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upgraded rtlights format to have separate ambient, diffuse, and specular intensity...
[xonotic/darkplaces.git] / gl_rmain.c
1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23 #include "r_shadow.h"
24
25 // used for dlight push checking and other things
26 int r_framecount;
27
28 // used for visibility checking
29 qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
30
31 mplane_t frustum[4];
32
33 matrix4x4_t r_identitymatrix;
34
35 int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
36
37 // true during envmap command capture
38 qboolean envmap;
39
40 // maximum visible distance (recalculated from world box each frame)
41 float r_farclip;
42 // brightness of world lightmaps and related lighting
43 // (often reduced when world rtlights are enabled)
44 float r_lightmapintensity;
45 // whether to draw world lights realtime, dlights realtime, and their shadows
46 qboolean r_rtworld;
47 qboolean r_rtworldshadows;
48 qboolean r_rtdlight;
49 qboolean r_rtdlightshadows;
50
51
52 // forces all rendering to draw triangle outlines
53 int r_showtrispass;
54
55 // view origin
56 vec3_t r_vieworigin;
57 vec3_t r_viewforward;
58 vec3_t r_viewleft;
59 vec3_t r_viewright;
60 vec3_t r_viewup;
61 int r_view_x;
62 int r_view_y;
63 int r_view_z;
64 int r_view_width;
65 int r_view_height;
66 int r_view_depth;
67 float r_view_fov_x;
68 float r_view_fov_y;
69 matrix4x4_t r_view_matrix;
70
71 //
72 // screen size info
73 //
74 refdef_t r_refdef;
75
76 // 8.8 fraction of base light value
77 unsigned short d_lightstylevalue[256];
78
79 cvar_t r_showtris = {0, "r_showtris", "0"};
80 cvar_t r_drawentities = {0, "r_drawentities","1"};
81 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
82 cvar_t r_speeds = {0, "r_speeds","0"};
83 cvar_t r_fullbright = {0, "r_fullbright","0"};
84 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
85 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
86 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
87 cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
88
89 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
90 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
91 cvar_t gl_fogred = {0, "gl_fogred","0.3"};
92 cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
93 cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
94 cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
95 cvar_t gl_fogend = {0, "gl_fogend","0"};
96
97 cvar_t r_textureunits = {0, "r_textureunits", "32"};
98
99 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
100 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
101 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
102 cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"};
103
104
105 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
106 {
107         int i;
108         for (i = 0;i < verts;i++)
109         {
110                 out[0] = in[0] * r;
111                 out[1] = in[1] * g;
112                 out[2] = in[2] * b;
113                 out[3] = in[3];
114                 in += 4;
115                 out += 4;
116         }
117 }
118
119 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
120 {
121         int i;
122         for (i = 0;i < verts;i++)
123         {
124                 out[0] = r;
125                 out[1] = g;
126                 out[2] = b;
127                 out[3] = a;
128                 out += 4;
129         }
130 }
131
132 /*
133 ====================
134 R_TimeRefresh_f
135
136 For program optimization
137 ====================
138 */
139 qboolean intimerefresh = 0;
140 static void R_TimeRefresh_f (void)
141 {
142         int i;
143         float timestart, timedelta, oldangles[3];
144
145         intimerefresh = 1;
146         VectorCopy(cl.viewangles, oldangles);
147         VectorClear(cl.viewangles);
148
149         timestart = Sys_DoubleTime();
150         for (i = 0;i < 128;i++)
151         {
152                 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
153                 CL_UpdateScreen();
154         }
155         timedelta = Sys_DoubleTime() - timestart;
156
157         VectorCopy(oldangles, cl.viewangles);
158         intimerefresh = 0;
159         Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
160 }
161
162 vec3_t fogcolor;
163 vec_t fogdensity;
164 float fog_density, fog_red, fog_green, fog_blue;
165 qboolean fogenabled;
166 qboolean oldgl_fogenable;
167 void R_UpdateFog(void)
168 {
169         if (gamemode == GAME_NEHAHRA)
170         {
171                 if (gl_fogenable.integer)
172                 {
173                         oldgl_fogenable = true;
174                         fog_density = gl_fogdensity.value;
175                         fog_red = gl_fogred.value;
176                         fog_green = gl_foggreen.value;
177                         fog_blue = gl_fogblue.value;
178                 }
179                 else if (oldgl_fogenable)
180                 {
181                         oldgl_fogenable = false;
182                         fog_density = 0;
183                         fog_red = 0;
184                         fog_green = 0;
185                         fog_blue = 0;
186                 }
187         }
188         if (fog_density)
189         {
190                 fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
191                 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
192                 fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
193         }
194         if (fog_density)
195         {
196                 fogenabled = true;
197                 fogdensity = -4000.0f / (fog_density * fog_density);
198                 // fog color was already set
199         }
200         else
201                 fogenabled = false;
202 }
203
204 // FIXME: move this to client?
