mplane_t frustum[4];
-int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
+matrix4x4_t r_identitymatrix;
+
+int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
// true during envmap command capture
qboolean envmap;
//
refdef_t r_refdef;
-mleaf_t *r_viewleaf, *r_oldviewleaf;
-
// 8.8 fraction of base light value
unsigned short d_lightstylevalue[256];
cvar_t r_drawentities = {0, "r_drawentities","1"};
cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
+cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0"};
+cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
cvar_t r_speeds = {0, "r_speeds","0"};
cvar_t r_fullbright = {0, "r_fullbright","0"};
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 gl_fogenable = {0, "gl_fogenable", "0"};
cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
}
-extern cvar_t r_drawportals;
-
-int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
-{
- int sides;
- mnode_t *nodestack[8192], *node;
- int stack = 0;
-
- if (R_CullBox(mins, maxs))
- return true;
-
- node = cl.worldmodel->nodes;
-loc0:
- if (node->contents < 0)
- {
- if (((mleaf_t *)node)->visframe == r_framecount)
- return false;
- if (!stack)
- return true;
- node = nodestack[--stack];
- goto loc0;
- }
-
- sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
-
-// recurse down the contacted sides
- if (sides & 1)
- {
- if (sides & 2) // 3
- {
- // put second child on the stack for later examination
- nodestack[stack++] = node->children[1];
- node = node->children[0];
- goto loc0;
- }
- else // 1
- {
- node = node->children[0];
- goto loc0;
- }
- }
- // 2
- node = node->children[1];
- goto loc0;
-}
-
vec3_t fogcolor;
vec_t fogdensity;
float fog_density, fog_red, fog_green, fog_blue;
{
}
+extern void CL_ParseEntityLump(char *entitystring);
void gl_main_newmap(void)
{
+ if (cl.worldmodel && cl.worldmodel->entities)
+ CL_ParseEntityLump(cl.worldmodel->entities);
r_framecount = 1;
}
void GL_Main_Init(void)
{
+ 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);
- if (gamemode == GAME_NEHAHRA)
+ Cvar_RegisterVariable (&r_shadow_cull);
+ if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
return r_farclip_meshfarclip - r_farclip_directiondist;
}
-/*
-===============
-R_NewMap
-===============
-*/
-void CL_ParseEntityLump(char *entitystring);
-void R_NewMap (void)
-{
- int i;
-
- for (i = 0;i < 256;i++)
- d_lightstylevalue[i] = 264; // normal light value
-
- r_viewleaf = NULL;
- if (cl.worldmodel->entities)
- CL_ParseEntityLump(cl.worldmodel->entities);
- R_Modules_NewMap();
-
- r_farclip = 64.0f;
-}
-
extern void R_Textures_Init(void);
extern void Mod_RenderInit(void);
extern void GL_Draw_Init(void);
extern void GL_Main_Init(void);
+extern void R_Shadow_Init(void);
extern void GL_Models_Init(void);
extern void R_Sky_Init(void);
extern void GL_Surf_Init(void);
extern void R_Explosion_Init(void);
extern void ui_init(void);
extern void gl_backend_init(void);
+extern void Sbar_Init(void);
void Render_Init(void)
{
- R_Modules_Shutdown();
R_Textures_Init();
Mod_RenderInit();
gl_backend_init();
R_MeshQueue_Init();
GL_Draw_Init();
GL_Main_Init();
+ R_Shadow_Init();
GL_Models_Init();
R_Sky_Init();
GL_Surf_Init();
R_Particles_Init();
R_Explosion_Init();
ui_init();
- R_Modules_Start();
+ Sbar_Init();
}
/*
VID_CheckExtensions();
// LordHavoc: report supported extensions
- Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+ Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
+}
+
+int R_CullBox(const vec3_t mins, const vec3_t maxs)
+{
+ int i;
+ mplane_t *p;
+ for (i = 0;i < 4;i++)
+ {
+ p = frustum + i;
+ switch(p->signbits)
+ {
+ default:
+ case 0:
+ if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 1:
+ if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 2:
+ if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 3:
+ if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 4:
+ if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ case 5:
+ if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ case 6:
+ if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ case 7:
+ if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ }
+ }
+ 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->nodes;
+ while (stackpos)
+ {
+ node = stack[--stackpos];
+ if (node->contents < 0)
+ {
