// r_main.c
#include "quakedef.h"
+#include "r_shadow.h"
// used for dlight push checking and other things
int r_framecount;
float r_farclip;
+// forces all rendering to draw triangle outlines
+int r_showtrispass;
+
// view origin
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_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"};
VectorCopy(oldangles, cl.viewangles);
intimerefresh = 0;
- Con_Printf ("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+ Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
}
vec3_t fogcolor;
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);
// FIXME: move this to client?
FOG_registercvars();
Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
+ Cvar_RegisterVariable(&r_showtris);
Cvar_RegisterVariable(&r_drawentities);
Cvar_RegisterVariable(&r_drawviewmodel);
- 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);
Cvar_RegisterVariable(&r_watershader);
Cvar_RegisterVariable(&r_drawcollisionbrushes);
- if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ)
+ 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);
}
return false;
}
-#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (maxs))))
-
//==================================================================================
static void R_MarkEntities (void)
}
}
-#include "r_shadow.h"
-
-int shadowframecount = 0;
-
-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;
- // rough checks
- if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume && !(r_shadow_cull.integer && (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])))
- {
- Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
- ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
- }
-}
-
-void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
-
-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;
- rtexture_t *cubemaptexture;
- matrix4x4_t matrix_modeltolight, 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, 0.0125, 0.1, 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))
- continue;
- for (i = 0;i < wl->numclusters;i++)
- if (CHECKPVSBIT(r_pvsbits, wl->clusterindices[i]))
- break;
- if (i == wl->numclusters)
- continue;
- if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
- continue;
- if (R_Shadow_ScissorForBBox(wl->mins, wl->maxs))
- continue;
-
- cullradius = wl->cullradius;
- lightradius = wl->radius;
- VectorCopy(wl->mins, clipmins);
- VectorCopy(wl->maxs, clipmaxs);
-
- f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
- VectorScale(wl->color, f, lightcolor);
- if (wl->selected)
- {
- f = 2 + sin(realtime * M_PI * 4.0);
- VectorScale(lightcolor, f, lightcolor);
- }
-
- if (r_shadow_worldshadows.integer && wl->drawshadows && (gl_stencil || visiblevolumes))
- {
- if (!visiblevolumes)
- R_Shadow_Stage_ShadowVolumes();
- ent = &cl_entities[0].render;
- if (r_shadow_staticworldlights.integer)
- R_Shadow_DrawStaticWorldLight_Shadow(wl, &ent->matrix);
- 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 (r_shadow_worldshadows.integer && wl->drawshadows && gl_stencil)
- R_Shadow_Stage_LightWithShadows();
- else
- R_Shadow_Stage_LightWithoutShadows();
-
- ent = &cl_entities[0].render;
- if (ent->model && ent->model->DrawLight)
- {
- Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltolight, &wl->matrix_worldtolight, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &wl->matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &wl->matrix_worldtoattenuationz, &ent->matrix);
- if (r_shadow_staticworldlights.integer)
- R_Shadow_DrawStaticWorldLight_Light(wl, &ent->matrix, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz);
- else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap);
- }
- 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_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltolight, &wl->matrix_worldtolight, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &wl->matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &wl->matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap);
- }
- }
- }
- }
- }
- }
- if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer)
- {
- for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
- {
- lightradius = rd->radius;
- 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);
- VectorCopy(rd->color, lightcolor);
-
- if (rd->cubemapnum > 0)
- cubemaptexture = R_Shadow_Cubemap(va("cubemaps/%i", rd->cubemapnum));
- else
- cubemaptexture = NULL;
-
- if (r_shadow_dlightshadows.integer && rd->shadow && (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 (r_shadow_dlightshadows.integer && gl_stencil && rd->shadow)
- R_Shadow_Stage_LightWithShadows();
- else
- R_Shadow_Stage_LightWithoutShadows();
-
- ent = &cl_entities[0].render;
- if (ent->model && ent->model->DrawLight)
- {
- Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
- Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltolight, &rd->matrix_worldtolight, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rd->matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &rd->matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
- }
- 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_vieworigin, relativeeyeorigin);
- Matrix4x4_Concat(&matrix_modeltolight, &rd->matrix_worldtolight, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rd->matrix_worldtoattenuationxyz, &ent->matrix);
- Matrix4x4_Concat(&matrix_modeltoattenuationz, &rd->matrix_worldtoattenuationz, &ent->matrix);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture);
- }
- }
- }
- }
- }
- }
-
- if (visiblevolumes)
- {
- qglEnable(GL_CULL_FACE);
- GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
- }
- else
- R_Shadow_Stage_End();
-}
-
static void R_SetFrustum(void)
{
- // break apart the viewentity matrix into vectors for various purposes
- Matrix4x4_ToVectors(&r_refdef.viewentitymatrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
+ // 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);
// LordHavoc: note to all quake engine coders, the special case for 90
// disabled as well.
