X-Git-Url: http://git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=f848defad3109e647fa9533251708d0c209c51ed;hb=45982a9894c5bff60ff494a0f82865ec267d52f7;hp=c4a257d239f4016a08b00ae0b56c65e1730a3361;hpb=e4b3858e7aca0ead91be1d8f675db084d025abad;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index c4a257d2..f848defa 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. 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. @@ -21,21 +21,18 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -entity_t r_worldentity; +//static qboolean r_cache_thrash; // compatability -qboolean r_cache_thrash; // compatability +vec3_t modelorg; +entity_render_t *currentrenderentity; -vec3_t modelorg, r_entorigin; -entity_t *currententity; - -int r_visframecount; // bumped when going to a new PVS int r_framecount; // used for dlight push checking mplane_t frustum[4]; 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; -qboolean envmap; // true during envmap command capture +qboolean envmap; // true during envmap command capture // LordHavoc: moved all code related to particles into r_part.c //int particletexture; // little dot for particles @@ -49,8 +46,8 @@ vec3_t vpn; vec3_t vright; vec3_t r_origin; -float r_world_matrix[16]; -float r_base_world_matrix[16]; +//float r_world_matrix[16]; +//float r_base_world_matrix[16]; // // screen size info @@ -59,40 +56,79 @@ 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 +//cvar_t r_norefresh = {0, "r_norefresh","0"}; +cvar_t r_drawentities = {0, "r_drawentities","1"}; +cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; +cvar_t r_speeds = {0, "r_speeds","0"}; +cvar_t r_speeds2 = {0, "r_speeds2","0"}; +cvar_t r_fullbright = {0, "r_fullbright","0"}; +//cvar_t r_lightmap = {0, "r_lightmap","0"}; +cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; +cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; +cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"}; +cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; + +cvar_t gl_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting +//cvar_t r_dynamicbothsides = {CVAR_SAVE, "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 = {0, "r_farclip", "6144"}; // FIXME: make this go away (calculate based on farthest visible object/polygon) + +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 glfog = {0, "glfog", "0"}; + +cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"}; +cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"}; + +int R_VisibleCullBox (vec3_t mins, vec3_t maxs) +{ + int sides; + mnode_t *nodestack[8192], *node; + int stack = 0; + + if (R_CullBox(mins, maxs)) + return true; -void R_MarkLeaves (void); - -//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"}; - -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"}; - -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"}; + node = cl.worldmodel->nodes; +loc0: + if (node->contents < 0) + { + if (((mleaf_t *)node)->visframe == r_framecount) + return false; + if (!stack) + return true; + node = nodestack[--stack]; + goto loc0; + } + + sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane); + +// recurse down the contacted sides + if (sides & 1) + { + if (sides & 2) // 3 + { + // put second child on the stack for later examination + nodestack[stack++] = node->children[1]; + node = node->children[0]; + goto loc0; + } + else // 1 + { + node = node->children[0]; + goto loc0; + } + } + // 2 + node = node->children[1]; + goto loc0; +} qboolean lighthalf; @@ -101,12 +137,10 @@ vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; -void FOG_framebegin() +void FOG_framebegin(void) { - if (nehahra) + if (gamemode == GAME_NEHAHRA) { -// if (!Nehahrademcompatibility) -// gl_fogenable.value = 0; if (gl_fogenable.value) { oldgl_fogenable = true; @@ -142,7 +176,7 @@ void FOG_framebegin() return; if(fog_density) { - // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler... + // LordHavoc: Borland C++ 5.0 was choking on this