+ if (((mleaf_t *)node)->pvsframe == cl.worldmodel->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->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->nodes;
+ while (stackpos)
+ {
+ node = stack[--stackpos];
+ if (node->contents < 0)
+ {
+ if (((mleaf_t *)node)->pvsframe == cl.worldmodel->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;
+}
- qglCullFace(GL_FRONT);
- qglEnable(GL_TEXTURE_2D);
+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->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)
{
int i;
- vec3_t v;
entity_render_t *ent;
ent = &cl_entities[0].render;
Matrix4x4_CreateIdentity(&ent->matrix);
Matrix4x4_CreateIdentity(&ent->inversematrix);
- R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
+ if (cl.worldmodel)
+ R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
if (!r_drawentities.integer)
return;
{
ent = r_refdef.entities[i];
Mod_CheckLoaded(ent->model);
-
- // move view-relative models to where they should be
- if (ent->flags & RENDER_VIEWMODEL)
- {
- // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
- ent->flags -= RENDER_VIEWMODEL;
- // transform origin
- VectorCopy(ent->origin, v);
- ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
- ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
- ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
- // adjust angles
- VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
- }
-
- if (ent->angles[0] || ent->angles[2])
- {
- VectorMA(ent->origin, ent->scale, ent->model->rotatedmins, ent->mins);
- VectorMA(ent->origin, ent->scale, ent->model->rotatedmaxs, ent->maxs);
- }
- else if (ent->angles[1])
- {
- VectorMA(ent->origin, ent->scale, ent->model->yawmins, ent->mins);
- VectorMA(ent->origin, ent->scale, ent->model->yawmaxs, ent->maxs);
- }
- else
- {
- VectorMA(ent->origin, ent->scale, ent->model->normalmins, ent->mins);
- VectorMA(ent->origin, ent->scale, ent->model->normalmaxs, ent->maxs);
- }
- if (R_VisibleCullBox(ent->mins, ent->maxs))
- continue;
-
- VectorCopy(ent->angles, v);
- if (ent->model->type != mod_brush)
- v[0] = -v[0];
- Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
- Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+ // some of the renderer still relies on origin...
+ Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+ // some of the renderer still relies on scale...
+ ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
R_LerpAnimation(ent);
- ent->visframe = r_framecount;
-
- R_FarClip_Box(ent->mins, ent->maxs);
-
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))
+ {
+ ent->visframe = r_framecount;
+ R_FarClip_Box(ent->mins, ent->maxs);
+ }
}
}
// only used if skyrendermasked, and normally returns false
-int R_DrawBModelSky (void)
+int R_DrawBrushModelsSky (void)
{
int i, sky;
entity_render_t *ent;
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model->DrawSky)
+ if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
{
ent->model->DrawSky(ent);
sky = true;
return sky;
}
-void R_DrawModels (void)
+/*
+=============
+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 ()
{
int i;
entity_render_t *ent;
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- if (ent->visframe == r_framecount && ent->model->Draw)
- ent->model->Draw(ent);
+ if (ent->visframe == r_framecount)
+ {
+ if (ent->model && ent->model->Draw != NULL)
+ ent->model->Draw(ent);
+ else
+ R_DrawNoModel(ent);
+ }
}
}
-/*
-=============
-R_DrawViewModel
-=============
-*/
-void R_DrawViewModel (void)
+void R_DrawFakeShadows (void)
{
+ int i;
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)
+ 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);
+ }
+}
- ent = &cl.viewent.render;
- Mod_CheckLoaded(ent->model);
+#include "r_shadow.h"
- R_LerpAnimation(ent);
+int shadowframecount = 0;
- ent->model->Draw(ent);
+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->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;
}
-static void R_SetFrustum (void)
+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->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->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);
+ 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);
+ 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);
+ PlaneClassify(&frustum[2]);
+
// rotate VPN down by FOV_X/2 degrees
RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
