 0;
- }
- else if (ent->render.frame2 != frame)
- {
- // transition to new frame
- ent->render.frame1 = ent->render.frame2;
- ent->render.frame1start = ent->render.frame2start;
- ent->render.frame2 = frame;
- ent->render.frame2start = cl.time;
- ent->render.framelerp = 0;
- ent->render.lerp_starttime = cl.time;
- }
- else
+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)
{
- // lerp_starttime < 0 is used to prevent changing of framelerp
- if (ent->render.lerp_starttime >= 0)
+ node = stack[--stackpos];
+ if (node->contents < 0)
+ {
+ if (((mleaf_t *)node)->visframe == r_framecount)
+ return false;
+ }
+ else
{
- // update transition
- ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10;
- ent->render.framelerp = bound(0, ent->render.framelerp, 1);
+ 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);
+}
-void R_PrepareEntities (void)
+int PVS_CullSphere(const vec3_t origin, vec_t radius)
{
- int i;
- entity_t *ent;
- vec3_t v;
- // this updates entities that are supposed to be view relative
- for (i = 0;i < cl_numvisedicts;i++)
+ int stackpos;
+ mnode_t *node, *stack[4096];
+ float dist;
+ if (cl.worldmodel == NULL)
+ return false;
+ stackpos = 0;
+ stack[stackpos++] = cl.worldmodel->nodes;
+ while (stackpos)
{
- ent = cl_visedicts[i];
+ 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;
+}
- if (ent->render.flags & RENDER_VIEWMODEL)
+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
{
- // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
- ent->render.flags -= RENDER_VIEWMODEL;
- // transform origin
- VectorCopy(ent->render.origin, v);
- ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_refdef.vieworg[0];
- ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_refdef.vieworg[1];
- ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_refdef.vieworg[2];
- // adjust angles
- VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles);
+ dist = PlaneDiff(origin, node->plane);
+ if (dist <= radius)
+ stack[stackpos++] = node->children[1];
+ if (dist >= -radius)
+ stack[stackpos++] = node->children[0];
}
}
+ return true;
}
-/*
-=============
-R_DrawEntitiesOnList
-=============
-*/
-// LordHavoc: split so bmodels are rendered before any other objects
-void R_DrawEntitiesOnList1 (void)
+
+//==================================================================================
+
+static void R_MarkEntities (void)
{
- int i;
+ int i;
+ entity_render_t *ent;
+
+ ent = &cl_entities[0].render;
+ Matrix4x4_CreateIdentity(&ent->matrix);
+ Matrix4x4_CreateIdentity(&ent->inversematrix);
- if (!r_drawentities.value)
+ if (cl.worldmodel)
+ R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
+
+ if (!r_drawentities.integer)
return;
- for (i = 0;i < cl_numvisedicts;i++)
+ for (i = 0;i < r_refdef.numentities;i++)
{
- if (cl_visedicts[i]->render.model->type != mod_brush)
- continue;
- currententity = cl_visedicts[i];
- modelalpha = currententity->render.alpha;
-
- R_DrawBrushModel (currententity);
+ 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_CullSphere(ent->origin, (ent->model != NULL ? ent->model->radius : 16) * ent->scale)
+ && !VIS_CullBox(ent->mins, ent->maxs))
+ {
+ ent->visframe = r_framecount;
+ R_FarClip_Box(ent->mins, ent->maxs);
+ }
}
}
-void R_DrawEntitiesOnList2 (void)
+// only used if skyrendermasked, and normally returns false
+int R_DrawBrushModelsSky (void)
{
- int i;
- frameblend_t blend[4];
+ int i, sky;
+ entity_render_t *ent;
- if (!r_drawentities.value)
- return;
+ if (!r_drawentities.integer)
+ return false;
- for (i = 0;i < cl_numvisedicts;i++)
+ sky = false;
+ for (i = 0;i < r_refdef.numentities;i++)
{
- currententity = cl_visedicts[i];
- modelalpha = currententity->render.alpha;