line... //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1}; GLfloat colors[4]; colors[0] = fog_red; @@ -157,7 +191,7 @@ void FOG_framebegin() } glFogi (GL_FOG_MODE, GL_EXP2); - glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100); + glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100); glFogfv (GL_FOG_COLOR, colors); glEnable (GL_FOG); } @@ -177,15 +211,15 @@ void FOG_framebegin() } } -void FOG_frameend() +void FOG_frameend(void) { if (glfog.value) glDisable(GL_FOG); } -void FOG_clear() +void FOG_clear(void) { - if (nehahra) + if (gamemode == GAME_NEHAHRA) { Cvar_Set("gl_fogenable", "0"); Cvar_Set("gl_fogdensity", "0.2"); @@ -196,70 +230,75 @@ void FOG_clear() fog_density = fog_red = fog_green = fog_blue = 0.0f; } -void FOG_registercvars() +void FOG_registercvars(void) { Cvar_RegisterVariable (&glfog); - if (nehahra) + if (gamemode == GAME_NEHAHRA) { Cvar_RegisterVariable (&gl_fogenable); Cvar_RegisterVariable (&gl_fogdensity); Cvar_RegisterVariable (&gl_fogred); - Cvar_RegisterVariable (&gl_foggreen); + Cvar_RegisterVariable (&gl_foggreen); Cvar_RegisterVariable (&gl_fogblue); Cvar_RegisterVariable (&gl_fogstart); Cvar_RegisterVariable (&gl_fogend); } } -void glmain_start() +void gl_main_start(void) +{ +} + +void gl_main_shutdown(void) { } -void glmain_shutdown() +void gl_main_newmap(void) { } -void GL_Main_Init() +void GL_Main_Init(void) { FOG_registercvars(); Cvar_RegisterVariable (&r_drawentities); Cvar_RegisterVariable (&r_drawviewmodel); 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_waterripple); + Cvar_RegisterVariable (&r_farclip); Cvar_RegisterVariable (&r_fullbright); - R_RegisterModule("GL_Main", glmain_start, glmain_shutdown); + Cvar_RegisterVariable (&r_ser); + Cvar_RegisterVariable (&gl_viewmodeldepthhack); + if (gamemode == GAME_NEHAHRA) + 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(); - -void Render_Init() +extern void GL_Draw_Init(void); +extern void GL_Main_Init(void); +extern void GL_Models_Init(void); +extern void GL_Poly_Init(void); +extern void GL_Surf_Init(void); +extern void GL_Screen_Init(void); +extern void GL_Misc_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 CL_Effects_Init(void); +extern void R_Clip_Init(void); +extern void ui_init(void); + +void Render_Init(void) { - R_ShutdownModules(); + R_Modules_Shutdown(); + R_Clip_Init(); GL_Draw_Init(); GL_Main_Init(); GL_Models_Init(); @@ -272,7 +311,9 @@ void Render_Init() R_Particles_Init(); R_Explosion_Init(); CL_Effects_Init(); - R_StartModules(); + R_Decals_Init(); + ui_init(); + R_Modules_Start(); } /* @@ -295,8 +336,10 @@ void GL_Init (void) // Con_Printf ("%s %s\n", gl_renderer, gl_version); - VID_CheckMultitexture(); - VID_CheckCVA(); +// VID_CheckMultitexture(); +// VID_CheckCVA(); +// VID_CheckCombine(); + VID_CheckExtensions(); // LordHavoc: report supported extensions Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS); @@ -307,134 +350,95 @@ void GL_Init (void) glAlphaFunc(GL_GREATER, 0.5); // glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); - - Palette_Init(); } -/* -void R_RotateForEntity (entity_t *e) -{ - 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 +void R_Entity_Callback(void *data, void *junk) +{ + ((entity_render_t *)data)->visframe = r_framecount; } -*/ - -// LordHavoc: shading stuff -vec3_t shadevector; -vec3_t shadecolor; - -float modelalpha; -//================================================================================== +static void R_AddModelEntities (void) +{ + int i; + vec3_t v; -void R_DrawBrushModel (entity_t *e); -void R_DrawSpriteModel (entity_t *e, frameblend_t *blend); + if (!r_drawentities.value) + return; -void R_LerpUpdate(entity_t *ent) -{ - int frame; - frame = ent->frame; - if (ent->model && ent->frame >= ent->model->numframes) + for (i = 0;i < cl_numvisedicts;i++) { - Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->frame, ent->model->name); - frame = 0; - } + currentrenderentity = &cl_visedicts[i]->render; - if (ent->lerp_model != ent->model) - { - // reset all interpolation information - ent->lerp_model = ent->model; - ent->frame1 = ent->frame2 = frame; - ent->frame1start = ent->frame2start = cl.time; - ent->framelerp = 1; - ent->lerp_starttime = 0; - } - else if (ent->frame2 != frame) - { - // transition to new frame - ent->frame1 = ent->frame2; - ent->frame1start = ent->frame2start; - ent->frame2 = frame; - ent->frame2start = cl.time; - ent->framelerp = 0; - ent->lerp_starttime = cl.time; - } - else - { - // lerp_starttime < 0 is used to prevent changing of framelerp - if (ent->lerp_starttime >= 0) + // move view-relative models to where they should be + if (currentrenderentity->flags & RENDER_VIEWMODEL) + { + // remove flag so it will not be repeated incase RelinkEntities is not called again for a while + currentrenderentity->flags -= RENDER_VIEWMODEL; + // transform origin + VectorCopy(currentrenderentity->origin, v); + currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0]; + currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1]; + currentrenderentity->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2]; + // adjust angles + VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles); + } + + if (currentrenderentity->angles[0] || currentrenderentity->angles[2]) + { + VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins); + VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs); + } + else if (currentrenderentity->angles[1]) { - // update transition - ent->framelerp = (cl.time - ent->lerp_starttime) * 10; - ent->framelerp = bound(0, ent->framelerp, 1); + VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins); + VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs); } + else + { + VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins); + VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs); + } + if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs)) + continue; + + R_LerpAnimation(currentrenderentity); + if (r_ser.value) + currentrenderentity->model->SERAddEntity(); + else + currentrenderentity->visframe = r_framecount; } } - -/* -============= -R_DrawEntitiesOnList -============= -*/ -// LordHavoc: split so bmodels are rendered before any other objects -void R_DrawEntitiesOnList1 (void) +void R_DrawModels1 (void) { int i; if (!r_drawentities.value) return; - for (i=0 ; imodel->type != mod_brush) - continue; - currententity = cl_visedicts[i]; - modelalpha = currententity->alpha; - - R_DrawBrushModel (currententity); + currentrenderentity = &cl_visedicts[i]->render; + if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawEarly) + currentrenderentity->model->DrawEarly(); } } -void R_DrawEntitiesOnList2 (void) +void R_DrawModels2 (void) { int i; - frameblend_t blend[4]; if (!r_drawentities.value) return; - for (i=0 ; ialpha; - - switch (currententity->model->type) - { - case mod_alias: - if (!strcmp(currententity->model->name, "progs/flame2.mdl")) - blend[0].frame = 0; - - R_LerpUpdate(currententity); - R_LerpAnimation(currententity->model, currententity->frame1, currententity->frame2, currententity->frame1start, currententity->frame2start, currententity->framelerp, blend); - R_DrawAliasModel (currententity, true, modelalpha, currententity->model, blend, currententity->skinnum, currententity->origin, currententity->angles, currententity->scale, currententity->effects, currententity->model->flags, currententity->colormap); - break; - - case mod_sprite: - R_LerpUpdate(currententity); - R_LerpAnimation(currententity->model, currententity->frame1, currententity->frame2, currententity->frame1start, currententity->frame2start, currententity->framelerp, blend); - R_DrawSpriteModel (currententity, blend); - break; - - default: - break; - } + currentrenderentity = &cl_visedicts[i]->render; + if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawLate) + currentrenderentity->model->DrawLate(); } } @@ -445,35 +449,30 @@ R_DrawViewModel */ void R_DrawViewModel (void) { - frameblend_t