205 void FOG_clear(void)
206 {
207         if (gamemode == GAME_NEHAHRA)
208         {
209                 Cvar_Set("gl_fogenable", "0");
210                 Cvar_Set("gl_fogdensity", "0.2");
211                 Cvar_Set("gl_fogred", "0.3");
212                 Cvar_Set("gl_foggreen", "0.3");
213                 Cvar_Set("gl_fogblue", "0.3");
214         }
215         fog_density = fog_red = fog_green = fog_blue = 0.0f;
216 }
217
218 // FIXME: move this to client?
219 void FOG_registercvars(void)
220 {
221         if (gamemode == GAME_NEHAHRA)
222         {
223                 Cvar_RegisterVariable (&gl_fogenable);
224                 Cvar_RegisterVariable (&gl_fogdensity);
225                 Cvar_RegisterVariable (&gl_fogred);
226                 Cvar_RegisterVariable (&gl_foggreen);
227                 Cvar_RegisterVariable (&gl_fogblue);
228                 Cvar_RegisterVariable (&gl_fogstart);
229                 Cvar_RegisterVariable (&gl_fogend);
230         }
231 }
232
233 void gl_main_start(void)
234 {
235 }
236
237 void gl_main_shutdown(void)
238 {
239 }
240
241 extern void CL_ParseEntityLump(char *entitystring);
242 void gl_main_newmap(void)
243 {
244         int l;
245         char *entities, entname[MAX_QPATH];
246         r_framecount = 1;
247         if (cl.worldmodel)
248         {
249                 strcpy(entname, cl.worldmodel->name);
250                 l = strlen(entname) - 4;
251                 if (l >= 0 && !strcmp(entname + l, ".bsp"))
252                 {
253                         strcpy(entname + l, ".ent");
254                         if ((entities = FS_LoadFile(entname, tempmempool, true)))
255                         {
256                                 CL_ParseEntityLump(entities);
257                                 Mem_Free(entities);
258                                 return;
259                         }
260                 }
261                 if (cl.worldmodel->brush.entities)
262                         CL_ParseEntityLump(cl.worldmodel->brush.entities);
263         }
264 }
265
266 void GL_Main_Init(void)
267 {
268         Matrix4x4_CreateIdentity(&r_identitymatrix);
269 // FIXME: move this to client?
