2 Copyright (C) 1996-1997 Id Software, Inc.
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.
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.
13 See the GNU General Public License for more details.
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.
25 // used for dlight push checking and other things
28 // used for visibility checking
29 qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
33 matrix4x4_t r_identitymatrix;
35 int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
37 // true during envmap command capture
40 // maximum visible distance (recalculated from world box each frame)
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
47 qboolean r_rtworldshadows;
49 qboolean r_rtdlightshadows;
52 // forces all rendering to draw triangle outlines
69 matrix4x4_t r_view_matrix;
76 // 8.8 fraction of base light value
77 unsigned short d_lightstylevalue[256];
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"};
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"};
97 cvar_t r_textureunits = {0, "r_textureunits", "32"};
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"};
105 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
108 for (i = 0;i < verts;i++)
119 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
122 for (i = 0;i < verts;i++)
136 For program optimization
139 qboolean intimerefresh = 0;
140 static void R_TimeRefresh_f (void)
143 float timestart, timedelta, oldangles[3];
146 VectorCopy(cl.viewangles, oldangles);
147 VectorClear(cl.viewangles);
149 timestart = Sys_DoubleTime();
150 for (i = 0;i < 128;i++)
152 Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
155 timedelta = Sys_DoubleTime() - timestart;
157 VectorCopy(oldangles, cl.viewangles);
159 Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
164 float fog_density, fog_red, fog_green, fog_blue;
166 qboolean oldgl_fogenable;
167 void R_UpdateFog(void)
169 if (gamemode == GAME_NEHAHRA)
171 if (gl_fogenable.integer)
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;
179 else if (oldgl_fogenable)
181 oldgl_fogenable = false;
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);
197 fogdensity = -4000.0f / (fog_density * fog_density);
198 // fog color was already set
204 // FIXME: move this to client?
207 if (gamemode == GAME_NEHAHRA)
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");
215 fog_density = fog_red = fog_green = fog_blue = 0.0f;
218 // FIXME: move this to client?
219 void FOG_registercvars(void)
221 if (gamemode == GAME_NEHAHRA)
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);
233 void gl_main_start(void)
237 void gl_main_shutdown(void)
241 extern void CL_ParseEntityLump(char *entitystring);
242 void gl_main_newmap(void)
245 char *entities, entname[MAX_QPATH];
249 strcpy(entname, cl.worldmodel->name);
250 l = strlen(entname) - 4;
251 if (l >= 0 && !strcmp(entname + l, ".bsp"))
253 strcpy(entname + l, ".ent");
254 if ((entities = FS_LoadFile(entname, tempmempool, true)))
256 CL_ParseEntityLump(entities);
261 if (cl.worldmodel->brush.entities)
262 CL_ParseEntityLump(cl.worldmodel->brush.entities);
266 void GL_Main_Init(void)
268 Matrix4x4_CreateIdentity(&r_identitymatrix);
269 // FIXME: move this to client?
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);
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;
299 // enlarge farclip to accomodate box
300 static void R_FarClip_Box(vec3_t mins, vec3_t maxs)
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;
310 // return farclip value
311 static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
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;
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);
328 return r_farclip_meshfarclip - r_farclip_directiondist;
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);
348 void Render_Init(void)
367 R_LightningBeams_Init();
375 extern char *ENGINE_EXTENSIONS;
378 VID_CheckExtensions();
380 // LordHavoc: report supported extensions
381 Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
384 int R_CullBox(const vec3_t mins, const vec3_t maxs)
388 for (i = 0;i < 4;i++)
395 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
399 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
403 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
407 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
411 if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
415 if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
419 if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
423 if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
431 //==================================================================================
433 static void R_MarkEntities (void)
436 entity_render_t *ent;
438 ent = &cl_entities[0].render;
439 Matrix4x4_CreateIdentity(&ent->matrix);
440 Matrix4x4_CreateIdentity(&ent->inversematrix);
442 if (!r_drawentities.integer)
445 for (i = 0;i < r_refdef.numentities;i++)
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;
461 // only used if skyrendermasked, and normally returns false
462 int R_DrawBrushModelsSky (void)
465 entity_render_t *ent;
467 if (!r_drawentities.integer)
471 for (i = 0;i < r_refdef.numentities;i++)
473 ent = r_refdef.entities[i];
474 if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
476 ent->model->DrawSky(ent);
483 void R_DrawNoModel(entity_render_t *ent);
484 void R_DrawModels(void)
487 entity_render_t *ent;
489 if (!r_drawentities.integer)
492 for (i = 0;i < r_refdef.numentities;i++)
494 ent = r_refdef.entities[i];
495 if (ent->visframe == r_framecount)
497 if (ent->model && ent->model->Draw != NULL)
498 ent->model->Draw(ent);
505 static void R_SetFrustum(void)
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);
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
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]);
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]);
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]);
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]);
536 static void R_BlendView(void)
542 if (r_refdef.viewblend[3] < 0.01f)