blend[4]; - - if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model) + if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model) return; - currententity = &cl.viewent; - currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun - currententity->effects = cl_entities[cl.viewentity].effects; - currententity->scale = 1; - VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod); + currentrenderentity = &cl.viewent.render; - R_LerpUpdate(currententity); - R_LerpAnimation(currententity->model, currententity->frame1, currententity->frame2, currententity->frame1start, currententity->frame2start, currententity->framelerp, blend); + R_LerpAnimation(currentrenderentity); // hack the depth range to prevent view model from poking into walls - glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); - R_DrawAliasModel (currententity, false, modelalpha, currententity->model, blend, currententity->skinnum, currententity->origin, currententity->angles, currententity->scale, currententity->effects, currententity->model->flags, currententity->colormap); - glDepthRange (gldepthmin, gldepthmax); + if (gl_viewmodeldepthhack.value) + glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); + currentrenderentity->model->DrawLate(); + if (gl_viewmodeldepthhack.value) + glDepthRange (gldepthmin, gldepthmax); } -void R_DrawBrushModel (entity_t *e); - -void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ); - -void R_SetFrustum (void) +static void R_SetFrustum (void) { int i; - if (r_refdef.fov_x == 90) + // LordHavoc: note to all quake engine coders, this code was making the + // view frustum taller than it should have been (it assumed the view is + // square; it is not square), so I disabled it + /* + if (r_refdef.fov_x == 90) { // front side is visible @@ -485,6 +484,7 @@ void R_SetFrustum (void) } else { + */ // 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 @@ -493,36 +493,33 @@ void R_SetFrustum (void) 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 ) ); - } + //} for (i=0 ; i<4 ; i++) { frustum[i].type = PLANE_ANYZ; frustum[i].dist = DotProduct (r_origin, frustum[i].normal); // frustum[i].signbits = SignbitsForPlane (&frustum[i]); - BoxOnPlaneSideClassify(&frustum[i]); + PlaneClassify(&frustum[i]); } } -void R_AnimateLight (void); -void V_CalcBlend (void); - /* =============== R_SetupFrame =============== */ -void R_SetupFrame (void) +static void R_SetupFrame (void) { // don't allow cheats in multiplayer if (cl.maxclients > 1) { - Cvar_Set ("r_fullbright", "0"); - Cvar_Set ("r_ambient", "0"); + if (r_fullbright.value != 0) + Cvar_Set ("r_fullbright", "0"); + if (r_ambient.value != 0) + Cvar_Set ("r_ambient", "0"); } - R_AnimateLight (); - r_framecount++; // build the transformation matrix for the given view angles @@ -537,7 +534,7 @@ void R_SetupFrame (void) V_SetContentsColor (r_viewleaf->contents); V_CalcBlend (); - r_cache_thrash = false; +// r_cache_thrash = false; c_brush_polys = 0; c_alias_polys = 0; @@ -550,88 +547,60 @@ void R_SetupFrame (void) c_sprites = 0; c_particles = 0; // c_dlights = 0; + + R_AnimateLight (); } -void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) +static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) { - GLdouble xmin, xmax, ymin, ymax; + GLdouble xmax, ymax; - ymax = zNear * tan( fovy * M_PI / 360.0 ); - ymin = -ymax; + xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect; + ymax = zNear * tan( fovy * M_PI / 360.0 ); - xmin = ymin * aspect; - xmax = ymax * aspect; + if (r_viewleaf->contents != CONTENTS_EMPTY && r_viewleaf->contents != CONTENTS_SOLID) + { + xmax *= (sin(cl.time * 4.7) * 0.03 + 0.97); + ymax *= (sin(cl.time * 3) * 0.03 + 0.97); + } - glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); + glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar ); } -extern char skyname[]; - /* ============= R_SetupGL ============= */ -void R_SetupGL (void) +static void R_SetupGL (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; - } + glLoadIdentity (); - 