// r_main.c
#include "quakedef.h"
+#include "r_shadow.h"
// used for dlight push checking and other things
int r_framecount;
+// used for visibility checking
+qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
+
mplane_t frustum[4];
matrix4x4_t r_identitymatrix;
// true during envmap command capture
qboolean envmap;
+// maximum visible distance (recalculated from world box each frame)
float r_farclip;
+// brightness of world lightmaps and related lighting
+// (often reduced when world rtlights are enabled)
+float r_lightmapintensity;
+// whether to draw world lights realtime, dlights realtime, and their shadows
+qboolean r_rtworld;
+qboolean r_rtworldshadows;
+qboolean r_rtdlight;
+qboolean r_rtdlightshadows;
+
+
+// forces all rendering to draw triangle outlines
+int r_showtrispass;
// 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;
+int r_view_x;
+int r_view_y;
+int r_view_z;
+int r_view_width;
+int r_view_height;
+int r_view_depth;
+float r_view_fov_x;
+float r_view_fov_y;
+matrix4x4_t r_view_matrix;
//
// screen size info
// 8.8 fraction of base light value
unsigned short d_lightstylevalue[256];
+cvar_t r_showtris = {0, "r_showtris", "0"};
cvar_t r_drawentities = {0, "r_drawentities","1"};
cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
-cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0"};
-cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
cvar_t r_speeds = {0, "r_speeds","0"};
cvar_t r_fullbright = {0, "r_fullbright","0"};
cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
-cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
+cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
-
+cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"};
void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
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;
float fog_density, fog_red, fog_green, fog_blue;
qboolean fogenabled;
qboolean oldgl_fogenable;
-void R_SetupFog(void)
+void R_UpdateFog(void)
{
if (gamemode == GAME_NEHAHRA)
{
if (l >= 0 && !strcmp(entname + l, ".bsp"))
{
strcpy(entname + l, ".ent");
- if ((entities = FS_LoadFile(entname, true)))
+ if ((entities = FS_LoadFile(entname, tempmempool, true)))
{
CL_ParseEntityLump(entities);
Mem_Free(entities);
Matrix4x4_CreateIdentity(&r_identitymatrix);
// FIXME: move this to client?
FOG_registercvars();
- Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
- Cvar_RegisterVariable (&r_drawentities);
- Cvar_RegisterVariable (&r_drawviewmodel);
- Cvar_RegisterVariable (&r_shadows);
- Cvar_RegisterVariable (&r_shadow_staticworldlights);
- Cvar_RegisterVariable (&r_speeds);
- Cvar_RegisterVariable (&r_fullbrights);
- Cvar_RegisterVariable (&r_wateralpha);
- Cvar_RegisterVariable (&r_dynamic);
- Cvar_RegisterVariable (&r_fullbright);
- Cvar_RegisterVariable (&r_textureunits);
- Cvar_RegisterVariable (&r_shadow_cull);
- Cvar_RegisterVariable (&r_lerpsprites);
- Cvar_RegisterVariable (&r_lerpmodels);
- Cvar_RegisterVariable (&r_waterscroll);
- if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ)
+ Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
+ Cvar_RegisterVariable(&r_showtris);
+ Cvar_RegisterVariable(&r_drawentities);
+ Cvar_RegisterVariable(&r_drawviewmodel);
+ Cvar_RegisterVariable(&r_speeds);
+ Cvar_RegisterVariable(&r_fullbrights);
+ Cvar_RegisterVariable(&r_wateralpha);
+ Cvar_RegisterVariable(&r_dynamic);
+ Cvar_RegisterVariable(&r_fullbright);
+ Cvar_RegisterVariable(&r_textureunits);
+ Cvar_RegisterVariable(&r_lerpsprites);
+ Cvar_RegisterVariable(&r_lerpmodels);
+ Cvar_RegisterVariable(&r_waterscroll);
+ Cvar_RegisterVariable(&r_watershader);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes);
+ if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
-vec3_t r_farclip_origin;
-vec3_t r_farclip_direction;
-vec_t r_farclip_directiondist;
-vec_t r_farclip_meshfarclip;
-int r_farclip_directionbit0;
-int r_farclip_directionbit1;
-int r_farclip_directionbit2;
-
-// start a farclip measuring session
-void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
-{
- VectorCopy(origin, r_farclip_origin);
- VectorCopy(direction, r_farclip_direction);
- r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
- r_farclip_directionbit0 = r_farclip_direction[0] < 0;
- r_farclip_directionbit1 = r_farclip_direction[1] < 0;
- r_farclip_directionbit2 = r_farclip_direction[2] < 0;