270         FOG_registercvars();
271         Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
272         Cvar_RegisterVariable(&r_showtris);
273         Cvar_RegisterVariable(&r_drawentities);
274         Cvar_RegisterVariable(&r_drawviewmodel);
275         Cvar_RegisterVariable(&r_speeds);
276         Cvar_RegisterVariable(&r_fullbrights);
277         Cvar_RegisterVariable(&r_wateralpha);
278         Cvar_RegisterVariable(&r_dynamic);
279         Cvar_RegisterVariable(&r_fullbright);
280         Cvar_RegisterVariable(&r_textureunits);
281         Cvar_RegisterVariable(&r_lerpsprites);
282         Cvar_RegisterVariable(&r_lerpmodels);
283         Cvar_RegisterVariable(&r_waterscroll);
284         Cvar_RegisterVariable(&r_watershader);
285         Cvar_RegisterVariable(&r_drawcollisionbrushes);
286         if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
287                 Cvar_SetValue("r_fullbrights", 0);
288         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
289 }
290
291 static vec3_t r_farclip_origin;
292 static vec3_t r_farclip_direction;
293 static vec_t r_farclip_directiondist;
294 static vec_t r_farclip_meshfarclip;
295 static int r_farclip_directionbit0;
296 static int r_farclip_directionbit1;
297 static int r_farclip_directionbit2;
298
299 // enlarge farclip to accomodate box
300 static void R_FarClip_Box(vec3_t mins, vec3_t maxs)
301 {
302         float d;
303         d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
304           + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
305           + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
306         if (r_farclip_meshfarclip < d)
307                 r_farclip_meshfarclip = d;
308 }
309
310 // return farclip value
311 static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
312 {
313         int i;
314
315         VectorCopy(origin, r_farclip_origin);
316         VectorCopy(direction, r_farclip_direction);
317         r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
318         r_farclip_directionbit0 = r_farclip_direction[0] < 0;
319         r_farclip_directionbit1 = r_farclip_direction[1] < 0;
320         r_farclip_directionbit2 = r_farclip_direction[2] < 0;
321         r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
322
323         if (cl.worldmodel)
324                 R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
325         for (i = 0;i < r_refdef.numentities;i++)
326                 R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
327         
328         return r_farclip_meshfarclip - r_farclip_directiondist;
329 }
330
331 extern void R_Textures_Init(void);
332 extern void Mod_RenderInit(void);
333 extern void GL_Draw_Init(void);
334 extern void GL_Main_Init(void);
335 extern void R_Shadow_Init(void);
336 extern void GL_Models_Init(void);
337 extern void R_Sky_Init(void);
338 extern void GL_Surf_Init(void);
339 extern void R_Crosshairs_Init(void);
340 extern void R_Light_Init(void);
341 extern void R_Particles_Init(void);
342 extern void R_Explosion_Init(void);
343 extern void ui_init(void);
344 extern void gl_backend_init(void);
345 extern void Sbar_Init(void);
346 extern void R_LightningBeams_Init(void);
347
348 void Render_Init(void)
349 {
350         R_Textures_Init();
351         Mod_RenderInit();
352         gl_backend_init();
353         R_MeshQueue_Init();
354         GL_Draw_Init();
355         GL_Main_Init();
356         R_Shadow_Init();
357         GL_Models_Init();
358         R_Sky_Init();
359         GL_Surf_Init();
360         R_Crosshairs_Init();
361         R_Light_Init();
362         R_Particles_Init();
363         R_Explosion_Init();
364         //ui_init();
365         UI_Init();
366         Sbar_Init();
367         R_LightningBeams_Init();
368 }
369
370 /*
371 ===============
372 GL_Init
373 ===============
374 */
375 extern char *ENGINE_EXTENSIONS;
376 void GL_Init (void)
377 {
378         VID_CheckExtensions();
379
380         // LordHavoc: report supported extensions
381         Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
382 }
383
384 int R_CullBox(const vec3_t mins, const vec3_t maxs)
385 {
386         int i;
387         mplane_t *p;
388         for (i = 0;i < 4;i++)
389         {
390                 p = frustum + i;
391                 switch(p->signbits)
392                 {
393                 default:
394                 case 0:
395                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
396                                 return true;
397                         break;
398                 case 1:
399                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
400                                 return true;
401                         break;
402                 case 2:
403                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
404                                 return true;
405                         break;
406                 case 3:
407                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
408                                 return true;
409                         break;
410                 case 4:
411                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
412                                 return true;
413                         break;
414                 case 5:
415                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
416                                 return true;
417                         break;
418                 case 6:
419                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
420                                 return true;
421                         break;
422                 case 7:
423                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
424                                 return true;
425                         break;
426                 }
427         }
428         return false;
429 }
430
431 //==================================================================================
432
433 static void R_MarkEntities (void)
434 {
435         int i;
436         entity_render_t *ent;
437
438         ent = &cl_entities[0].render;
439         Matrix4x4_CreateIdentity(&ent->matrix);
440         Matrix4x4_CreateIdentity(&ent->inversematrix);
441
442         if (!r_drawentities.integer)
443                 return;
444
445         for (i = 0;i < r_refdef.numentities;i++)
446         {
447                 ent = r_refdef.entities[i];
448                 Mod_CheckLoaded(ent->model);
449                 // some of the renderer still relies on origin...