-
- switch (currententity->render.model->type)
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
{
- case mod_alias:
- R_LerpUpdate(currententity);
- R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
- R_DrawAliasModel (currententity, true, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
- break;
-
- case mod_sprite:
- R_LerpUpdate(currententity);
- R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
- R_DrawSpriteModel (currententity, blend);
- break;
-
- default:
- break;
+ ent->model->DrawSky(ent);
+ sky = true;
}
}
+ return sky;
}
/*
R_DrawViewModel
=============
*/
+/*
void R_DrawViewModel (void)
{
- frameblend_t blend[4];
+ entity_render_t *ent;
- if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
+ // FIXME: move these checks to client
+ if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
return;
- currententity = &cl.viewent;
- currententity->render.alpha = modelalpha = cl_entities[cl.viewentity].render.alpha; // LordHavoc: if the player is transparent, so is the gun
- currententity->render.effects = cl_entities[cl.viewentity].render.effects;
- currententity->render.scale = 1;
- VectorCopy(cl_entities[cl.viewentity].render.colormod, currententity->render.colormod);
-
- R_LerpUpdate(currententity);
- R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend);
-
- // 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->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap);
- glDepthRange (gldepthmin, gldepthmax);
+ ent = &cl.viewent.render;
+ Mod_CheckLoaded(ent->model);
+ R_LerpAnimation(ent);
+ Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
+ Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+ R_UpdateEntLights(ent);
+ ent->model->Draw(ent);
}
+*/
+
+void R_DrawNoModel(entity_render_t *ent);
+void R_DrawModels ()
+{
+ int i;
+ entity_render_t *ent;
-void R_DrawBrushModel (entity_t *e);
+ if (!r_drawentities.integer)
+ return;
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount)
+ {
+ if (ent->model && ent->model->Draw != NULL)
+ ent->model->Draw(ent);
+ else
+ R_DrawNoModel(ent);
+ }
+ }
+}
-void R_SetFrustum (void)
+void R_DrawFakeShadows (void)
{
- int i;
+ int i;
+ entity_render_t *ent;
+
+ ent = &cl_entities[0].render;
+ if (ent->model && ent->model->DrawFakeShadow)
+ ent->model->DrawFakeShadow(ent);
- if (r_refdef.fov_x == 90)
+ if (!r_drawentities.integer)
+ return;
+ for (i = 0;i < r_refdef.numentities;i++)
{
- // front side is visible
+ ent = r_refdef.entities[i];
+ if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawFakeShadow)
+ ent->model->DrawFakeShadow(ent);
+ }
+}
+
+#include "r_shadow.h"
- VectorAdd (vpn, vright, frustum[0].normal);
- VectorSubtract (vpn, vright, frustum[1].normal);
+int shadowframecount = 0;
- VectorAdd (vpn, vup, frustum[2].normal);
- VectorSubtract (vpn, vup, frustum[3].normal);
+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];
+ }
}
- else
+ 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)
{
- // 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 ) );
+ 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;
+}
- for (i=0 ; i<4 ; i++)
+int LightAndVis_CullPointCloud(int numpoints, const float *points)
+{
+ int i;
+ const float *p;
+ 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)
{
- frustum[i].type = PLANE_ANYZ;
- frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
-// frustum[i].signbits = SignbitsForPlane (&frustum[i]);
- BoxOnPlaneSideClassify(&frustum[i]);
+ node = stack[--stackpos];
+ if (node->contents < 0)
+ {
+ if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
+ return false;
+ }
+ else
+ {
+ sides = 0;
+ for (i = 0, p = points;i < numpoints && sides != 3;i++, p += 3)
+ {