- r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
-}
+static vec3_t r_farclip_origin;
+static vec3_t r_farclip_direction;
+static vec_t r_farclip_directiondist;
+static vec_t r_farclip_meshfarclip;
+static int r_farclip_directionbit0;
+static int r_farclip_directionbit1;
+static int r_farclip_directionbit2;
// enlarge farclip to accomodate box
-void R_FarClip_Box(vec3_t mins, vec3_t maxs)
+static void R_FarClip_Box(vec3_t mins, vec3_t maxs)
{
float d;
d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
}
// return farclip value
-float R_FarClip_Finish(void)
+static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
{
+ int i;
+
+ VectorCopy(origin, r_farclip_origin);
+ VectorCopy(direction, r_farclip_direction);
+ r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
+ r_farclip_directionbit0 = r_farclip_direction[0] < 0;
+ r_farclip_directionbit1 = r_farclip_direction[1] < 0;
+ r_farclip_directionbit2 = r_farclip_direction[2] < 0;
+ r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
+
+ if (cl.worldmodel)
+ R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
+ for (i = 0;i < r_refdef.numentities;i++)
+ R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
+
return r_farclip_meshfarclip - r_farclip_directiondist;
}
R_Light_Init();
R_Particles_Init();
R_Explosion_Init();
- ui_init();
+ //ui_init();
+ UI_Init();
Sbar_Init();
R_LightningBeams_Init();
}
return false;
}
-int PVS_CullBox(const vec3_t mins, const vec3_t maxs)
-{
- int stackpos, sides;
- mnode_t *node, *stack[4096];
- if (cl.worldmodel == NULL)
- return false;
- stackpos = 0;
- stack[stackpos++] = cl.worldmodel->brushq1.nodes;
- while (stackpos)
- {
- node = stack[--stackpos];
- if (node->contents < 0)
- {
- if (((mleaf_t *)node)->pvsframe == cl.worldmodel->brushq1.pvsframecount)
- return false;
- }
- else
- {
- sides = BoxOnPlaneSide(mins, maxs, node->plane);
- if (sides & 2 && stackpos < 4096)
- stack[stackpos++] = node->children[1];
- if (sides & 1 && stackpos < 4096)
- stack[stackpos++] = node->children[0];
- }
- }
- return true;
-}
-
-int VIS_CullBox(const vec3_t mins, const vec3_t maxs)
-{
- int stackpos, sides;
- mnode_t *node, *stack[4096];
- if (R_CullBox(mins, maxs))
- return true;
- if (cl.worldmodel == NULL)
- return false;
- stackpos = 0;
- stack[stackpos++] = cl.worldmodel->brushq1.nodes;
- while (stackpos)
- {
- node = stack[--stackpos];
- if (node->contents < 0)
- {
- if (((mleaf_t *)node)->visframe == r_framecount)
- return false;
- }
- else
- {
- sides = BoxOnPlaneSide(mins, maxs, node->plane);
- if (sides & 2 && stackpos < 4096)
- stack[stackpos++] = node->children[1];
- if (sides & 1 && stackpos < 4096)
- stack[stackpos++] = node->children[0];
- }
- }
- return true;
-}
-
-int R_CullSphere(const vec3_t origin, vec_t radius)
-{
- return (DotProduct(frustum[0].normal, origin) + radius < frustum[0].dist
- || DotProduct(frustum[1].normal, origin) + radius < frustum[1].dist
- || DotProduct(frustum[2].normal, origin) + radius < frustum[2].dist
- || DotProduct(frustum[3].normal, origin) + radius < frustum[3].dist);
-}
-
-int PVS_CullSphere(const vec3_t origin, vec_t radius)
-{
- int stackpos;
- mnode_t *node, *stack[4096];
- float dist;
- if (cl.worldmodel == NULL)
- return false;
- stackpos = 0;
- stack[stackpos++] = cl.worldmodel->brushq1.nodes;
- while (stackpos)
- {
- node = stack[--stackpos];
- if (node->contents < 0)
- {
- if (((mleaf_t *)node)->pvsframe == cl.worldmodel->brushq1.pvsframecount)
- return false;
- }
- else
- {
- dist = PlaneDiff(origin, node->plane);
- if (dist <= radius)
- stack[stackpos++] = node->children[1];
- if (dist >= -radius)
- stack[stackpos++] = node->children[0];
- }
- }
- return true;
-}
-
-int VIS_CullSphere(const vec3_t origin, vec_t radius)
-{
- int stackpos;
- mnode_t *node, *stack[4096];
- float dist;
- if (R_CullSphere(origin, radius))
- return true;
- if (cl.worldmodel == NULL)
- return false;
- stackpos = 0;
- stack[stackpos++] = cl.worldmodel->brushq1.nodes;
- while (stackpos)
- {
- node = stack[--stackpos];
- if (node->contents < 0)
- {
- if (((mleaf_t *)node)->visframe == r_framecount)
- return false;
- }
- else
- {
- dist = PlaneDiff(origin, node->plane);
- if (dist <= radius)
- stack[stackpos++] = node->children[1];
- if (dist >= -radius)
- stack[stackpos++] = node->children[0];
- }
- }
- return true;
-}
-
-
//==================================================================================