// rotate R_VIEWFORWARD right by FOV_X/2 degrees
- RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2));
+ 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 R_VIEWFORWARD left by FOV_X/2 degrees
- RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2));
+ 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 R_VIEWFORWARD up by FOV_X/2 degrees
- RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2));
+ 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 R_VIEWFORWARD down by FOV_X/2 degrees
- RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2));
+ 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_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 = 64;
vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r;
if (r_shadow_realtime_world.integer && !gl_stencil)
{
- Con_Printf("Realtime world lighting requires 32bit color; turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n");
+ Con_Print("Realtime world lighting requires 32bit color; turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n");
Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
}
// don't allow cheats in multiplayer
- if (!cl.islocalgame)
+ if (!cl.islocalgame && cl.worldmodel)
{
if (r_fullbright.integer != 0)
Cvar_Set ("r_fullbright", "0");
if (!r_refdef.entities/* || !cl.worldmodel*/)
return; //Host_Error ("R_RenderView: NULL worldmodel");
- r_refdef.width = bound(0, r_refdef.width, vid.realwidth);
- r_refdef.height = bound(0, r_refdef.height, vid.realheight);
- r_refdef.x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
- r_refdef.y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
- r_refdef.fov_x = bound(1, r_refdef.fov_x, 170);
- r_refdef.fov_y = bound(1, r_refdef.fov_y, 170);
-
- // GL is weird because it's bottom to top, r_refdef.y is top to bottom
- qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height);
- GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
+ 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 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);
R_ClearScreen();
-
- R_SetFrustum();
- r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
-
- if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer)))
- 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.viewentitymatrix);
R_TimeReport("setup");
+ qglDepthFunc(GL_LEQUAL);
+ qglPolygonOffset(0, 0);
+ qglEnable(GL_POLYGON_OFFSET_FILL);
+
R_RenderScene();
+ qglPolygonOffset(0, 0);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
+
R_BlendView();
R_TimeReport("blendview");
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++;
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+
+ R_SetFrustum();
+
+ r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+ if (gl_stencil && (r_shadow_realtime_world.integer || (r_shadow_realtime_dlight.integer && r_shadow_realtime_dlight_shadows.integer)))
+ 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();
if (cl.worldmodel && cl.worldmodel->brush.FatPVS)
R_MarkEntities();
R_TimeReport("markentity");
- qglDepthFunc(GL_LEQUAL);
- qglPolygonOffset(0, 0);
- qglEnable(GL_POLYGON_OFFSET_FILL);
-
- R_Mesh_Start();
R_MeshQueue_BeginScene();
R_Shadow_UpdateWorldLightSelection();
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
+ 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 ();
+ GL_ShowTrisColor(0, 0.015, 0, 1);
+
R_DrawModels();
R_TimeReport("models");
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
+ GL_ShowTrisColor(0, 0, 0.033, 1);
R_ShadowVolumeLighting(false);
R_TimeReport("rtlights");
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
+ GL_ShowTrisColor(0.1, 0, 0, 1);
+
R_DrawLightningBeams();
R_TimeReport("lightning");
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");
-
- qglPolygonOffset(0, 0);
- qglDisable(GL_POLYGON_OFFSET_FILL);
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
// don't let sound skip if going slow
if (!intimerefresh && !r_speeds.integer)
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, cg, cb, ca);
if (fogenabled)
{
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_DepthMask(true);
}
GL_DepthTest(true);
- GL_VertexPointer(nomodelvertex3f);
if (fogenabled)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- GL_ColorPointer(color4f);
+ m.pointer_color = color4f;
VectorSubtract(ent->origin, r_vieworigin, diff);
f2 = exp(fogdensity/DotProduct(diff, diff));
f1 = 1 - f2;
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[3] *= ent->alpha;
}
else
- GL_ColorPointer(nomodelcolor4f);
+ m.pointer_color = nomodelcolor4f;
+ R_Mesh_State(&m);
R_Mesh_Draw(6, 8, nomodelelements);
}
}
R_Mesh_Matrix(&r_identitymatrix);
- GL_Color(cr, cg, cb, 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);
}