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_fullbright = {0, "r_fullbright","0"};
65 //cvar_t r_lightmap = {0, "r_lightmap","0"};
66 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
67 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
68 cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"};
69 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
71 cvar_t gl_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting
72 //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...
74 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
75 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
76 cvar_t gl_fogred = {0, "gl_fogred","0.3"};
77 cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
78 cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
79 cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
80 cvar_t gl_fogend = {0, "gl_fogend","0"};
82 cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"};
83 cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
85 cvar_t r_multitexture = {0, "r_multitexture", "1"};
91 For program optimization
94 qboolean intimerefresh = 0;
95 static void R_TimeRefresh_f (void)
98 float start, stop, time;
101 start = Sys_DoubleTime ();
102 glDrawBuffer (GL_FRONT);
103 for (i = 0;i < 128;i++)
105 r_refdef.viewangles[0] = 0;
106 r_refdef.viewangles[1] = i/128.0*360.0;
107 r_refdef.viewangles[2] = 0;
110 glDrawBuffer (GL_BACK);
112 stop = Sys_DoubleTime ();
115 Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
118 extern cvar_t r_drawportals;
120 int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
123 mnode_t *nodestack[8192], *node;
126 if (R_CullBox(mins, maxs))
129 node = cl.worldmodel->nodes;
131 if (node->contents < 0)
133 if (((mleaf_t *)node)->visframe == r_framecount)
137 node = nodestack[--stack];
141 sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane);
143 // recurse down the contacted sides
148 // put second child on the stack for later examination
149 nodestack[stack++] = node->children[1];
150 node = node->children[0];
155 node = node->children[0];
160 node = node->children[1];
168 float fog_density, fog_red, fog_green, fog_blue;
170 qboolean oldgl_fogenable;
171 void R_SetupFog(void)
173 if (gamemode == GAME_NEHAHRA)
175 if (gl_fogenable.integer)
177 oldgl_fogenable = true;
178 fog_density = gl_fogdensity.value;
179 fog_red = gl_fogred.value;
180 fog_green = gl_foggreen.value;
181 fog_blue = gl_fogblue.value;
183 else if (oldgl_fogenable)
185 oldgl_fogenable = false;
194 fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
195 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
196 fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
201 fogdensity = -4000.0f / (fog_density * fog_density);
202 // fog color was already set
208 // FIXME: move this to client?
211 if (gamemode == GAME_NEHAHRA)
213 Cvar_Set("gl_fogenable", "0");
214 Cvar_Set("gl_fogdensity", "0.2");
215 Cvar_Set("gl_fogred", "0.3");
216 Cvar_Set("gl_foggreen", "0.3");
217 Cvar_Set("gl_fogblue", "0.3");
219 fog_density = fog_red = fog_green = fog_blue = 0.0f;
222 // FIXME: move this to client?
223 void FOG_registercvars(void)
225 if (gamemode == GAME_NEHAHRA)
227 Cvar_RegisterVariable (&gl_fogenable);
228 Cvar_RegisterVariable (&gl_fogdensity);
229 Cvar_RegisterVariable (&gl_fogred);
230 Cvar_RegisterVariable (&gl_foggreen);
231 Cvar_RegisterVariable (&gl_fogblue);
232 Cvar_RegisterVariable (&gl_fogstart);
233 Cvar_RegisterVariable (&gl_fogend);
237 void gl_main_start(void)
241 void gl_main_shutdown(void)
245 void gl_main_newmap(void)
250 void GL_Main_Init(void)
252 // FIXME: move this to client?