static void R_MarkEntities (void)
Matrix4x4_CreateIdentity(&ent->matrix);
Matrix4x4_CreateIdentity(&ent->inversematrix);
- if (cl.worldmodel)
- R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
-
if (!r_drawentities.integer)
return;
Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
// some of the renderer still relies on scale...
ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
- R_LerpAnimation(ent);
R_UpdateEntLights(ent);
if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
- && !VIS_CullSphere(ent->origin, (ent->model != NULL ? ent->model->radius : 16) * ent->scale)
- && !VIS_CullBox(ent->mins, ent->maxs))
- {
+ && (!VIS_CullBox(ent->mins, ent->maxs) || (ent->effects & EF_NODEPTHTEST))
+ && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL))))
ent->visframe = r_framecount;
- R_FarClip_Box(ent->mins, ent->maxs);
- }
}
}
return sky;
}
-/*
-=============
-R_DrawViewModel
-=============
-*/
-/*
-void R_DrawViewModel (void)
-{
- entity_render_t *ent;
-
- // FIXME: move these checks to client
- if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
- return;
-
- ent = &cl.viewent.render;
- Mod_CheckLoaded(ent->model);
- R_LerpAnimation(ent);
- Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
- Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
- R_UpdateEntLights(ent);
- ent->model->Draw(ent);
-}
-*/
-
void R_DrawNoModel(entity_render_t *ent);
-void R_DrawModels ()
+void R_DrawModels(void)
{
int i;
entity_render_t *ent;
}
}
-void R_DrawFakeShadows (void)
+static void R_SetFrustum(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;
+ // break apart the view matrix into vectors for various purposes
+ Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
+ VectorNegate(r_viewleft, r_viewright);
-int Light_CullBox(const vec3_t mins, const vec3_t maxs)
-{
- int stackpos, sides;
- mnode_t *node, *stack[4096];
- if (cl.worldmodel == NULL)
- return false;
- stackpos = 0;
- stack[stackpos++] = cl.worldmodel->brushq1.nodes;
- while (stackpos)
- {
- node = stack[--stackpos];
- if (node->contents < 0)
- {
- if (((mleaf_t *)node)->worldnodeframe == shadowframecount)
- return false;
- }
- else
- {
- sides = BoxOnPlaneSide(mins, maxs, node->plane);
- if (sides & 2 && stackpos < 4096)
- stack[stackpos++] = node->children[1];
- if (sides & 1 && stackpos < 4096)
- stack[stackpos++] = node->children[0];
- }
- }
- return true;
-}
-
-int LightAndVis_CullBox(const vec3_t mins, const vec3_t maxs)
-{
- int stackpos, sides;
- mnode_t *node, *stack[4096];
- if (R_CullBox(mins, maxs))
- return true;
- if (cl.worldmodel == NULL)
- return false;
- stackpos = 0;
- stack[stackpos++] = cl.worldmodel->brushq1.nodes;
- while (stackpos)
- {
- node = stack[--stackpos];
- if (node->contents < 0)
- {
- if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
- return false;
- }
- else
- {
- sides = BoxOnPlaneSide(mins, maxs, node->plane);
- if (sides & 2 && stackpos < 4096)
- stack[stackpos++] = node->children[1];
- if (sides & 1 && stackpos < 4096)
- stack[stackpos++] = node->children[0];
- }
- }
- return true;
-}
-
-int LightAndVis_CullPointCloud(int numpoints, const float *points)
-{
- int i;
- const float *p;
- int stackpos, sides;
- mnode_t *node, *stack[4096];
- //if (R_CullBox(mins, maxs))
- // return true;
- if (cl.worldmodel == NULL)
- return false;
- stackpos = 0;
- stack[stackpos++] = cl.worldmodel->brushq1.nodes;
- while (stackpos)
- {
- node = stack[--stackpos];
- if (node->contents < 0)
- {
- if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
- return false;
- }
- else
- {
- sides = 0;
- for (i = 0, p = points;i < numpoints && sides != 3;i++, p += 3)
- {
- if (DotProduct(p, node->plane->normal) < node->plane->dist)
- sides |= 1;
- else
- sides |= 2;
- }
- if (sides & 2 && stackpos < 4096)
- stack[stackpos++] = node->children[1];
- if (sides & 1 && stackpos < 4096)
- stack[stackpos++] = node->children[0];
- }
- }
- return true;
-}
-
-
-void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs, int lightmarked)
-{
- vec3_t relativelightorigin;
- #if 0
- int i;
- vec3_t temp;
- float dist, projectdistance;
- float points[16][3];
- #endif
- // rough checks
- if (!(ent->flags & RENDER_SHADOW) || ent->model == NULL || ent->model->DrawShadowVolume == NULL)
- return;
- if (r_shadow_cull.integer)
- {
- if (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0]
- || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1]
- || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2]
- || (lightmarked && Light_CullBox(ent->mins, ent->maxs)))
- return;
- }
- #if 0
- if (r_shadow_cull.integer)
- {
- projectdistance = cullradius;
- // calculate projected bounding box and decide if it is on-screen
- for (i = 0;i < 8;i++)
- {
- temp[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
- temp[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
- temp[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
- Matrix4x4_Transform(&ent->matrix, temp, points[i]);
- VectorSubtract(points[i], lightorigin, temp);
- dist = projectdistance / sqrt(DotProduct(temp, temp));
- VectorMA(lightorigin, dist, temp, points[i+8]);
- }
- if (LightAndVis_CullPointCloud(16, points[0]))
- return;
- /*
- for (i = 0;i < 8;i++)
- {
- p2[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
- p2[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
- p2[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
- Matrix4x4_Transform(&ent->matrix, p2, p);
- VectorSubtract(p, lightorigin, temp);
- dist = projectdistance / sqrt(DotProduct(temp, temp));
- VectorMA(p, dist, temp, p2);
- if (i)
- {
- if (mins[0] > p[0]) mins[0] = p[0];if (maxs[0] < p[0]) maxs[0] = p[0];
- if (mins[1] > p[1]) mins[1] = p[1];if (maxs[1] < p[1]) maxs[1] = p[1];
- if (mins[2] > p[2]) mins[2] = p[2];if (maxs[2] < p[2]) maxs[2] = p[2];
- }
- else
- {
- VectorCopy(p, mins);
- VectorCopy(p, maxs);
- }
- if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
- if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
- if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
- }
- if (mins[0] >= clipmaxs[0] || maxs[0] <= clipmins[0]
- || mins[1] >= clipmaxs[1] || maxs[1] <= clipmins[1]
- || mins[2] >= clipmaxs[2] || maxs[2] <= clipmins[2]
- || LightAndVis_CullBox(mins, maxs))
- return;
- */
- }
- #endif
- Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
- ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
-}
-
-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;
- entity_render_t *ent;
- int lnum;
- float f, lightradius, cullradius;
- vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
- worldlight_t *wl;
- rdlight_t *rd;
- rmeshstate_t m;
- mleaf_t *leaf;
- matrix4x4_t matrix;
- matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz;
- matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz;
-
- if (visiblevolumes)
- {
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
-
- GL_BlendFunc(GL_ONE, GL_ONE);
- 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);
- }
- else
- R_Shadow_Stage_Begin();
- shadowframecount++;
- if (r_shadow_realtime_world.integer)
- {
- R_Shadow_LoadWorldLightsIfNeeded();
- for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
- {
- if (d_lightstylevalue[wl->style] <= 0)
- continue;
- if (R_CullBox(wl->mins, wl->maxs))
- //if (R_CullSphere(wl->origin, cullradius))
- continue;
- //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
- // continue;
- //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
- // continue;
- if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
- continue;
-
- cullradius = wl->cullradius;
- lightradius = wl->lightradius;
-
- if (cl.worldmodel != NULL)
- {
- for (i = 0;i < wl->numleafs;i++)
- if (wl->leafs[i]->visframe == r_framecount)
- break;
- if (i == wl->numleafs)
- continue;
- leaf = wl->leafs[i++];
- VectorCopy(leaf->mins, clipmins);
- VectorCopy(leaf->maxs, clipmaxs);
- for (;i < wl->numleafs;i++)
- {
- leaf = wl->leafs[i];
- if (leaf->visframe == r_framecount)
- {
- if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
- if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
- if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
- if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
- if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
- if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
- }
- }
- if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
- if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
- if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
- if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
- if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
- if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
- }
- else
- {
- VectorCopy(wl->mins, clipmins);
- VectorCopy(wl->maxs, clipmaxs);
- }
-
