X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=c0d23b14322d382bedc7aa9494e0b27d67487ce6;hb=61f6f92291491fe35ecd38747e37e6d569fec28d;hp=4aa52d416509ae6a69cef6e9bebbcb99dfa38c21;hpb=5825444e7bcedf2968e80e5e22b2a79d851a7f1f;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 4aa52d41..c0d23b14 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -39,10 +39,11 @@ qboolean envmap; float r_farclip; // view origin -vec3_t r_origin; -vec3_t vpn; -vec3_t vright; -vec3_t vup; +vec3_t r_vieworigin; +vec3_t r_viewforward; +vec3_t r_viewleft; +vec3_t r_viewright; +vec3_t r_viewup; // // screen size info @@ -54,7 +55,6 @@ 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"}; @@ -118,22 +118,23 @@ qboolean intimerefresh = 0; static void R_TimeRefresh_f (void) { int i; - float start, stop, time; + float timestart, timedelta, oldangles[3]; intimerefresh = 1; - start = Sys_DoubleTime (); + VectorCopy(cl.viewangles, oldangles); + VectorClear(cl.viewangles); + + timestart = 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; + 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; - stop = Sys_DoubleTime (); + VectorCopy(oldangles, cl.viewangles); intimerefresh = 0; - time = stop-start; - Con_Printf ("%f seconds (%f fps)\n", time, 128/time); + Con_Printf ("%f seconds (%f fps)\n", timedelta, 128/timedelta); } vec3_t fogcolor; @@ -248,7 +249,6 @@ void GL_Main_Init(void) Cmd_AddCommand("timerefresh", R_TimeRefresh_f); Cvar_RegisterVariable(&r_drawentities); Cvar_RegisterVariable(&r_drawviewmodel); - Cvar_RegisterVariable(&r_shadows); Cvar_RegisterVariable(&r_shadow_staticworldlights); Cvar_RegisterVariable(&r_speeds); Cvar_RegisterVariable(&r_fullbrights); @@ -337,7 +337,8 @@ void Render_Init(void) R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - ui_init(); + //ui_init(); + UI_Init(); Sbar_Init(); R_LightningBeams_Init(); } @@ -433,7 +434,8 @@ static void R_MarkEntities (void) R_LerpAnimation(ent); R_UpdateEntLights(ent); if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL)) - && !VIS_CullBox(ent->mins, ent->maxs)) + && !VIS_CullBox(ent->mins, ent->maxs) + && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL)))) { ent->visframe = r_framecount; R_FarClip_Box(ent->mins, ent->maxs); @@ -509,25 +511,6 @@ void R_DrawModels(void) } } -void R_DrawFakeShadows(void) -{ - int i; - entity_render_t *ent; - - ent = &cl_entities[0].render; - if (ent->model && ent->model->DrawFakeShadow) - ent->model->DrawFakeShadow(ent); - - if (!r_drawentities.integer) - return; - for (i = 0;i < r_refdef.numentities;i++) - { - ent = r_refdef.entities[i]; - if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawFakeShadow) - ent->model->DrawFakeShadow(ent); - } -} - #include "r_shadow.h" int shadowframecount = 0; @@ -545,7 +528,6 @@ void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float c void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light); -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; @@ -569,7 +551,7 @@ void R_ShadowVolumeLighting(int visiblevolumes) GL_DepthMask(false); GL_DepthTest(r_shadow_visiblevolumes.integer < 2); qglDisable(GL_CULL_FACE); - GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1); + GL_Color(0.0, 0.0125, 0.1, 1); } else R_Shadow_Stage_Begin(); @@ -601,13 +583,13 @@ void R_ShadowVolumeLighting(int visiblevolumes) VectorScale(lightcolor, f, lightcolor); } - if (wl->castshadows && (gl_stencil || visiblevolumes)) + if (r_shadow_worldshadows.integer && wl->castshadows && (gl_stencil || visiblevolumes)) { if (!visiblevolumes) R_Shadow_Stage_ShadowVolumes(); ent = &cl_entities[0].render; - if (wl->shadowvolume && r_shadow_staticworldlights.integer) - R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl); + 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) @@ -617,12 +599,13 @@ void R_ShadowVolumeLighting(int visiblevolumes) if (!visiblevolumes) { - if (wl->castshadows && gl_stencil) + if (r_shadow_worldshadows.integer && 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] + cl.time * 12, wl->angles[1] + cl.time * 45, wl->angles[2], lightradius); 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 @@ -639,14 +622,14 @@ void R_ShadowVolumeLighting(int visiblevolumes) if (ent->model && ent->model->DrawLight) { Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + 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 (wl->numsurfaces) - R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + 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); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap); } if (r_drawentities.integer) { @@ -658,11 +641,11 @@ void R_ShadowVolumeLighting(int visiblevolumes) && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1) { Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + 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); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap); } } } @@ -686,7 +669,7 @@ void R_ShadowVolumeLighting(int visiblevolumes) cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin); VectorScale(rd->light, (1.0f / 4096.0f), lightcolor); - if (gl_stencil || visiblevolumes) + if (r_shadow_dlightshadows.integer && (gl_stencil || visiblevolumes)) { if (!visiblevolumes) R_Shadow_Stage_ShadowVolumes(); @@ -705,7 +688,7 @@ void R_ShadowVolumeLighting(int visiblevolumes) if (!visiblevolumes) { - if (gl_stencil) + if (r_shadow_dlightshadows.integer && gl_stencil) R_Shadow_Stage_LightWithShadows(); else R_Shadow_Stage_LightWithoutShadows(); @@ -727,11 +710,11 @@ void R_ShadowVolumeLighting(int visiblevolumes) if (ent->model && ent->model->DrawLight) { Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + 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); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, NULL); } if (r_drawentities.integer) { @@ -743,11 +726,11 @@ void R_ShadowVolumeLighting(int visiblevolumes) && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1) { Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + 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); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, NULL); } } } @@ -756,10 +739,12 @@ void R_ShadowVolumeLighting(int visiblevolumes) } if (visiblevolumes) + { qglEnable(GL_CULL_FACE); + qglDisable(GL_SCISSOR_TEST); + } else R_Shadow_Stage_End(); - qglDisable(GL_SCISSOR_TEST); } static void R_SetFrustum (void) @@ -768,24 +753,24 @@ static void R_SetFrustum (void) // 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); + // rotate R_VIEWFORWARD right by FOV_X/2 degrees + RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2)); + frustum[0].dist = DotProduct (r_vieworigin, 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); + // rotate R_VIEWFORWARD left by FOV_X/2 degrees + RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2)); + frustum[1].dist = DotProduct (r_vieworigin, 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); + // rotate R_VIEWFORWARD up by FOV_X/2 degrees + RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2)); + frustum[2].dist = DotProduct (r_vieworigin, 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); + // rotate R_VIEWFORWARD down by FOV_X/2 degrees + RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2)); + frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); PlaneClassify(&frustum[3]); } @@ -807,12 +792,13 @@ static void R_SetupFrame (void) r_framecount++; -// build the transformation matrix for the given view angles - VectorCopy (r_refdef.vieworg, r_origin); + // 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); - AngleVectors (r_refdef.viewangles, vpn, vright, vup); + GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); - R_AnimateLight (); + R_AnimateLight(); } @@ -835,16 +821,16 @@ static void R_BlendView(void) GL_DepthTest(false); // magic GL_VertexPointer(vertex3f); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); - r = 64000; - vertex3f[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r; - vertex3f[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r; - vertex3f[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r; - vertex3f[3] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r + vup[0] * r * 3; - vertex3f[4] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r + vup[1] * r * 3; - vertex3f[5] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r + vup[2] * r * 3; - vertex3f[6] = r_origin[0] + vpn[0] * 1.5 + vright[0] * r * 3 - vup[0] * r; - vertex3f[7] = r_origin[1] + vpn[1] * 1.5 + vright[1] * r * 3 - vup[1] * r; - vertex3f[8] = r_origin[2] + vpn[2] * 1.5 + vright[2] * r * 3 - vup[2] * r; + r = 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); } @@ -866,7 +852,7 @@ void R_RenderView (void) { if (!gl_stencil) { - Con_Printf("Stencil not enabled, turning off r_shadow_realtime_world, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n"); + 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); } } @@ -877,6 +863,9 @@ void R_RenderView (void) R_MoveExplosions(); R_TimeReport("mexplosion"); + qglPolygonOffset(0, 0); + qglEnable(GL_POLYGON_OFFSET_FILL); + R_Textures_Frame(); R_SetupFrame(); R_SetFrustum(); @@ -886,22 +875,21 @@ void R_RenderView (void) R_TimeReport("setup"); if (cl.worldmodel && cl.worldmodel->brush.FatPVS) - cl.worldmodel->brush.FatPVS(cl.worldmodel, r_origin, 2, r_pvsbits, sizeof(r_pvsbits)); + cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); R_WorldVisibility(world); R_TimeReport("worldvis"); - R_FarClip_Start(r_origin, vpn, 768.0f); + R_FarClip_Start(r_vieworigin, r_viewforward, 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_realtime_world.integer || gl_stencil) + 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_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.vieworg, r_refdef.viewangles); + GL_SetupView_Orientation_FromEntity(&r_refdef.viewentitymatrix); + R_TimeReport("markentity"); + qglDepthFunc(GL_LEQUAL); R_Mesh_Start(); @@ -923,17 +911,8 @@ void R_RenderView (void) R_DrawModels(); R_TimeReport("models"); - if (r_shadows.integer == 1 && !r_shadow_realtime_world.integer) - { - R_DrawFakeShadows(); - R_TimeReport("fakeshadow"); - } - - if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) - { - R_ShadowVolumeLighting(false); - R_TimeReport("dynlight"); - } + R_ShadowVolumeLighting(false); + R_TimeReport("rtlights"); R_DrawLightningBeams(); R_TimeReport("lightning"); @@ -967,6 +946,9 @@ void R_RenderView (void) R_Mesh_Finish(); R_TimeReport("meshfinish"); + + qglPolygonOffset(0, 0); + qglDisable(GL_POLYGON_OFFSET_FILL); } /* @@ -993,15 +975,14 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa 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 * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca); + R_FillColors(color, 8, cr, cg, cb, ca); if (fogenabled) { for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) { - VectorSubtract(v, r_origin, diff); + VectorSubtract(v, r_vieworigin, 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; @@ -1076,28 +1057,23 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); GL_ColorPointer(color4f); - VectorSubtract(ent->origin, r_origin, diff); + 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) * r_colorscale; - c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale; - c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale; + c[0] = (c[0] * f1 + fogcolor[0] * f2); + c[1] = (c[1] * f1 + fogcolor[1] * f2); + c[2] = (c[2] * f1 + fogcolor[2] * f2); c[3] *= ent->alpha; } } - else if (r_colorscale != 1 || ent->alpha != 1) + else if (ent->alpha != 1) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); GL_ColorPointer(color4f); for (i = 0, c = color4f;i < 6;i++, c += 4) - { - c[0] *= r_colorscale; - c[1] *= r_colorscale; - c[2] *= r_colorscale; c[3] *= ent->alpha; - } } else GL_ColorPointer(nomodelcolor4f); @@ -1120,12 +1096,12 @@ void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, flo VectorNormalizeFast (normal); // calculate 'right' vector for start - VectorSubtract (r_origin, org1, diff); + VectorSubtract (r_vieworigin, org1, diff); VectorNormalizeFast (diff); CrossProduct (normal, diff, right1); // calculate 'right' vector for end - VectorSubtract (r_origin, org2, diff); + VectorSubtract (r_vieworigin, org2, diff); VectorNormalizeFast (diff); CrossProduct (normal, diff, right2); @@ -1152,12 +1128,12 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth if (fogenabled) { - VectorSubtract(origin, r_origin, diff); + VectorSubtract(origin, r_vieworigin, diff); ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); } R_Mesh_Matrix(&r_identitymatrix); - GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca); + GL_Color(cr, cg, cb, ca); GL_VertexPointer(varray_vertex3f); GL_BlendFunc(blendfunc1, blendfunc2); GL_DepthMask(false);