254 Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
255 Cvar_RegisterVariable (&r_drawentities);
256 Cvar_RegisterVariable (&r_drawviewmodel);
257 Cvar_RegisterVariable (&r_speeds);
258 Cvar_RegisterVariable (&gl_lightmode);
259 // Cvar_RegisterVariable (&r_dynamicwater);
260 // Cvar_RegisterVariable (&r_dynamicbothsides);
261 Cvar_RegisterVariable (&r_fullbrights);
262 Cvar_RegisterVariable (&r_wateralpha);
263 Cvar_RegisterVariable (&r_dynamic);
264 Cvar_RegisterVariable (&r_waterripple);
265 Cvar_RegisterVariable (&r_fullbright);
266 Cvar_RegisterVariable (&r_ser);
267 Cvar_RegisterVariable (&gl_viewmodeldepthhack);
268 Cvar_RegisterVariable (&r_multitexture);
269 if (gamemode == GAME_NEHAHRA)
270 Cvar_SetValue("r_fullbrights", 0);
271 R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
279 void CL_ParseEntityLump(char *entitystring);
284 for (i=0 ; i<256 ; i++)
285 d_lightstylevalue[i] = 264; // normal light value
288 if (cl.worldmodel->entities)
289 CL_ParseEntityLump(cl.worldmodel->entities);
293 extern void R_Textures_Init(void);
294 extern void Mod_RenderInit(void);
295 extern void GL_Draw_Init(void);
296 extern void GL_Main_Init(void);
297 extern void GL_Models_Init(void);
298 extern void R_Sky_Init(void);
299 extern void GL_Surf_Init(void);
300 extern void GL_Screen_Init(void);
301 extern void R_Crosshairs_Init(void);
302 extern void R_Light_Init(void);
303 extern void R_Particles_Init(void);
304 extern void R_Explosion_Init(void);
305 extern void R_Clip_Init(void);
306 extern void ui_init(void);
307 extern void gl_backend_init(void);
309 void Render_Init(void)
311 R_Modules_Shutdown();
336 extern char *ENGINE_EXTENSIONS;
339 gl_vendor = glGetString (GL_VENDOR);
340 Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
341 gl_renderer = glGetString (GL_RENDERER);
342 Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
344 gl_version = glGetString (GL_VERSION);
345 Con_Printf ("GL_VERSION: %s\n", gl_version);
346 gl_extensions = glGetString (GL_EXTENSIONS);
347 Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
349 // Con_Printf ("%s %s\n", gl_renderer, gl_version);
351 VID_CheckExtensions();
353 // LordHavoc: report supported extensions
354 Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
356 glCullFace(GL_FRONT);
357 glEnable(GL_TEXTURE_2D);
359 // glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
363 //==================================================================================
365 void R_Entity_Callback(void *data, void *junk)
367 ((entity_render_t *)data)->visframe = r_framecount;
370 static void R_MarkEntities (void)
375 if (!r_drawentities.integer)
378 for (i = 0;i < r_refdef.numentities;i++)
380 currentrenderentity = r_refdef.entities[i];
381 Mod_CheckLoaded(currentrenderentity->model);
383 // move view-relative models to where they should be
384 if (currentrenderentity->flags & RENDER_VIEWMODEL)
386 // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
387 currentrenderentity->flags -= RENDER_VIEWMODEL;
389 VectorCopy(currentrenderentity->origin, v);
390 currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
391 currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
392 currentrenderentity->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
394 VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles);
397 if (currentrenderentity->angles[0] || currentrenderentity->angles[2])
399 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins);
400 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs);
402 else if (currentrenderentity->angles[1])
404 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins);
405 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs);
409 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins);
410 VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs);
412 if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs))
415 R_LerpAnimation(currentrenderentity);
417 currentrenderentity->model->SERAddEntity();
419 currentrenderentity->visframe = r_framecount;
423 // only used if skyrendermasked, and normally returns false
424 int R_DrawBModelSky (void)
428 if (!r_drawentities.integer)
431 for (i = 0;i < r_refdef.numentities;i++)
433 currentrenderentity = r_refdef.entities[i];
434 if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky)
436 currentrenderentity->model->DrawSky();
443 void R_DrawModels (void)
447 if (!r_drawentities.integer)
450 for (i = 0;i < r_refdef.numentities;i++)
452 currentrenderentity = r_refdef.entities[i];
453 if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw)
454 currentrenderentity->model->Draw();
463 void R_DrawViewModel (void)
465 // FIXME: move these checks to client
466 if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
469 currentrenderentity = &cl.viewent.render;
470 Mod_CheckLoaded(currentrenderentity->model);
472 R_LerpAnimation(currentrenderentity);