- //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
- if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
- continue;
-
- // mark the leafs we care about so only things in those leafs will matter
- if (cl.worldmodel != NULL)
- for (i = 0;i < wl->numleafs;i++)
- wl->leafs[i]->worldnodeframe = shadowframecount;
-
- f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
- VectorScale(wl->light, f, lightcolor);
- if (wl->selected)
- {
- f = 2 + sin(realtime * M_PI * 4.0);
- VectorScale(lightcolor, f, lightcolor);
- }
-
- if (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);
- else
- R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
- if (r_drawentities.integer)
- for (i = 0;i < r_refdef.numentities;i++)
- R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs, true);
- }
-
- if (!visiblevolumes)
- {
- if (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], wl->angles[1], wl->angles[2], lightradius);
- Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
- // calculate world to attenuationxyz/xy matrix
- Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
- Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
- // calculate world to attenuationz matrix
- matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
- matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5;
- matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5;
- matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1;
- Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
- ent = &cl_entities[0].render;
- if (ent->model && ent->model->DrawLight)
- {
- Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
- if (wl->numsurfaces)
- R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
- else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
- }
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
- && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
- {
- Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
- }
- }
- }
- }
- }
- }
- if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
- {
- for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
- {
- lightradius = rd->cullradius;
- clipmins[0] = rd->origin[0] - lightradius;
- clipmins[1] = rd->origin[1] - lightradius;
- clipmins[2] = rd->origin[2] - lightradius;
- clipmaxs[0] = rd->origin[0] + lightradius;
- clipmaxs[1] = rd->origin[1] + lightradius;
- clipmaxs[2] = rd->origin[2] + lightradius;
- if (VIS_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs))
- continue;
-
- cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin);
- VectorScale(rd->light, (1.0f / 4096.0f), lightcolor);
-
- if (gl_stencil || visiblevolumes)
- {
- if (!visiblevolumes)
- R_Shadow_Stage_ShadowVolumes();
- ent = &cl_entities[0].render;
- R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent != rd->ent)
- R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false);
- }
- }
- }
-
- if (!visiblevolumes)
- {
- if (gl_stencil)
- R_Shadow_Stage_LightWithShadows();
- else
- R_Shadow_Stage_LightWithoutShadows();
-
- // calculate world to filter matrix
- Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius);
- Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix);
- // calculate world to attenuationxyz/xy matrix
- Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5);
- Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter);
- // calculate world to attenuationz matrix
- matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5;
- matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5;
- matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5;
- matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1;
- Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter);
-
- ent = &cl_entities[0].render;
- if (ent->model && ent->model->DrawLight)
- {
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
- }
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
- && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs)
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
- {
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
- }
- }
- }
- }
- }
- }
-
- if (visiblevolumes)
- qglEnable(GL_CULL_FACE);
- else
- R_Shadow_Stage_End();
- qglDisable(GL_SCISSOR_TEST);
-}
-
-static void R_SetFrustum (void)
-{
// LordHavoc: note to all quake engine coders, the special case for 90
// degrees assumed a square view (wrong), so I removed it, Quake2 has it
// disabled as well.
