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.
24 //static qboolean r_cache_thrash; // compatability
26 entity_render_t *currentrenderentity;
28 int r_framecount; // used for dlight push checking
32 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;
34 qboolean envmap; // true during envmap command capture
36 // LordHavoc: moved all code related to particles into r_part.c
37 //int particletexture; // little dot for particles
38 //int playertextures; // up to 16 color translated skins
48 //float r_world_matrix[16];
49 //float r_base_world_matrix[16];
56 mleaf_t *r_viewleaf, *r_oldviewleaf;
58 unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
60 //cvar_t r_norefresh = {0, "r_norefresh","0"};
61 cvar_t r_drawentities = {0, "r_drawentities","1"};
62 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
63 cvar_t r_speeds = {0, "r_speeds","0"};
64 cvar_t r_speeds2 = {0, "r_speeds2","0"};
65 cvar_t r_fullbright = {0, "r_fullbright","0"};
66 //cvar_t r_lightmap = {0, "r_lightmap","0"};
67 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
68 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
69 cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"};
70 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
72 cvar_t gl_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting
73 //cvar_t r_dynamicbothsides = {CVAR_SAVE, "r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
75 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
76 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
77 cvar_t gl_fogred = {0, "gl_fogred","0.3"};
78 cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
79 cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
80 cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
81 cvar_t gl_fogend = {0, "gl_fogend","0"};
83 cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"};
84 cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
86 cvar_t r_multitexture = {0, "r_multitexture", "1"};
92 For program optimization
95 qboolean intimerefresh = 0;
96 static void R_TimeRefresh_f (void)
99 float start, stop, time;
102 start = Sys_DoubleTime ();
103 glDrawBuffer (GL_FRONT);
104 for (i = 0;i < 128;i++)
106 r_refdef.viewangles[0] = 0;
107 r_refdef.viewangles[1] = i/128.0*360.0;
108 r_refdef.viewangles[2] = 0;
111 glDrawBuffer (GL_BACK);
113 stop = Sys_DoubleTime ();
116 Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
119 extern cvar_t r_drawportals;
121 int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
124 mnode_t *nodestack[8192], *node;
127 if (R_CullBox(mins, maxs))
130 node = cl.worldmodel->nodes;
132 if (node->contents < 0)
134 if (((mleaf_t *)node)->visframe == r_framecount)
138 node = nodestack[--stack];
142 sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
144 // recurse down the contacted sides
149 // put second child on the stack for later examination
150 nodestack[stack++] = node->children[1];
151 node = node->children[0];
156 node = node->children[0];
161 node = node->children[1];
169 float fog_density, fog_red, fog_green, fog_blue;
171 qboolean oldgl_fogenable;
172 void R_SetupFog(void)
174 if (gamemode == GAME_NEHAHRA)
176 if (gl_fogenable.integer)
178 oldgl_fogenable = true;
179 fog_density = gl_fogdensity.value;
180 fog_red = gl_fogred.value;
181 fog_green = gl_foggreen.value;
182 fog_blue = gl_fogblue.value;
184 else if (oldgl_fogenable)
186 oldgl_fogenable = false;
195 fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
196 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
197 fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
202 fogdensity = -4000.0f / (fog_density * fog_density);
203 // fog color was already set
209 // FIXME: move this to client?
212 if (gamemode == GAME_NEHAHRA)
214 Cvar_Set("gl_fogenable", "0");
215 Cvar_Set("gl_fogdensity", "0.2");
216 Cvar_Set("gl_fogred", "0.3");
217 Cvar_Set("gl_foggreen", "0.3");
218 Cvar_Set("gl_fogblue", "0.3");
220 fog_density = fog_red = fog_green = fog_blue = 0.0f;
223 // FIXME: move this to client?
224 void FOG_registercvars(void)
226 if (gamemode == GAME_NEHAHRA)
228 Cvar_RegisterVariable (&gl_fogenable);
229 Cvar_RegisterVariable (&gl_fogdensity);
230 Cvar_RegisterVariable (&gl_fogred);
231 Cvar_RegisterVariable (&gl_foggreen);
232 Cvar_RegisterVariable (&gl_fogblue);
233 Cvar_RegisterVariable (&gl_fogstart);
234 Cvar_RegisterVariable (&gl_fogend);
238 void gl_main_start(void)
242 void gl_main_shutdown(void)
246 void gl_main_newmap(void)
251 void GL_Main_Init(void)
253 // FIXME: move this to client?