-
- for (i = 0;i < 4;i++)
- {
- frustum[i].type = PLANE_ANYZ;
- frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
- PlaneClassify(&frustum[i]);
- }
+ frustum[3].dist = DotProduct (r_origin, frustum[3].normal);
+ PlaneClassify(&frustum[3]);
}
/*
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
-// current viewleaf
- r_oldviewleaf = r_viewleaf;
- r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
-
R_AnimateLight ();
}
static void R_BlendView(void)
{
- rmeshbufferinfo_t m;
+ rmeshstate_t m;
float r;
+ float vertex3f[3*3];
if (r_refdef.viewblend[3] < 0.01f)
return;
+ R_Mesh_Matrix(&r_identitymatrix);
+
memset(&m, 0, sizeof(m));
- m.blendfunc1 = GL_SRC_ALPHA;
- m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
- m.depthdisable = true; // magic
- m.numtriangles = 1;
- m.numverts = 3;
- Matrix4x4_CreateIdentity(&m.matrix);
- if (R_Mesh_Draw_GetBuffer(&m, false))
- {
- m.index[0] = 0;
- m.index[1] = 1;
- m.index[2] = 2;
- m.color[0] = m.color[4] = m.color[8] = r_refdef.viewblend[0];
- m.color[1] = m.color[5] = m.color[9] = r_refdef.viewblend[1];
- m.color[2] = m.color[6] = m.color[10] = r_refdef.viewblend[2];
- m.color[3] = m.color[7] = m.color[11] = r_refdef.viewblend[3];
- r = 64000;
- m.vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
- m.vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
- m.vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
- r *= 3;
- m.vertex[4] = m.vertex[0] + vup[0] * r;
- m.vertex[5] = m.vertex[1] + vup[1] * r;
- m.vertex[6] = m.vertex[2] + vup[2] * r;
- m.vertex[8] = m.vertex[0] + vright[0] * r;
- m.vertex[9] = m.vertex[1] + vright[1] * r;
- m.vertex[10] = m.vertex[2] + vright[2] * r;
- R_Mesh_Render();
- }
+ R_Mesh_State_Texture(&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_Mesh_Draw(3, 1, polygonelements);
}
/*
r_refdef must be set before the first call
================
*/
+extern void R_DrawLightningBeams (void);
void R_RenderView (void)
{
- entity_render_t *world = &cl_entities[0].render;
- if (!cl.worldmodel)
+ 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);
+ }
+ }
+
+ world = &cl_entities[0].render;
+
// FIXME: move to client
R_MoveExplosions();
R_TimeReport("mexplosion");
+ R_Textures_Frame();
R_SetupFrame();
R_SetFrustum();
R_SetupFog();
R_SkyStartFrame();
R_BuildLightList();
-
- R_FarClip_Start(r_origin, vpn, 768.0f);
-
R_TimeReport("setup");
- R_DrawWorld(world);
- R_TimeReport("worldnode");
+ R_WorldVisibility(world);
+ R_TimeReport("worldvis");
+ R_FarClip_Start(r_origin, vpn, 768.0f);
R_MarkEntities();
- R_TimeReport("markentity");
-
- R_MarkWorldLights(world);
- R_TimeReport("marklights");
-
r_farclip = R_FarClip_Finish() + 256.0f;
+ R_TimeReport("markentity");
- R_Mesh_Start(r_farclip);
+ 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_Mesh_Start();
R_MeshQueue_BeginScene();
+ R_Shadow_UpdateWorldLightSelection();
- if (skyrendermasked)
- {
- if (R_DrawBModelSky())
- R_TimeReport("bmodelsky");
- }
- else
- {
- R_DrawViewModel();
- R_TimeReport("viewmodel");
- }
-
- R_SetupForWorldRendering(world);
- R_PrepareSurfaces(world);
- R_TimeReport("surfprep");
-
- R_DrawSurfaces(world, SHADERSTAGE_SKY);
- R_DrawSurfaces(world, SHADERSTAGE_NORMAL);
- R_TimeReport("surfdraw");
+ if (R_DrawBrushModelsSky())
+ R_TimeReport("bmodelsky");
- if (r_drawportals.integer)
- {
- R_DrawPortals(world);
- R_TimeReport("portals");
- }
+ // must occur early because it can draw sky
+ R_DrawWorld(world);
+ R_TimeReport("world");
// don't let sound skip if going slow
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
- if (skyrendermasked)
+ R_DrawModels(r_shadow_realtime_world.integer);
+ R_TimeReport("models");
+
+ if (r_shadows.integer == 1 && !r_shadow_realtime_world.integer)
{
- R_DrawViewModel();
- R_TimeReport("viewmodel");
+ R_DrawFakeShadows();
+ R_TimeReport("fakeshadow");
}
- R_DrawModels();
- R_TimeReport("models");
+ if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
+ {
+ R_ShadowVolumeLighting(false);
+ R_TimeReport("dynlight");
+ }
+
+ R_DrawLightningBeams();
+ R_TimeReport("lightning");
R_DrawParticles();
R_TimeReport("particles");
R_TimeReport("explosions");
R_MeshQueue_RenderTransparent();
- R_TimeReport("addtrans");
+ R_TimeReport("drawtrans");
R_DrawCoronas();
R_TimeReport("coronas");
- R_DrawCrosshair();