- // rotate VPN right by FOV_X/2 degrees
- RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
- frustum[0].dist = DotProduct (r_origin, frustum[0].normal);
+ // rotate R_VIEWFORWARD right by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_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_view_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_view_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_view_fov_y / 2));
+ frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
PlaneClassify(&frustum[3]);
}
-/*
-===============
-R_SetupFrame
-===============
-*/
-static void R_SetupFrame (void)
-{
-// don't allow cheats in multiplayer
- if (cl.maxclients > 1)
- {
- if (r_fullbright.integer != 0)
- Cvar_Set ("r_fullbright", "0");
- if (r_ambient.value != 0)
- Cvar_Set ("r_ambient", "0");
- }
-
- r_framecount++;
-
-// build the transformation matrix for the given view angles
- VectorCopy (r_refdef.vieworg, r_origin);
-
- AngleVectors (r_refdef.viewangles, vpn, vright, vup);
-
- R_AnimateLight ();
-}
-
-
static void R_BlendView(void)
{
rmeshstate_t m;
R_Mesh_Matrix(&r_identitymatrix);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = vertex3f;
+ R_Mesh_State(&m);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_DepthMask(true);
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);
}
+void R_RenderScene(void);
+
/*
================
R_RenderView
-
-r_refdef must be set before the first call
================
*/
-extern void R_DrawLightningBeams (void);
-void R_RenderView (void)
+void R_RenderView(void)
{
- entity_render_t *world;
if (!r_refdef.entities/* || !cl.worldmodel*/)
return; //Host_Error ("R_RenderView: NULL worldmodel");
- if (r_shadow_realtime_world.integer)
- {
- 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");
- Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
- }
- }
+ r_view_width = bound(0, r_refdef.width, vid.realwidth);
+ r_view_height = bound(0, r_refdef.height, vid.realheight);
+ r_view_depth = 1;
+ r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
+ r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
+ r_view_z = 0;
+ r_view_fov_x = bound(1, r_refdef.fov_x, 170);
+ r_view_fov_y = bound(1, r_refdef.fov_y, 170);
+ r_view_matrix = r_refdef.viewentitymatrix;
+ GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
+ r_rtworld = r_shadow_realtime_world.integer;
+ r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil;
+ r_rtdlight = r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer;
+ r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil;
+ r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1;
+
+ // GL is weird because it's bottom to top, r_view_y is top to bottom
+ qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+ GL_ScissorTest(true);
+ GL_DepthMask(true);
+ R_ClearScreen();
+ R_Textures_Frame();
+ R_UpdateFog();
+ R_UpdateLights();
+ R_TimeReport("setup");
- world = &cl_entities[0].render;
+ qglDepthFunc(GL_LEQUAL);
+ qglPolygonOffset(0, 0);
+ qglEnable(GL_POLYGON_OFFSET_FILL);
- // FIXME: move to client
- R_MoveExplosions();
- R_TimeReport("mexplosion");
+ R_RenderScene();
+
+ qglPolygonOffset(0, 0);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
+
+ R_BlendView();
+ R_TimeReport("blendview");
+
+ GL_Scissor(0, 0, vid.realwidth, vid.realheight);
+ GL_ScissorTest(false);
+}
+
+extern void R_DrawLightningBeams (void);
+void R_RenderScene(void)
+{
+ entity_render_t *world;
+
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
+
+ r_framecount++;
+
+ R_MeshQueue_BeginScene();
+
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
- R_Textures_Frame();
- R_SetupFrame();
R_SetFrustum();
- R_SetupFog();
+
+ r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+ if (r_rtworldshadows || r_rtdlightshadows)
+ GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
+ else
+ GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
+
+ GL_SetupView_Orientation_FromEntity(&r_view_matrix);
+
R_SkyStartFrame();
- R_BuildLightList();
- R_TimeReport("setup");
+ if (cl.worldmodel && cl.worldmodel->brush.FatPVS)
+ cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
+ world = &cl_entities[0].render;
R_WorldVisibility(world);
R_TimeReport("worldvis");
- R_FarClip_Start(r_origin, vpn, 768.0f);
R_MarkEntities();
- r_farclip = R_FarClip_Finish() + 256.0f;
R_TimeReport("markentity");
- GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