450                 Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
451                 // some of the renderer still relies on scale...
452                 ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
453                 R_UpdateEntLights(ent);
454                 if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
455                  && (!VIS_CullBox(ent->mins, ent->maxs) || (ent->effects & EF_NODEPTHTEST))
456                  && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL))))
457                         ent->visframe = r_framecount;
458         }
459 }
460
461 // only used if skyrendermasked, and normally returns false
462 int R_DrawBrushModelsSky (void)
463 {
464         int i, sky;
465         entity_render_t *ent;
466
467         if (!r_drawentities.integer)
468                 return false;
469
470         sky = false;
471         for (i = 0;i < r_refdef.numentities;i++)
472         {
473                 ent = r_refdef.entities[i];
474                 if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
475                 {
476                         ent->model->DrawSky(ent);
477                         sky = true;
478                 }
479         }
480         return sky;
481 }
482
483 void R_DrawNoModel(entity_render_t *ent);
484 void R_DrawModels(void)
485 {
486         int i;
487         entity_render_t *ent;
488
489         if (!r_drawentities.integer)
490                 return;
491
492         for (i = 0;i < r_refdef.numentities;i++)
493         {
494                 ent = r_refdef.entities[i];
495                 if (ent->visframe == r_framecount)
496                 {
497                         if (ent->model && ent->model->Draw != NULL)
498                                 ent->model->Draw(ent);
499                         else
500                                 R_DrawNoModel(ent);
501                 }
502         }
503 }
504
505 static void R_SetFrustum(void)
506 {
507         // break apart the view matrix into vectors for various purposes
508         Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
509         VectorNegate(r_viewleft, r_viewright);
510
511         // LordHavoc: note to all quake engine coders, the special case for 90
512         // degrees assumed a square view (wrong), so I removed it, Quake2 has it
513         // disabled as well.
514
515         // rotate R_VIEWFORWARD right by FOV_X/2 degrees
516         RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
517         frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
518         PlaneClassify(&frustum[0]);
519
520         // rotate R_VIEWFORWARD left by FOV_X/2 degrees
521         RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2));
522         frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
523         PlaneClassify(&frustum[1]);
524
525         // rotate R_VIEWFORWARD up by FOV_X/2 degrees
526         RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2));
527         frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
528         PlaneClassify(&frustum[2]);
529
530         // rotate R_VIEWFORWARD down by FOV_X/2 degrees
531         RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2));
532         frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
533         PlaneClassify(&frustum[3]);
534 }
535
536 static void R_BlendView(void)
537 {
538         rmeshstate_t m;
539         float r;
540         float vertex3f[3*3];
541
542         if (r_refdef.viewblend[3] < 0.01f)
543                 return;
544
545         R_Mesh_Matrix(&r_identitymatrix);
546
547         memset(&m, 0, sizeof(m));
548         m.pointer_vertex = vertex3f;
549         R_Mesh_State(&m);
550
551         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
552         GL_DepthMask(true);
553         GL_DepthTest(false); // magic
554         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
555         r = 64;
556         vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r;
557         vertex3f[1] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r - r_viewup[1] * r;
558         vertex3f[2] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r - r_viewup[2] * r;
559         vertex3f[3] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r + r_viewup[0] * r * 3;
560         vertex3f[4] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r + r_viewup[1] * r * 3;
561         vertex3f[5] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r + r_viewup[2] * r * 3;
562         vertex3f[6] = r_vieworigin[0] + r_viewforward[0] * 1.5 - r_viewleft[0] * r * 3 - r_viewup[0] * r;