+ if (DotProduct(p, node->plane->normal) < node->plane->dist)
+ sides |= 1;
+ else
+ sides |= 2;
+ }
+ if (sides & 2 && stackpos < 4096)
+ stack[stackpos++] = node->children[1];
+ if (sides & 1 && stackpos < 4096)
+ stack[stackpos++] = node->children[0];
+ }
}
+ return true;
}
-void R_AnimateLight (void);
-void V_CalcBlend (void);
-/*
-===============
-R_SetupFrame
-===============
-*/
-void R_SetupFrame (void)
+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)
{
-// don't allow cheats in multiplayer
- if (cl.maxclients > 1)
+ vec3_t relativelightorigin;
+ #if 0
+ int i;
+ vec3_t temp;
+ float dist, projectdistance;
+ float points[16][3];
+ #endif
+ // rough checks
+ if (!(ent->flags & RENDER_SHADOW) || ent->model == NULL || ent->model->DrawShadowVolume == NULL)
+ return;
+ if (r_shadow_cull.integer)
{
- Cvar_Set ("r_fullbright", "0");
- Cvar_Set ("r_ambient", "0");
+ 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 0
+ if (r_shadow_cull.integer)
+ {
+ projectdistance = cullradius;
+ // calculate projected bounding box and decide if it is on-screen
+ for (i = 0;i < 8;i++)
+ {
+ temp[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
+ temp[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
+ temp[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
+ Matrix4x4_Transform(&ent->matrix, temp, points[i]);
+ VectorSubtract(points[i], lightorigin, temp);
+ dist = projectdistance / sqrt(DotProduct(temp, temp));
+ VectorMA(points[i], dist, temp, points[i+8]);
+ }
+ if (LightAndVis_CullPointCloud(16, points[0]))
+ return;
+ /*
+ 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;
+ */
}
+ #endif
+ Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
+ ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
+}
- R_AnimateLight ();
+void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
- r_framecount++;
+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;
+ int lnum;
+ float f, lightradius, cullradius;
+ vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
+ worldlight_t *wl;
+ 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);
+ qglDisable(GL_CULL_FACE);
+ GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
+ }
+ else
+ R_Shadow_Stage_Begin();
+ shadowframecount++;
+ for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
+ {
+ if (d_lightstylevalue[wl->style] <= 0)
+ continue;
+ if (R_CullBox(wl->mins, wl->maxs))
+ //if (R_CullSphere(wl->origin, cullradius))
+ 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;
-// build the transformation matrix for the given view angles
- VectorCopy (r_refdef.vieworg, r_origin);
+ cullradius = wl->cullradius;
+ lightradius = wl->lightradius;
- AngleVectors (r_refdef.viewangles, vpn, vright, vup);
+ if (cl.worldmodel != NULL)
+ {
+ for (i = 0;i < wl->numleafs;i++)
+ if (wl->leafs[i]->visframe == r_framecount)
+ break;
+ if (i == wl->numleafs)
+ continue;
+ leaf = wl->leafs[i++];
+ VectorCopy(leaf->mins, clipmins);
+ VectorCopy(leaf->maxs, clipmaxs);
+ for (;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 (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
+ if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
+ if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
+ if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
+ if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
+ }
+ else
+ {
+ VectorCopy(wl->mins, clipmins);
+ VectorCopy(wl->maxs, clipmaxs);
+ }
-// current viewleaf
- r_oldviewleaf = r_viewleaf;
- r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
+ //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
+ if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
+ continue;
- V_SetContentsColor (r_viewleaf->contents);
- V_CalcBlend ();