- if (r_shadow_realtime_world.integer || gl_stencil)
- 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);
- qglDepthFunc(GL_LEQUAL);
+ R_Shadow_UpdateWorldLightSelection();
- R_Mesh_Start();
- R_MeshQueue_BeginScene();
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
- R_Shadow_UpdateWorldLightSelection();
+ GL_ShowTrisColor(0.025, 0.025, 0, 1);
+ if (world->model && world->model->DrawSky)
+ {
+ world->model->DrawSky(world);
+ R_TimeReport("worldsky");
+ }
if (R_DrawBrushModelsSky())
R_TimeReport("bmodelsky");
- // must occur early because it can draw sky
- R_DrawWorld(world);
- R_TimeReport("world");
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+ if (world->model && world->model->Draw)
+ {
+ world->model->Draw(world);
+ R_TimeReport("world");
+ }
// don't let sound skip if going slow
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
- R_DrawModels(r_shadow_realtime_world.integer);
+ GL_ShowTrisColor(0, 0.015, 0, 1);
+
+ R_DrawModels();
R_TimeReport("models");
- if (r_shadows.integer == 1 && !r_shadow_realtime_world.integer)
- {
- R_DrawFakeShadows();
- R_TimeReport("fakeshadow");
- }
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
- if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
- {
- R_ShadowVolumeLighting(false);
- R_TimeReport("dynlight");
- }
+ GL_ShowTrisColor(0, 0, 0.033, 1);
+ R_ShadowVolumeLighting(false);
+ R_TimeReport("rtlights");
+
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
+
+ GL_ShowTrisColor(0.1, 0, 0, 1);
R_DrawLightningBeams();
R_TimeReport("lightning");
R_DrawWorldCrosshair();
R_TimeReport("crosshair");
- R_BlendView();
- R_TimeReport("blendview");
-
R_MeshQueue_Render();
R_MeshQueue_EndScene();
- if (r_shadow_visiblevolumes.integer)
+ if (r_shadow_visiblevolumes.integer && !r_showtrispass)
{
R_ShadowVolumeLighting(true);
R_TimeReport("shadowvolume");
}
- R_Mesh_Finish();
- R_TimeReport("meshfinish");
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
}
/*
GL_DepthTest(true);
R_Mesh_Matrix(&r_identitymatrix);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
-
- R_Mesh_GetSpace(8);
vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2];
vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2];
vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2];
vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2];
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;
}
}
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = vertex3f;
+ m.pointer_color = color;
+ R_Mesh_State(&m);
R_Mesh_Draw(8, 12);
}
*/
R_Mesh_Matrix(&ent->matrix);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = nomodelvertex3f;
if (ent->flags & EF_ADDITIVE)
{
GL_BlendFunc(GL_ONE, GL_ZERO);
GL_DepthMask(true);
}
- GL_DepthTest(true);
- GL_VertexPointer(nomodelvertex3f);
+ GL_DepthTest(!(ent->effects & EF_NODEPTHTEST));
if (fogenabled)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- GL_ColorPointer(color4f);
- VectorSubtract(ent->origin, r_origin, diff);
+ m.pointer_color = color4f;
+ 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);
+ m.pointer_color = 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);
+ m.pointer_color = nomodelcolor4f;
+ R_Mesh_State(&m);
R_Mesh_Draw(6, 8, nomodelelements);
}
void R_DrawNoModel(entity_render_t *ent)
{
//if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
- R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
+ R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0);
//else
// R_DrawNoModelCallback(ent, 0);
}
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);
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_VertexPointer(varray_vertex3f);
GL_BlendFunc(blendfunc1, blendfunc2);
GL_DepthMask(false);
GL_DepthTest(!depthdisable);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture);
- m.pointer_texcoord[0] = spritetexcoord2f;
- R_Mesh_State_Texture(&m);
-
varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1;
varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1;
varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1;
varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1;
varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1;
varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1;
+
+ memset(&m, 0, sizeof(m));
+ m.tex[0] = R_GetTexture(texture);
+ m.pointer_texcoord[0] = spritetexcoord2f;
+ m.pointer_vertex = varray_vertex3f;
+ R_Mesh_State(&m);
+ GL_Color(cr, cg, cb, ca);
R_Mesh_Draw(4, 2, polygonelements);
}