474 // hack the depth range to prevent view model from poking into walls
475 if (gl_viewmodeldepthhack.integer)
478 glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
480 currentrenderentity->model->Draw();
481 if (gl_viewmodeldepthhack.integer)
484 glDepthRange (gldepthmin, gldepthmax);
488 static void R_SetFrustum (void)
492 // LordHavoc: note to all quake engine coders, the special case for 90
493 // degrees assumed a square view (wrong), so I removed it, Quake2 has it
495 // rotate VPN right by FOV_X/2 degrees
496 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
497 // rotate VPN left by FOV_X/2 degrees
498 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
499 // rotate VPN up by FOV_X/2 degrees
500 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
501 // rotate VPN down by FOV_X/2 degrees
502 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
505 for (i=0 ; i<4 ; i++)
507 frustum[i].type = PLANE_ANYZ;
508 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
509 PlaneClassify(&frustum[i]);
518 static void R_SetupFrame (void)
520 // don't allow cheats in multiplayer
521 if (cl.maxclients > 1)
523 if (r_fullbright.integer != 0)
524 Cvar_Set ("r_fullbright", "0");
525 if (r_ambient.value != 0)
526 Cvar_Set ("r_ambient", "0");
528 if (r_multitexture.integer && gl_textureunits < 2)
529 Cvar_SetValue("r_multitexture", 0);
533 // build the transformation matrix for the given view angles
534 VectorCopy (r_refdef.vieworg, r_origin);
536 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
539 r_oldviewleaf = r_viewleaf;
540 r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
542 // r_cache_thrash = false;
548 static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
552 xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect;
553 ymax = zNear * tan( fovy * M_PI / 360.0 );
555 if (r_viewleaf->contents != CONTENTS_EMPTY && r_viewleaf->contents != CONTENTS_SOLID)
557 xmax *= (sin(cl.time * 4.7) * 0.03 + 0.97);
558 ymax *= (sin(cl.time * 3.0) * 0.03 + 0.97);
561 glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar );
570 static void R_SetupGL (void)
572 if (!r_render.integer)
575 // glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
578 glDepthFunc (GL_LEQUAL);
580 glDepthRange (gldepthmin, gldepthmax);
582 // update farclip based on previous frame
583 r_farclip = r_newfarclip;
586 glMatrixMode(GL_PROJECTION);
589 // y is weird beause OpenGL is bottom to top, we use top to bottom
590 glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
591 // yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI;
592 MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip);
594 glCullFace(GL_FRONT);
596 glMatrixMode(GL_MODELVIEW);
599 glRotatef (-90, 1, 0, 0); // put Z going up
600 glRotatef (90, 0, 0, 1); // put Z going up
601 glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
602 glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
603 glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
604 glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
606 // glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
611 // if (gl_cull.integer)
612 glEnable(GL_CULL_FACE);
614 // glDisable(GL_CULL_FACE);
616 glEnable(GL_BLEND); // was Disable
617 glEnable(GL_DEPTH_TEST);
621 static void R_BlendView(void)
623 if (!r_render.integer)
626 if (r_refdef.viewblend[3] < 0.01f)
629 glMatrixMode(GL_PROJECTION);
631 glOrtho (0, 1, 1, 0, -99999, 99999);
632 glMatrixMode(GL_MODELVIEW);
634 glDisable (GL_DEPTH_TEST);
635 glDisable (GL_CULL_FACE);
636 glDisable(GL_TEXTURE_2D);
638 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
639 glBegin (GL_TRIANGLES);
641 glColor4f (r_refdef.viewblend[0] * 0.5f, r_refdef.viewblend[1] * 0.5f, r_refdef.viewblend[2] * 0.5f, r_refdef.viewblend[3]);
643 glColor4fv (r_refdef.viewblend);
649 glEnable (GL_CULL_FACE);
650 glEnable (GL_DEPTH_TEST);
652 glEnable(GL_TEXTURE_2D);
659 r_refdef must be set before the first call
662 void R_RenderView (void)
665 Host_Error ("R_RenderView: NULL worldmodel");
667 // FIXME: move to client
669 R_TimeReport("mexplosion");
681 R_TimeReport("setup");
684 R_TimeReport("worldnode");
687 R_TimeReport("markentity");
692 R_TimeReport("hiddensurf");
696 R_TimeReport("marklights");
698 if (skyrendermasked && R_DrawBModelSky())
700 R_TimeReport("bmodelsky");
703 R_SetupForWorldRendering();
705 R_TimeReport("surfprep");
708 R_TimeReport("surfdraw");
710 if (r_drawportals.integer)
713 R_TimeReport("portals");
716 // don't let sound skip if going slow
717 if (!intimerefresh && !r_speeds.integer)
722 R_TimeReport("models");
725 R_TimeReport("decals");
728 R_TimeReport("particles");
731 R_TimeReport("explosions");
733 // draw transparent meshs
734 R_Mesh_AddTransparent();
735 R_TimeReport("addtrans");
738 R_TimeReport("coronas");
740 // render any queued meshs
742 R_TimeReport("meshrender");
745 R_TimeReport("blendview");
747 //Mem_CheckSentinelsGlobal();
748 //R_TimeReport("memtest");