+ R_DrawWorldCrosshair();
R_TimeReport("crosshair");
R_BlendView();
R_TimeReport("blendview");
R_MeshQueue_Render();
-
R_MeshQueue_EndScene();
+ if (r_shadow_visiblevolumes.integer)
+ {
+ R_ShadowVolumeLighting(true);
+ R_TimeReport("shadowvolume");
+ }
+
R_Mesh_Finish();
R_TimeReport("meshfinish");
}
+/*
+void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
+{
+ int i;
+ float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
+ rmeshstate_t m;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ 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[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
+ vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[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);
+ if (fogenabled)
+ {
+ for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
+ {
+ VectorSubtract(v, r_origin, 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;
+ }
+ }
+ R_Mesh_Draw(8, 12);
+}
+*/
+
+int nomodelelements[24] =
+{
+ 5, 2, 0,
+ 5, 1, 2,
+ 5, 0, 3,
+ 5, 3, 1,
+ 0, 2, 4,
+ 2, 1, 4,
+ 3, 0, 4,
+ 1, 3, 4
+};
+
+float nomodelvertex3f[6*3] =
+{
+ -16, 0, 0,
+ 16, 0, 0,
+ 0, -16, 0,
+ 0, 16, 0,
+ 0, 0, -16,
+ 0, 0, 16
+};
+
+float nomodelcolor4f[6*4] =
+{
+ 0.0f, 0.0f, 0.5f, 1.0f,
+ 0.0f, 0.0f, 0.5f, 1.0f,
+ 0.0f, 0.5f, 0.0f, 1.0f,
+ 0.0f, 0.5f, 0.0f, 1.0f,
+ 0.5f, 0.0f, 0.0f, 1.0f,
+ 0.5f, 0.0f, 0.0f, 1.0f
+};
+
+void R_DrawNoModelCallback(const void *calldata1, int calldata2)
+{
+ const entity_render_t *ent = calldata1;
+ int i;
+ float f1, f2, *c, diff[3];
+ float color4f[6*4];
+ rmeshstate_t m;
+ R_Mesh_Matrix(&ent->matrix);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
+
+ if (ent->flags & EF_ADDITIVE)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ }
+ else if (ent->alpha < 1)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ }
+ else
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ GL_DepthTest(true);
+ GL_VertexPointer(nomodelvertex3f);
+ if (fogenabled)
+ {
+ memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+ GL_ColorPointer(color4f);
+ VectorSubtract(ent->origin, r_origin, 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[3] *= ent->alpha;
+ }
+ }
+ else if (r_colorscale != 1 || ent->alpha != 1)
+ {
+ memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+ GL_ColorPointer(color4f);
+ for (i = 0, c = color4f;i < 6;i++, c += 4)
+ {
+ c[0] *= r_colorscale;
+ c[1] *= r_colorscale;
+ c[2] *= r_colorscale;
+ c[3] *= ent->alpha;
+ }
+ }
+ else
+ GL_ColorPointer(nomodelcolor4f);
+ 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);
+ //else
+ // R_DrawNoModelCallback(ent, 0);
+}
+
+void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
+{
+ vec3_t right1, right2, diff, normal;
+
+ VectorSubtract (org2, org1, normal);
+ VectorNormalizeFast (normal);
+
+ // calculate 'right' vector for start
+ VectorSubtract (r_origin, org1, diff);
+ VectorNormalizeFast (diff);
+ CrossProduct (normal, diff, right1);
+
+ // calculate 'right' vector for end
+ VectorSubtract (r_origin, org2, diff);
+ VectorNormalizeFast (diff);
+ CrossProduct (normal, diff, right2);
+
+ vert[ 0] = org1[0] + width * right1[0];
+ vert[ 1] = org1[1] + width * right1[1];
+ vert[ 2] = org1[2] + width * right1[2];
+ vert[ 3] = org1[0] - width * right1[0];
+ vert[ 4] = org1[1] - width * right1[1];
+ vert[ 5] = org1[2] - width * right1[2];
+ vert[ 6] = org2[0] - width * right2[0];
+ vert[ 7] = org2[1] - width * right2[1];
+ vert[ 8] = org2[2] - width * right2[2];
+ vert[ 9] = org2[0] + width * right2[0];
+ vert[10] = org2[1] + width * right2[1];
+ vert[11] = org2[2] + width * right2[2];
+}
+
+float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
+
+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)
+{
+ float diff[3];
+ rmeshstate_t m;
+
+ if (fogenabled)
+ {
+ VectorSubtract(origin, r_origin, 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[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
+ varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
+ varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
+ varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
+ varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
+ varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
+ 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;
+ R_Mesh_Draw(4, 2, polygonelements);
+}
+