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); + // y is weird beause OpenGL is bottom to top, we use top to bottom + glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height); +// yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI; + MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip.value); glCullFace(GL_FRONT); glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); + 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]); + 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); +// glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); // // set drawing parms @@ -654,7 +623,7 @@ void R_SetupGL (void) R_Clear ============= */ -void R_Clear (void) +static void R_Clear (void) { if (!r_render.value) return; @@ -666,199 +635,192 @@ void R_Clear (void) glDepthRange (gldepthmin, gldepthmax); } -// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :) -void GL_Brighten() +static void GL_BlendView(void) { if (!r_render.value) return; + + if (v_blend[3] < 0.01f) + return; + glMatrixMode(GL_PROJECTION); glLoadIdentity (); - glOrtho (0, vid.width, vid.height, 0, -99999, 99999); + glOrtho (0, 256, 256, 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); + glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBegin (GL_TRIANGLES); - glColor3f (1, 1, 1); + if (lighthalf) + glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]); + else + glColor4fv (v_blend); glVertex2f (-5000, -5000); glVertex2f (10000, -5000); glVertex2f (-5000, 10000); glEnd (); - glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glEnable (GL_CULL_FACE); + glEnable (GL_DEPTH_TEST); 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; +/* +================ +R_RenderView -void GL_BlendView() +r_refdef must be set before the first call +================ +*/ +extern void UploadLightmaps(void); +extern void R_DrawSurfaces(void); +extern void R_DrawPortals(void); +char r_speeds2_string[1024]; +int speedstringcount; + +void timestring(int t, char *desc) { - if (!r_render.value) - return; - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - glOrtho (0, vid.width, vid.height, 0, -99999, 99999); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); - glDisable (GL_DEPTH_TEST); - glDisable (GL_CULL_FACE); - glDisable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - if (lighthalf) + char tempbuf[256]; + int length; + if (t < 1000000) + sprintf(tempbuf, " %6ius %s", t, desc); + else + sprintf(tempbuf, " %6ims %s", t / 1000, desc); + length = strlen(tempbuf); +// while (length < 20) +// tempbuf[length++] = ' '; +// tempbuf[length] = 0; + if (speedstringcount + length > 80) { - glBlendFunc (GL_DST_COLOR, GL_ONE); - glBegin (GL_TRIANGLES); - glColor3f (1, 1, 1); - glVertex2f (-5000, -5000); - glVertex2f (10000, -5000); - glVertex2f (-5000, 10000); - glEnd (); + strcat(r_speeds2_string, "\n"); + speedstringcount = 0; } - 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]) + // skip the space at the beginning if it's the first on the line + if (speedstringcount == 0) { - glBegin (GL_TRIANGLES); - glColor4fv (v_blend); - glVertex2f (-5000, -5000); - glVertex2f (10000, -5000); - glVertex2f (-5000, 10000); - glEnd (); + strcat(r_speeds2_string, tempbuf + 1); + speedstringcount = length - 1; + } + else + { + strcat(r_speeds2_string, tempbuf); + speedstringcount += length; } - - glEnable (GL_CULL_FACE); - glEnable (GL_DEPTH_TEST); - glDisable(GL_BLEND); - glEnable(GL_TEXTURE_2D); } -/* -#define TIMEREPORT(DESC) \ - if (r_speeds2.value)\ - {\ - temptime = -currtime;\ - currtime = Sys_FloatTime();\ - temptime += currtime;\ - Con_Printf(DESC " %.4fms ", temptime * 1000.0);\ - } -*/ -#define TIMEREPORT(VAR) \ +#define TIMEREPORT(NAME) \ if (r_speeds2.value)\ {\ temptime = currtime;\ - currtime = Sys_FloatTime();\ - VAR = (int) ((currtime - temptime) * 1000000.0);\ - }\ - else\ - VAR = 0; - -/* -================ -R_RenderView + currtime = Sys_DoubleTime();\ + timestring((int) ((currtime - temptime) * 1000000.0), NAME);\ + } -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]; 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_transpoly, time_blend, time_total; -// double currtime, temptime; -// if (r_norefresh.value) -// return; - - if (!r_worldentity.model || !cl.worldmodel) - Sys_Error ("R_RenderView: NULL worldmodel"); - - lighthalf = gl_lightmode.value; - FOG_framebegin(); + if (!cl.worldmodel) + Host_Error ("R_RenderView: NULL worldmodel"); if (r_speeds2.value) { - starttime = currtime = Sys_FloatTime(); -// Con_Printf("render time: "); + speedstringcount = 0; + sprintf(r_speeds2_string, "org:'%c%6.2f %c%6.2f %c%6.2f' ang:'%c%3.0f %c%3.0f %c%3.0f' dir:'%c%2.3f %c%2.3f %c%2.3f'\n%6i walls %6i dlitwalls %7i modeltris %7i transpoly\nBSP: %6i faces %6i nodes %6i leafs\n%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", + r_origin[0] < 0 ? '-' : ' ', fabs(r_origin[0]), r_origin[1] < 0 ? '-' : ' ', fabs(r_origin[1]), r_origin[2] < 0 ? '-' : ' ', fabs(r_origin[2]), r_refdef.viewangles[0] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[0]), r_refdef.viewangles[1] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[1]), r_refdef.viewangles[2] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[2]), vpn[0] < 0 ? '-' : ' ', fabs(vpn[0]), vpn[1] < 0 ? '-' : ' ', fabs(vpn[1]), vpn[2] < 0 ? '-' : ' ', fabs(vpn[2]), + c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly, + c_faces, c_nodes, c_leafs, + c_models, c_bmodels, c_sprites, c_particles, c_dlights); + + starttime = currtime = Sys_DoubleTime(); } else starttime = currtime = 0; + + R_MoveParticles (); + TIMEREPORT("mparticles") + R_MoveExplosions(); + TIMEREPORT("mexplosion") + + FOG_framebegin(); + R_Clear(); - skyisvisible = false; - TIMEREPORT(time_clear) + TIMEREPORT("clear ") // render normal view R_SetupFrame (); R_SetFrustum (); R_SetupGL (); + R_Clip_StartFrame(); skypolyclear(); wallpolyclear(); transpolyclear(); - TIMEREPORT(time_setup) + TIMEREPORT("setup ") + + R_DrawWorld (); + TIMEREPORT("addworld ") + + R_AddModelEntities(); + TIMEREPORT("addmodels ") + + R_Clip_EndFrame(); + TIMEREPORT("scanedge ") - 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) + // now mark the lit surfaces + R_PushDlights (); + TIMEREPORT("marklights") + + R_DrawModels1 (); + + // yes this does add the world after the brush models when using the SER + R_DrawSurfaces (); + R_DrawPortals (); + TIMEREPORT("surfaces "); UploadLightmaps(); - TIMEREPORT(time_upload) + TIMEREPORT("uploadlmap") + + skypolyrender(); + TIMEREPORT("skypoly ") - skypolyrender(); // fogged sky polys, affects depth + wallpolyrender1(); + TIMEREPORT("wallpoly1 ") - if (skyname[0] && skyisvisible && !fogenabled) - R_Sky(); // does not affect depth, draws over the sky polys - TIMEREPORT(time_sky) + GL_DrawDecals(); + TIMEREPORT("ddecal ") - wallpolyrender(); - TIMEREPORT(time_wall) + wallpolyrender2(); + TIMEREPORT("wallpoly2 ") + // don't let sound skip if going slow if (!intimerefresh && !r_speeds2.value) - S_ExtraUpdate (); // don't let sound get messed up if going slow + S_ExtraUpdate (); - R_DrawEntitiesOnList2 (); // other models -// R_RenderDlights (); R_DrawViewModel (); - TIMEREPORT(time_models) - R_MoveParticles (); - TIMEREPORT(time_moveparticles) + R_DrawModels2 (); + TIMEREPORT("models ") + R_DrawParticles (); - TIMEREPORT(time_drawparticles) - R_MoveExplosions(); - TIMEREPORT(time_moveexplosions) + TIMEREPORT("dparticles") + R_DrawExplosions(); - TIMEREPORT(time_drawexplosions) + TIMEREPORT("dexplosion") transpolyrender(); - TIMEREPORT(time_transpoly) + TIMEREPORT("transpoly ") FOG_frameend(); GL_BlendView(); - TIMEREPORT(time_blend) + TIMEREPORT("blend ") + if (r_speeds2.value) - { - time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0); -// Con_Printf("\n"); - 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 trans %6ius blend %6ius total %6ius permdl", time_transpoly, time_blend, time_total, time_models / max(c_models, 1)); - } + timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total "); }