255 Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
256 Cvar_RegisterVariable (&r_drawentities);
257 Cvar_RegisterVariable (&r_drawviewmodel);
258 Cvar_RegisterVariable (&r_speeds);
259 Cvar_RegisterVariable (&r_speeds2);
260 Cvar_RegisterVariable (&gl_lightmode);
261 // Cvar_RegisterVariable (&r_dynamicwater);
262 // Cvar_RegisterVariable (&r_dynamicbothsides);
263 Cvar_RegisterVariable (&r_fullbrights);
264 Cvar_RegisterVariable (&r_wateralpha);
265 Cvar_RegisterVariable (&r_dynamic);
266 Cvar_RegisterVariable (&r_waterripple);
267 Cvar_RegisterVariable (&r_fullbright);
268 Cvar_RegisterVariable (&r_ser);
269 Cvar_RegisterVariable (&gl_viewmodeldepthhack);
270 Cvar_RegisterVariable (&r_multitexture);
271 if (gamemode == GAME_NEHAHRA)
272 Cvar_SetValue("r_fullbrights", 0);
273 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
281 void CL_ParseEntityLump(char *entitystring);
286 for (i=0 ; i<256 ; i++)
287 d_lightstylevalue[i] = 264; // normal light value
290 if (cl.worldmodel->entities)
291 CL_ParseEntityLump(cl.worldmodel->entities);
295 extern void R_Textures_Init(void);
296 extern void Mod_RenderInit(void);
297 extern void GL_Draw_Init(void);
298 extern void GL_Main_Init(void);
299 extern void GL_Models_Init(void);
300 extern void R_Sky_Init(void);
301 extern void GL_Surf_Init(void);
302 extern void GL_Screen_Init(void);
303 extern void R_Crosshairs_Init(void);
304 extern void R_Light_Init(void);
305 extern void R_Particles_Init(void);
306 extern void R_Explosion_Init(void);
307 extern void R_Clip_Init(void);
308 extern void ui_init(void);
309 extern void gl_backend_init(void);
311 void Render_Init(void)
313 R_Modules_Shutdown();
338 extern char *ENGINE_EXTENSIONS;
341 gl_vendor = glGetString (GL_VENDOR);
342 Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
343 gl_renderer = glGetString (GL_RENDERER);
344 Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
346 gl_version = glGetString (GL_VERSION);
347 Con_Printf ("GL_VERSION: %s\n", gl_version);
348 gl_extensions = glGetString (GL_EXTENSIONS);
349 Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
351 // Con_Printf ("%s %s\n", gl_renderer, gl_version);
353 VID_CheckExtensions();
355 // LordHavoc: report supported extensions
356 Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
358 glCullFace(GL_FRONT);
359 glEnable(GL_TEXTURE_2D);
361 // glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
365 //==================================================================================
367 void R_Entity_Callback(void *data, void *junk)
369 ((entity_render_t *)data)->visframe = r_framecount;
372 static void R_MarkEntities (void)
377 if (!r_drawentities.integer)
380 for (i = 0;i < r_refdef.numentities;i++)
382 currentrenderentity = r_refdef.entities[i];
383 Mod_CheckLoaded(currentrenderentity->model);
385 // move view-relative models to where they should be
386 if (currentrenderentity->flags & RENDER_VIEWMODEL)
388 // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
389 currentrenderentity->flags -= RENDER_VIEWMODEL;
391 VectorCopy(currentrenderentity->origin, v);
392 currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
393 currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
394 currentrenderentity->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
396 VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles);
399 if (currentrenderentity->angles[0] || currentrenderentity->angles[2])
401 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins);
402 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs);
404 else if (currentrenderentity->angles[1])
406 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins);
407 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs);
411 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins);
412 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs);
414 if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs))
417 R_LerpAnimation(currentrenderentity);
419 currentrenderentity->model->SERAddEntity();
421 currentrenderentity->visframe = r_framecount;
425 // only used if skyrendermasked, and normally returns false
426 int R_DrawBModelSky (void)
430 if (!r_drawentities.integer)
433 for (i = 0;i < r_refdef.numentities;i++)
435 currentrenderentity = r_refdef.entities[i];
436 if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky)
438 currentrenderentity->model->DrawSky();
445 void R_DrawModels (void)
449 if (!r_drawentities.integer)
452 for (i = 0;i < r_refdef.numentities;i++)
454 currentrenderentity = r_refdef.entities[i];
455 if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw)
456 currentrenderentity->model->Draw();
465 void R_DrawViewModel (void)
467 // FIXME: move these checks to client
468 if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
471 currentrenderentity = &cl.viewent.render;
472 Mod_CheckLoaded(currentrenderentity->model);