563         vertex3f[7] = r_vieworigin[1] + r_viewforward[1] * 1.5 - r_viewleft[1] * r * 3 - r_viewup[1] * r;
564         vertex3f[8] = r_vieworigin[2] + r_viewforward[2] * 1.5 - r_viewleft[2] * r * 3 - r_viewup[2] * r;
565         R_Mesh_Draw(3, 1, polygonelements);
566 }
567
568 void R_RenderScene(void);
569
570 /*
571 ================
572 R_RenderView
573 ================
574 */
575 void R_RenderView(void)
576 {
577         if (!r_refdef.entities/* || !cl.worldmodel*/)
578                 return; //Host_Error ("R_RenderView: NULL worldmodel");
579
580         r_view_width = bound(0, r_refdef.width, vid.realwidth);
581         r_view_height = bound(0, r_refdef.height, vid.realheight);
582         r_view_depth = 1;
583         r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
584         r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
585         r_view_z = 0;
586         r_view_fov_x = bound(1, r_refdef.fov_x, 170);
587         r_view_fov_y = bound(1, r_refdef.fov_y, 170);
588         r_view_matrix = r_refdef.viewentitymatrix;
589         GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
590         r_rtworld = r_shadow_realtime_world.integer;
591         r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
592         r_rtdlight = r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer;
593         r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
594         r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
595
596         // GL is weird because it's bottom to top, r_view_y is top to bottom
597         qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
598         GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
599         GL_ScissorTest(true);
600         GL_DepthMask(true);
601         R_ClearScreen();
602         R_Textures_Frame();
603         R_UpdateFog();
604         R_UpdateLights();
605         R_TimeReport("setup");
606
607         qglDepthFunc(GL_LEQUAL);
608         qglPolygonOffset(0, 0);
609         qglEnable(GL_POLYGON_OFFSET_FILL);
610
611         R_RenderScene();
612
613         qglPolygonOffset(0, 0);
614         qglDisable(GL_POLYGON_OFFSET_FILL);
615
616         R_BlendView();
617         R_TimeReport("blendview");
618         
619         GL_Scissor(0, 0, vid.realwidth, vid.realheight);
620         GL_ScissorTest(false);
621 }
622
623 extern void R_DrawLightningBeams (void);
624 void R_RenderScene(void)
625 {
626         entity_render_t *world;
627         
628         // don't let sound skip if going slow
629         if (!intimerefresh && !r_speeds.integer)
630                 S_ExtraUpdate ();
631
632         r_framecount++;
633
634         R_MeshQueue_BeginScene();
635
636         GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
637
638         R_SetFrustum();
639
640         r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
641         if (r_rtworldshadows || r_rtdlightshadows)
642                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
643         else
644                 GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
645
646         GL_SetupView_Orientation_FromEntity(&r_view_matrix);
647
648         R_SkyStartFrame();
649
650         if (cl.worldmodel && cl.worldmodel->brush.FatPVS)
651                 cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
652         world = &cl_entities[0].render;
653         R_WorldVisibility(world);
654         R_TimeReport("worldvis");
655
656         R_MarkEntities();
657         R_TimeReport("markentity");
658
659         R_Shadow_UpdateWorldLightSelection();
660
661         // don't let sound skip if going slow
662         if (!intimerefresh && !r_speeds.integer)
663                 S_ExtraUpdate ();
664
665         GL_ShowTrisColor(0.025, 0.025, 0, 1);
666         if (world->model && world->model->DrawSky)
667         {
668                 world->model->DrawSky(world);
669                 R_TimeReport("worldsky");
670         }
671
672         if (R_DrawBrushModelsSky())
673                 R_TimeReport("bmodelsky");
674
675         GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
676         if (world->model && world->model->Draw)
677         {
678                 world->model->Draw(world);
679                 R_TimeReport("world");
680         }
681
682         // don't let sound skip if going slow
683         if (!intimerefresh && !r_speeds.integer)
684                 S_ExtraUpdate ();
685
686         GL_ShowTrisColor(0, 0.015, 0, 1);
687
688         R_DrawModels();
689         R_TimeReport("models");
690