+ // 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;
- r_cache_thrash = false;
+ 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);
+ }
- c_brush_polys = 0;
- c_alias_polys = 0;
- c_light_polys = 0;
- c_faces = 0;
- c_nodes = 0;
- c_leafs = 0;
- c_models = 0;
- c_bmodels = 0;
- c_sprites = 0;
- c_particles = 0;
-// c_dlights = 0;
-}
+ if (wl->castshadows)
+ {
+ 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++)
+ R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
+ }
+ if (!visiblevolumes)
+ {
+ if (wl->castshadows)
+ 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_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++)
+ {
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+ && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
+ && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
+ && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[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);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
+ }
+ }
+ }
+ }
+ }
+ 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))
+ continue;
-void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
-{
- GLdouble xmin, xmax, ymin, ymax;
+ //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, cullradius))
+ if (R_Shadow_ScissorForBBox(clipmins, clipmaxs))
+ continue;
- ymax = zNear * tan( fovy * M_PI / 360.0 );
- ymin = -ymax;
+ if (!visiblevolumes)
+ R_Shadow_Stage_ShadowVolumes();
- xmin = ymin * aspect;
- xmax = ymax * aspect;
+ cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
+ VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
- glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
-}
+ 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_LightWithShadows();
+
+ // 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_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++)
+ {
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
+ && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0]
+ && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1]
+ && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2]
+ && !(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);
+ }
+ }
+ }
+ }
+ }
-extern char skyname[];
+ if (!visiblevolumes)
+ R_Shadow_Stage_End();
+ qglEnable(GL_CULL_FACE);
+ qglDisable(GL_SCISSOR_TEST);
+}
-/*
-=============
-R_SetupGL
-=============
-*/
-void R_SetupGL (void)
+static void R_SetFrustum (void)
{
- 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)
- {
- x = y2 = 0;
- w = h = 256;
- }
-
- 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);
+ // 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 VPN right by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
+ frustum[0].dist = DotProduct (r_origin, frustum[0].normal);
+ PlaneClassify(&frustum[0]);
+
+ // rotate VPN left by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
+ frustum[1].dist = DotProduct (r_origin, frustum[1].normal);
+ PlaneClassify(&frustum[1]);
+
+ // rotate VPN up by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
+ frustum[2].dist = DotProduct (r_origin, frustum[2].normal);
+ PlaneClassify(&frustum[2]);
+
+ // rotate VPN down by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
+ frustum[3].dist = DotProduct (r_origin, frustum[3].normal);
+ PlaneClassify(&frustum[3]);
}
/*
-=============
-R_Clear
-=============
+===============
+R_SetupFrame
+===============
*/
-void R_Clear (void)
+static void R_SetupFrame (void)
{
- 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);
+// don't allow cheats in multiplayer
+ if (cl.maxclients > 1)
+ {
+ if (r_fullbright.integer != 0)
+ Cvar_Set ("r_fullbright", "0");
+ if (r_ambient.value != 0)