474 R_LerpAnimation(currentrenderentity);
476 // hack the depth range to prevent view model from poking into walls
477 if (gl_viewmodeldepthhack.integer)
480 glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
482 currentrenderentity->model->Draw();
483 if (gl_viewmodeldepthhack.integer)
486 glDepthRange (gldepthmin, gldepthmax);
490 static void R_SetFrustum (void)
494 // LordHavoc: note to all quake engine coders, the special case for 90
495 // degrees assumed a square view (wrong), so I removed it, Quake2 has it
497 // rotate VPN right by FOV_X/2 degrees
498 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
499 // rotate VPN left by FOV_X/2 degrees
500 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
501 // rotate VPN up by FOV_X/2 degrees
502 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
503 // rotate VPN down by FOV_X/2 degrees
504 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
507 for (i=0 ; i<4 ; i++)
509 frustum[i].type = PLANE_ANYZ;
510 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
511 PlaneClassify(&frustum[i]);
520 static void R_SetupFrame (void)
522 // don't allow cheats in multiplayer
523 if (cl.maxclients > 1)
525 if (r_fullbright.integer != 0)
526 Cvar_Set ("r_fullbright", "0");
527 if (r_ambient.value != 0)
528 Cvar_Set ("r_ambient", "0");
530 if (r_multitexture.integer && gl_textureunits < 2)
531 Cvar_SetValue("r_multitexture", 0);
535 // build the transformation matrix for the given view angles
536 VectorCopy (r_refdef.vieworg, r_origin);
538 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
541 r_oldviewleaf = r_viewleaf;
542 r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
544 V_SetContentsColor (r_viewleaf->contents);
547 // r_cache_thrash = false;
565 static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
569 xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
570 ymax = zNear * tan( fovy * M_PI / 360.0 );
572 if (r_viewleaf->contents != CONTENTS_EMPTY && r_viewleaf->contents != CONTENTS_SOLID)
574 xmax *= (sin(cl.time * 4.7) * 0.03 + 0.97);
575 ymax *= (sin(cl.time * 3.0) * 0.03 + 0.97);
578 glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
587 static void R_SetupGL (void)
589 if (!r_render.integer)
592 // glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
595 glDepthFunc (GL_LEQUAL);
597 glDepthRange (gldepthmin, gldepthmax);
599 // update farclip based on previous frame
600 r_farclip = r_newfarclip;
603 glMatrixMode(GL_PROJECTION);
606 // y is weird beause OpenGL is bottom to top, we use top to bottom
607 glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
608 // yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI;
609 MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip);
611 glCullFace(GL_FRONT);
613 glMatrixMode(GL_MODELVIEW);
616 glRotatef (-90, 1, 0, 0); // put Z going up
617 glRotatef (90, 0, 0, 1); // put Z going up
618 glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
619 glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
620 glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
621 glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
623 // glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
628 // if (gl_cull.integer)
629 glEnable(GL_CULL_FACE);
631 // glDisable(GL_CULL_FACE);
633 glEnable(GL_BLEND); // was Disable
634 glEnable(GL_DEPTH_TEST);
638 static void R_BlendView(void)
640 if (!r_render.integer)
643 if (v_blend[3] < 0.01f)
646 glMatrixMode(GL_PROJECTION);
648 glOrtho (0, 1, 1, 0, -99999, 99999);
649 glMatrixMode(GL_MODELVIEW);
651 glDisable (GL_DEPTH_TEST);
652 glDisable (GL_CULL_FACE);
653 glDisable(GL_TEXTURE_2D);
655 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
656 glBegin (GL_TRIANGLES);
658 glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]);
660 glColor4fv (v_blend);
666 glEnable (GL_CULL_FACE);
667 glEnable (GL_DEPTH_TEST);
669 glEnable(GL_TEXTURE_2D);
676 r_refdef must be set before the first call
679 void R_RenderView (void)
682 Host_Error ("R_RenderView: NULL worldmodel");
684 // FIXME: move to client
686 R_TimeReport("mexplosion");
698 R_TimeReport("setup");
701 R_TimeReport("worldnode");
704 R_TimeReport("markentity");
709 R_TimeReport("hiddensurf");
713 R_TimeReport("marklights");
715 if (skyrendermasked && R_DrawBModelSky())
717 R_TimeReport("bmodelsky");
720 R_SetupForWorldRendering();
722 R_TimeReport("surfprep");
725 R_TimeReport("surfdraw");
727 if (r_drawportals.integer)
730 R_TimeReport("portals");
733 // don't let sound skip if going slow
734 if (!intimerefresh && !r_speeds2.integer)
739 R_TimeReport("models");
742 R_TimeReport("decals");
745 R_TimeReport("particles");
748 R_TimeReport("explosions");
750 // draw transparent meshs
751 R_Mesh_AddTransparent();
752 R_TimeReport("sorttrans");
754 // render any queued meshs
756 R_TimeReport("meshrender");
759 R_TimeReport("blendview");
761 Mem_CheckSentinelsGlobal();
762 R_TimeReport("memtest");