545 R_Mesh_Matrix(&r_identitymatrix);
547 memset(&m, 0, sizeof(m));
548 m.pointer_vertex = vertex3f;
551 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
553 GL_DepthTest(false); // magic
554 GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
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);
568 void R_RenderScene(void);
575 void R_RenderView(void)
577 if (!r_refdef.entities/* || !cl.worldmodel*/)
578 return; //Host_Error ("R_RenderView: NULL worldmodel");
580 r_view_width = bound(0, r_refdef.width, vid.realwidth);
581 r_view_height = bound(0, r_refdef.height, vid.realheight);
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);
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;
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);
605 R_TimeReport("setup");
607 qglDepthFunc(GL_LEQUAL);
608 qglPolygonOffset(0, 0);
609 qglEnable(GL_POLYGON_OFFSET_FILL);
613 qglPolygonOffset(0, 0);
614 qglDisable(GL_POLYGON_OFFSET_FILL);
617 R_TimeReport("blendview");
619 GL_Scissor(0, 0, vid.realwidth, vid.realheight);
620 GL_ScissorTest(false);
623 extern void R_DrawLightningBeams (void);
624 void R_RenderScene(void)
626 entity_render_t *world;
628 // don't let sound skip if going slow
629 if (!intimerefresh && !r_speeds.integer)
634 R_MeshQueue_BeginScene();
636 GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
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);
644 GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
646 GL_SetupView_Orientation_FromEntity(&r_view_matrix);
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");
657 R_TimeReport("markentity");
659 R_Shadow_UpdateWorldLightSelection();
661 // don't let sound skip if going slow
662 if (!intimerefresh && !r_speeds.integer)
665 GL_ShowTrisColor(0.025, 0.025, 0, 1);
666 if (world->model && world->model->DrawSky)
668 world->model->DrawSky(world);
669 R_TimeReport("worldsky");
672 if (R_DrawBrushModelsSky())
673 R_TimeReport("bmodelsky");
675 GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
676 if (world->model && world->model->Draw)
678 world->model->Draw(world);
679 R_TimeReport("world");
682 // don't let sound skip if going slow
683 if (!intimerefresh && !r_speeds.integer)
686 GL_ShowTrisColor(0, 0.015, 0, 1);
689 R_TimeReport("models");
691 // don't let sound skip if going slow
692 if (!intimerefresh && !r_speeds.integer)
695 GL_ShowTrisColor(0, 0, 0.033, 1);
696 R_ShadowVolumeLighting(false);
697 R_TimeReport("rtlights");
699 // don't let sound skip if going slow
700 if (!intimerefresh && !r_speeds.integer)
703 GL_ShowTrisColor(0.1, 0, 0, 1);
705 R_DrawLightningBeams();
706 R_TimeReport("lightning");
709 R_TimeReport("particles");
712 R_TimeReport("explosions");
714 R_MeshQueue_RenderTransparent();
715 R_TimeReport("drawtrans");
718 R_TimeReport("coronas");
720 R_DrawWorldCrosshair();
721 R_TimeReport("crosshair");
723 R_MeshQueue_Render();
724 R_MeshQueue_EndScene();
726 if (r_shadow_visiblevolumes.integer && !r_showtrispass)
728 R_ShadowVolumeLighting(true);
729 R_TimeReport("shadowvolume");
732 GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
734 // don't let sound skip if going slow
735 if (!intimerefresh && !r_speeds.integer)
740 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
743 float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
745 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
748 R_Mesh_Matrix(&r_identitymatrix);
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);
761 for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
763 VectorSubtract(v, r_vieworigin, diff);
764 f2 = exp(fogdensity/DotProduct(diff, diff));
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;
771 memset(&m, 0, sizeof(m));
772 m.pointer_vertex = vertex3f;
773 m.pointer_color = color;
779 int nomodelelements[24] =
791 float nomodelvertex3f[6*3] =
801 float nomodelcolor4f[6*4] =
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
811 void R_DrawNoModelCallback(const void *calldata1, int calldata2)
813 const entity_render_t *ent = calldata1;
815 float f1, f2, *c, diff[3];
818 R_Mesh_Matrix(&ent->matrix);
820 memset(&m, 0, sizeof(m));
821 m.pointer_vertex = nomodelvertex3f;
823 if (ent->flags & EF_ADDITIVE)
825 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
828 else if (ent->alpha < 1)
830 GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
835 GL_BlendFunc(GL_ONE, GL_ZERO);
838 GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
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));
846 for (i = 0, c = color4f;i < 6;i++, c += 4)
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);
854 else if (ent->alpha != 1)
856 memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
857 m.pointer_color = color4f;
858 for (i = 0, c = color4f;i < 6;i++, c += 4)
862 m.pointer_color = nomodelcolor4f;
864 R_Mesh_Draw(6, 8, nomodelelements);
867 void R_DrawNoModel(entity_render_t *ent)
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);
872 // R_DrawNoModelCallback(ent, 0);
875 void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
877 vec3_t right1, right2, diff, normal;
879 VectorSubtract (org2, org1, normal);
880 VectorNormalizeFast (normal);
882 // calculate 'right' vector for start
883 VectorSubtract (r_vieworigin, org1, diff);
884 VectorNormalizeFast (diff);
885 CrossProduct (normal, diff, right1);
887 // calculate 'right' vector for end
888 VectorSubtract (r_vieworigin, org2, diff);
889 VectorNormalizeFast (diff);
890 CrossProduct (normal, diff, right2);
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];
906 float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
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)
915 VectorSubtract(origin, r_vieworigin, diff);
916 ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
919 R_Mesh_Matrix(&r_identitymatrix);
920 GL_BlendFunc(blendfunc1, blendfunc2);
922 GL_DepthTest(!depthdisable);
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;
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;
942 GL_Color(cr, cg, cb, ca);
943 R_Mesh_Draw(4, 2, polygonelements);