+ Cvar_Set ("r_ambient", "0");
+ }
+
+ r_framecount++;
+
+// build the transformation matrix for the given view angles
+ VectorCopy (r_refdef.vieworg, r_origin);
+
+ AngleVectors (r_refdef.viewangles, vpn, vright, vup);
- glDepthRange (gldepthmin, gldepthmax);
+ R_AnimateLight ();
}
-// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
-void GL_Brighten()
+
+static void R_BlendView(void)
{
- 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);
-}
-
-extern cvar_t contrast;
-extern cvar_t brightness;
-extern cvar_t gl_lightmode;
-
-void GL_BlendView()
-{
- if (!r_render.value)
+ rmeshstate_t m;
+ float r;
+
+ if (r_refdef.viewblend[3] < 0.01f)
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)
- {
- 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);
- contrast.value = bound(0.2, contrast.value, 1.0);
- if (/*gl_polyblend.value && */v_blend[3])
- {
- glBegin (GL_TRIANGLES);
- glColor4fv (v_blend);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
- glEnd ();
- }
-
- glEnable (GL_CULL_FACE);
- glEnable (GL_DEPTH_TEST);
- glDisable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
-}
-
-#define TIMEREPORT(VAR) \
- if (r_speeds2.value)\
- {\
- temptime = currtime;\
- currtime = Sys_FloatTime();\
- VAR = (int) ((currtime - temptime) * 1000000.0);\
- }\
- else\
- VAR = 0;
+
+ 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_Mesh_GetSpace(3);
+ r = 64000;
+ varray_vertex3f[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
+ varray_vertex3f[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
+ varray_vertex3f[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
+ varray_vertex3f[3] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r + vup[0] * r * 3;
+ varray_vertex3f[4] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r + vup[1] * r * 3;
+ varray_vertex3f[5] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r + vup[2] * r * 3;
+ varray_vertex3f[6] = r_origin[0] + vpn[0] * 1.5 + vright[0] * r * 3 - vup[0] * r;
+ varray_vertex3f[7] = r_origin[1] + vpn[1] * 1.5 + vright[1] * r * 3 - vup[1] * r;
+ varray_vertex3f[8] = r_origin[2] + vpn[2] * 1.5 + vright[2] * r * 3 - vup[2] * r;
+ GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
+ R_Mesh_Draw(3, 1, polygonelements);
+}
/*
================
r_refdef must be set before the first call
================
*/
-extern qboolean intimerefresh;
-extern qboolean skyisvisible;
-extern void R_Sky();
-extern void UploadLightmaps();
-char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81], r_speeds2_string7[81];
+extern void R_DrawLightningBeams (void);
void R_RenderView (void)
{
- double starttime, currtime, temptime;
- int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend, time_total;
-// if (r_norefresh.value)
-// return;
+ entity_render_t *world;
+ if (!r_refdef.entities/* || !cl.worldmodel*/)
+ return; //Host_Error ("R_RenderView: NULL worldmodel");
- if (!r_worldentity.render.model || !cl.worldmodel)
- Host_Error ("R_RenderView: NULL worldmodel");
+ if (r_shadow_realtime.integer == 1)
+ {
+#if 0
+ 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)
+ {
+ Con_Printf("Bumpmapping support not detected, turning off r_shadow_realtime\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);
+ }
+ else
+#endif
+ 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);
+ }
+ }
- lighthalf = gl_lightmode.value;
+ R_Shadow_UpdateLightingMode();
- FOG_framebegin();
+ world = &cl_entities[0].render;
- if (r_speeds2.value)
- {
- starttime = currtime = Sys_FloatTime();
- }
+ // FIXME: move to client
+ R_MoveExplosions();
+ R_TimeReport("mexplosion");
+
+ R_Textures_Frame();
+ R_SetupFrame();
+ R_SetFrustum();
+ R_SetupFog();
+ R_SkyStartFrame();
+ R_BuildLightList();