691         // don't let sound skip if going slow
692         if (!intimerefresh && !r_speeds.integer)
693                 S_ExtraUpdate ();
694
695         GL_ShowTrisColor(0, 0, 0.033, 1);
696         R_ShadowVolumeLighting(false);
697         R_TimeReport("rtlights");
698
699         // don't let sound skip if going slow
700         if (!intimerefresh && !r_speeds.integer)
701                 S_ExtraUpdate ();
702
703         GL_ShowTrisColor(0.1, 0, 0, 1);
704
705         R_DrawLightningBeams();
706         R_TimeReport("lightning");
707
708         R_DrawParticles();
709         R_TimeReport("particles");
710
711         R_DrawExplosions();
712         R_TimeReport("explosions");
713
714         R_MeshQueue_RenderTransparent();
715         R_TimeReport("drawtrans");
716
717         R_DrawCoronas();
718         R_TimeReport("coronas");
719
720         R_DrawWorldCrosshair();
721         R_TimeReport("crosshair");
722
723         R_MeshQueue_Render();
724         R_MeshQueue_EndScene();
725
726         if (r_shadow_visiblevolumes.integer && !r_showtrispass)
727         {
728                 R_ShadowVolumeLighting(true);
729                 R_TimeReport("shadowvolume");
730         }
731
732         GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
733
734         // don't let sound skip if going slow
735         if (!intimerefresh && !r_speeds.integer)
736                 S_ExtraUpdate ();
737 }
738
739 /*
740 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
741 {
742         int i;
743         float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
744         rmeshstate_t m;
745         GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
746         GL_DepthMask(false);
747         GL_DepthTest(true);
748         R_Mesh_Matrix(&r_identitymatrix);
749
750         vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
751         vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
752         vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
753         vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
754         vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2];
755         vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
756         vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2];
757         vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2];
758         R_FillColors(color, 8, cr, cg, cb, ca);
759         if (fogenabled)
760         {
761                 for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
762                 {
763                         VectorSubtract(v, r_vieworigin, diff);
764                         f2 = exp(fogdensity/DotProduct(diff, diff));
765                         f1 = 1 - f2;
766                         c[0] = c[0] * f1 + fogcolor[0] * f2;
767                         c[1] = c[1] * f1 + fogcolor[1] * f2;
768                         c[2] = c[2] * f1 + fogcolor[2] * f2;
769                 }
770         }
771         memset(&m, 0, sizeof(m));
772         m.pointer_vertex = vertex3f;
773         m.pointer_color = color;
774         R_Mesh_State(&m);
775         R_Mesh_Draw(8, 12);
776 }
777 */
778
779 int nomodelelements[24] =
780 {
781         5, 2, 0,
782         5, 1, 2,
783         5, 0, 3,
784         5, 3, 1,
785         0, 2, 4,
786         2, 1, 4,
787         3, 0, 4,
788         1, 3, 4
789 };
790
791 float nomodelvertex3f[6*3] =
792 {
793         -16,   0,   0,
794          16,   0,   0,
795           0, -16,   0,
796           0,  16,   0,
797           0,   0, -16,
798           0,   0,  16
799 };
800
801 float nomodelcolor4f[6*4] =
802 {
803         0.0f, 0.0f, 0.5f, 1.0f,
804         0.0f, 0.0f, 0.5f, 1.0f,
805         0.0f, 0.5f, 0.0f, 1.0f,
806         0.0f, 0.5f, 0.0f, 1.0f,
807         0.5f, 0.0f, 0.0f, 1.0f,
808         0.5f, 0.0f, 0.0f, 1.0f
809 };
810
811 void R_DrawNoModelCallback(const void *calldata1, int calldata2)
812 {
813         const entity_render_t *ent = calldata1;
814         int i;
815         float f1, f2, *c, diff[3];
816         float color4f[6*4];
817         rmeshstate_t m;
818         R_Mesh_Matrix(&ent->matrix);
819
820         memset(&m, 0, sizeof(m));
821         m.pointer_vertex = nomodelvertex3f;
822
823         if (ent->flags & EF_ADDITIVE)
824         {
825                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
826                 GL_DepthMask(false);
827         }
828         else if (ent->alpha < 1)
829         {
830                 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
831                 GL_DepthMask(false);
832         }