+ R_TimeReport("setup");
+
+ R_WorldVisibility(world);
+ R_TimeReport("worldvis");
+
+ R_FarClip_Start(r_origin, vpn, 768.0f);
+ R_MarkEntities();
+ r_farclip = R_FarClip_Finish() + 256.0f;
+ R_TimeReport("markentity");
+
+ GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+ if (r_shadow_lightingmode > 0)
+ GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
else
- starttime = currtime = 0;
- R_Clear();
- skyisvisible = false;
- TIMEREPORT(time_clear)
-
- // render normal view
+ GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
+ GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles);
+ qglDepthFunc(GL_LEQUAL);
- R_SetupFrame ();
- R_SetFrustum ();
- R_SetupGL ();
+ R_Mesh_Start();
+ R_MeshQueue_BeginScene();
- R_PrepareEntities();
+ R_Shadow_UpdateWorldLightSelection();
- skypolyclear();
- wallpolyclear();
- transpolyclear();
+ if (R_DrawBrushModelsSky())
+ R_TimeReport("bmodelsky");
- TIMEREPORT(time_setup)
+ // must occur early because it can draw sky
+ R_DrawWorld(world);
+ R_TimeReport("world");
- R_MarkLeaves (); // done here so we know if we're in water
- R_DrawWorld (); // adds static entities to the list
- TIMEREPORT(time_world)
- R_DrawEntitiesOnList1 (); // BSP models
- TIMEREPORT(time_bmodels)
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
- UploadLightmaps();
- TIMEREPORT(time_upload)
+ R_DrawModels(r_shadow_lightingmode > 0);
+ R_TimeReport("models");
- skypolyrender(); // fogged sky polys, affects depth
+ if (r_shadows.integer == 1 && r_shadow_lightingmode <= 0)
+ {
+ R_DrawFakeShadows();
+ R_TimeReport("fakeshadow");
+ }
- if (skyname[0] && skyisvisible && !fogenabled)
- R_Sky(); // does not affect depth, draws over the sky polys
- TIMEREPORT(time_sky)
+ if (r_shadow_lightingmode > 0)
+ {
+ R_ShadowVolumeLighting(false);
+ R_TimeReport("dynlight");
+ }
- wallpolyrender();
- TIMEREPORT(time_wall)
+ R_DrawLightningBeams();
+ R_TimeReport("lightning");
- if (!intimerefresh && !r_speeds2.value)
- S_ExtraUpdate (); // don't let sound get messed up if going slow
+ R_DrawParticles();
+ R_TimeReport("particles");
- R_DrawEntitiesOnList2 (); // other models
-// R_RenderDlights ();
- R_DrawViewModel ();
- TIMEREPORT(time_models)
- R_MoveParticles ();
- TIMEREPORT(time_moveparticles)
- R_DrawParticles ();
- TIMEREPORT(time_drawparticles)
- R_MoveExplosions();
- TIMEREPORT(time_moveexplosions)
R_DrawExplosions();
- TIMEREPORT(time_drawexplosions)
- R_DrawDecals();
- TIMEREPORT(time_drawdecals)
+ R_TimeReport("explosions");
- transpolyrender();
- TIMEREPORT(time_transpoly)
+ R_MeshQueue_RenderTransparent();
+ R_TimeReport("drawtrans");
- FOG_frameend();
+ R_DrawCoronas();
+ R_TimeReport("coronas");
- GL_BlendView();
- TIMEREPORT(time_blend)
- if (r_speeds2.value)
+ R_DrawWorldCrosshair();
+ R_TimeReport("crosshair");
+
+ R_BlendView();
+ R_TimeReport("blendview");
+
+ R_MeshQueue_Render();
+ R_MeshQueue_EndScene();
+ if (r_shadow_realtime.integer >= 2)
{
- time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0);
- sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
- sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
- sprintf(r_speeds2_string3, "%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights);
- sprintf(r_speeds2_string4, "%6ius clear %6ius setup %6ius world %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
- sprintf(r_speeds2_string5, "%6ius sky %6ius wall %6ius models %6ius mpart %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
- sprintf(r_speeds2_string6, "%6ius mexplo %6ius dexplo %6ius decals %6ius trans %6ius blend ", time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend);
- sprintf(r_speeds2_string7, "%6ius permdl %6ius total ", time_models / max(c_models, 1), time_total);
+ 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];
+ rmeshstate_t m;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ R_Mesh_Matrix(&r_identitymatrix);
+ R_Mesh_State(&m);
+
+ R_Mesh_GetSpace(8);
+ 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);
+ if (fogenabled)
+ {
+ for (i = 0, v = varray_vertex, c = varray_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
+};
+
+void R_DrawNoModelCallback(const void *calldata1, int calldata2)
+{
+ const entity_render_t *ent = calldata1;
+ int i;
+ float f1, f2, *c, diff[3];
+ rmeshstate_t m;
+ memset(&m, 0, sizeof(m));
+ if (ent->flags & EF_ADDITIVE)
+ {
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ }
+ else if (ent->alpha < 1)
+ {
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ }
+ else
+ {
+ m.blendfunc1 = GL_ONE;
+ m.blendfunc2 = GL_ZERO;
+ }
+ R_Mesh_Matrix(&ent->matrix);
+ R_Mesh_State(&m);
+
+ GL_UseColorArray();
+ R_Mesh_GetSpace(6);
+ varray_vertex3f[ 0] = -16;varray_vertex3f[ 1] = 0;varray_vertex3f[ 2] = 0;
+ varray_vertex3f[ 3] = 16;varray_vertex3f[ 4] = 0;varray_vertex3f[ 5] = 0;
+ varray_vertex3f[ 6] = 0;varray_vertex3f[ 7] = -16;varray_vertex3f[ 8] = 0;
+ varray_vertex3f[ 9] = 0;varray_vertex3f[10] = 16;varray_vertex3f[11] = 0;
+ varray_vertex3f[12] = 0;varray_vertex3f[13] = 0;varray_vertex3f[14] = -16;
+ varray_vertex3f[15] = 0;varray_vertex3f[16] = 0;varray_vertex3f[17] = 16;
+ varray_color4f[ 0] = 0.00f * r_colorscale;varray_color4f[ 1] = 0.00f * r_colorscale;varray_color4f[ 2] = 0.50f * r_colorscale;varray_color4f[ 3] = ent->alpha;
+ varray_color4f[ 4] = 0.00f * r_colorscale;varray_color4f[ 5] = 0.00f * r_colorscale;varray_color4f[ 6] = 0.50f * r_colorscale;varray_color4f[ 7] = ent->alpha;
+ varray_color4f[ 8] = 0.00f * r_colorscale;varray_color4f[ 9] = 0.50f * r_colorscale;varray_color4f[10] = 0.00f * r_colorscale;varray_color4f[11] = ent->alpha;
+ varray_color4f[12] = 0.00f * r_colorscale;varray_color4f[13] = 0.50f * r_colorscale;varray_color4f[14] = 0.00f * r_colorscale;varray_color4f[15] = ent->alpha;
+ varray_color4f[16] = 0.50f * r_colorscale;varray_color4f[17] = 0.00f * r_colorscale;varray_color4f[18] = 0.00f * r_colorscale;varray_color4f[19] = ent->alpha;
+ varray_color4f[20] = 0.50f * r_colorscale;varray_color4f[21] = 0.00f * r_colorscale;varray_color4f[22] = 0.00f * r_colorscale;varray_color4f[23] = ent->alpha;
+ if (fogenabled)
+ {
+ VectorSubtract(ent->origin, r_origin, diff);
+ f2 = exp(fogdensity/DotProduct(diff, diff));
+ f1 = 1 - f2;
+ for (i = 0, c = varray_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;
+ }
+ }
+ else
+ {
+ for (i = 0, c = varray_color4f;i < 6;i++, c += 4)
+ {
+ c[0] *= r_colorscale;
+ c[1] *= r_colorscale;
+ c[2] *= r_colorscale;
+ }
+ }
+ R_Mesh_Draw(6, 8, nomodelelements);
+}
+
+void R_DrawNoModel(entity_render_t *ent)
+{
+ //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
+ R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
+ //else
+ // R_DrawNoModelCallback(ent, 0);
+}
+
+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_origin, org1, diff);
+ VectorNormalizeFast (diff);
+ CrossProduct (normal, diff, right1);
+
+ // calculate 'right' vector for end
+ VectorSubtract (r_origin, 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];
+}
+
+void R_DrawSpriteMesh(const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2)
+{
+ R_Mesh_GetSpace(4);
+ varray_texcoord2f[0][0] = 1;varray_texcoord2f[0][1] = 1;
+ varray_texcoord2f[0][2] = 1;varray_texcoord2f[0][3] = 0;
+ varray_texcoord2f[0][4] = 0;varray_texcoord2f[0][5] = 0;
+ varray_texcoord2f[0][6] = 0;varray_texcoord2f[0][7] = 1;
+ 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);
+}
+