833         else
834         {
835                 GL_BlendFunc(GL_ONE, GL_ZERO);
836                 GL_DepthMask(true);
837         }
838         GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
839         if (fogenabled)
840         {
841                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
842                 m.pointer_color = color4f;
843                 VectorSubtract(ent->origin, r_vieworigin, diff);
844                 f2 = exp(fogdensity/DotProduct(diff, diff));
845                 f1 = 1 - f2;
846                 for (i = 0, c = color4f;i < 6;i++, c += 4)
847                 {
848                         c[0] = (c[0] * f1 + fogcolor[0] * f2);
849                         c[1] = (c[1] * f1 + fogcolor[1] * f2);
850                         c[2] = (c[2] * f1 + fogcolor[2] * f2);
851                         c[3] *= ent->alpha;
852                 }
853         }
854         else if (ent->alpha != 1)
855         {
856                 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
857                 m.pointer_color = color4f;
858                 for (i = 0, c = color4f;i < 6;i++, c += 4)
859                         c[3] *= ent->alpha;
860         }
861         else
862                 m.pointer_color = nomodelcolor4f;
863         R_Mesh_State(&m);
864         R_Mesh_Draw(6, 8, nomodelelements);
865 }
866
867 void R_DrawNoModel(entity_render_t *ent)
868 {
869         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
870                 R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0);
871         //else
872         //      R_DrawNoModelCallback(ent, 0);
873 }
874
875 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
876 {
877         vec3_t right1, right2, diff, normal;
878
879         VectorSubtract (org2, org1, normal);
880         VectorNormalizeFast (normal);
881
882         // calculate 'right' vector for start
883         VectorSubtract (r_vieworigin, org1, diff);
884         VectorNormalizeFast (diff);
885         CrossProduct (normal, diff, right1);
886
887         // calculate 'right' vector for end
888         VectorSubtract (r_vieworigin, org2, diff);
889         VectorNormalizeFast (diff);
890         CrossProduct (normal, diff, right2);
891
892         vert[ 0] = org1[0] + width * right1[0];
893         vert[ 1] = org1[1] + width * right1[1];
894         vert[ 2] = org1[2] + width * right1[2];
895         vert[ 3] = org1[0] - width * right1[0];
896         vert[ 4] = org1[1] - width * right1[1];
897         vert[ 5] = org1[2] - width * right1[2];
898         vert[ 6] = org2[0] - width * right2[0];
899         vert[ 7] = org2[1] - width * right2[1];
900         vert[ 8] = org2[2] - width * right2[2];
901         vert[ 9] = org2[0] + width * right2[0];
902         vert[10] = org2[1] + width * right2[1];
903         vert[11] = org2[2] + width * right2[2];
904 }
905
906 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
907
908 void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
909 {
910         float diff[3];
911         rmeshstate_t m;
912
913         if (fogenabled)
914         {
915                 VectorSubtract(origin, r_vieworigin, diff);
916                 ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
917         }
918
919         R_Mesh_Matrix(&r_identitymatrix);
920         GL_BlendFunc(blendfunc1, blendfunc2);
921         GL_DepthMask(false);
922         GL_DepthTest(!depthdisable);
923
924         varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
925         varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
926         varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
927         varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
928         varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
929         varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
930         varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
931         varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
932         varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
933         varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
934         varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
935         varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
936
937         memset(&m, 0, sizeof(m));
938         m.tex[0] = R_GetTexture(texture);
939         m.pointer_texcoord[0] = spritetexcoord2f;
940         m.pointer_vertex = varray_vertex3f;
941         R_Mesh_State(&m);
942         GL_Color(cr, cg, cb, ca);
943         R_Mesh_Draw(4, 2, polygonelements);
944 }
945