This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
#include "quakedef.h"
-entity_t r_worldentity;
+//static qboolean r_cache_thrash; // compatability
-qboolean r_cache_thrash; // compatability
+entity_render_t *currentrenderentity;
-vec3_t modelorg, r_entorigin;
-entity_t *currententity;
-
-int r_visframecount; // bumped when going to a new PVS
int r_framecount; // used for dlight push checking
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;
-qboolean envmap; // true during envmap command capture
+qboolean envmap; // true during envmap command capture
// LordHavoc: moved all code related to particles into r_part.c
//int particletexture; // little dot for particles
vec3_t vright;
vec3_t r_origin;
-float r_world_matrix[16];
-float r_base_world_matrix[16];
+//float r_world_matrix[16];
+//float r_base_world_matrix[16];
//
// screen size info
mleaf_t *r_viewleaf, *r_oldviewleaf;
-texture_t *r_notexture_mip;
-
unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
+//cvar_t r_norefresh = {0, "r_norefresh","0"};
+cvar_t r_drawentities = {0, "r_drawentities","1"};
+cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
+cvar_t r_speeds = {0, "r_speeds","0"};
+cvar_t r_fullbright = {0, "r_fullbright","0"};
+//cvar_t r_lightmap = {0, "r_lightmap","0"};
+cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
+cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
+cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"};
+cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
+
+//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...
+
+cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
+cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
+cvar_t gl_fogred = {0, "gl_fogred","0.3"};
+cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
+cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
+cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
+cvar_t gl_fogend = {0, "gl_fogend","0"};
+
+cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"};
+//cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"};
+
+cvar_t r_multitexture = {0, "r_multitexture", "1"};
+
+/*
+====================
+R_TimeRefresh_f
+
+For program optimization
+====================
+*/
+qboolean intimerefresh = 0;
+static void R_TimeRefresh_f (void)
+{
+ int i;
+ float start, stop, time;
+
+ intimerefresh = 1;
+ start = Sys_DoubleTime ();
+ glDrawBuffer (GL_FRONT);
+ for (i = 0;i < 128;i++)
+ {
+ r_refdef.viewangles[0] = 0;
+ r_refdef.viewangles[1] = i/128.0*360.0;
+ r_refdef.viewangles[2] = 0;
+ R_RenderView();
+ }
+ glDrawBuffer (GL_BACK);
+
+ stop = Sys_DoubleTime ();
+ intimerefresh = 0;
+ time = stop-start;
+ 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);
-void R_MarkLeaves (void);
-
-//cvar_t r_norefresh = {"r_norefresh","0"};
-cvar_t r_drawentities = {"r_drawentities","1"};
-cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
-cvar_t r_speeds = {"r_speeds","0"};
-cvar_t r_speeds2 = {"r_speeds2","0"};
-cvar_t r_fullbright = {"r_fullbright","0"};
-//cvar_t r_lightmap = {"r_lightmap","0"};
-cvar_t r_wateralpha = {"r_wateralpha","1"};
-cvar_t r_dynamic = {"r_dynamic","1"};
-cvar_t r_novis = {"r_novis","0"};
-cvar_t r_waterripple = {"r_waterripple","0"};
-cvar_t r_fullbrights = {"r_fullbrights", "1"};
-
-cvar_t contrast = {"contrast", "1.0", true}; // LordHavoc: a method of operating system independent color correction
-cvar_t brightness = {"brightness", "1.0", true}; // LordHavoc: a method of operating system independent color correction
-cvar_t gl_lightmode = {"gl_lightmode", "1", true}; // LordHavoc: overbright lighting
-//cvar_t r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
-cvar_t r_farclip = {"r_farclip", "6144"};
-
-cvar_t gl_fogenable = {"gl_fogenable", "0"};
-cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {"gl_fogred","0.3"};
-cvar_t gl_foggreen = {"gl_foggreen","0.3"};
-cvar_t gl_fogblue = {"gl_fogblue","0.3"};
-cvar_t gl_fogstart = {"gl_fogstart", "0"};
-cvar_t gl_fogend = {"gl_fogend","0"};
-cvar_t glfog = {"glfog", "0"};
-
-qboolean lighthalf;
+// 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;
qboolean fogenabled;
qboolean oldgl_fogenable;
-void FOG_framebegin()
+void R_SetupFog(void)
{
- if (nehahra)
+ if (gamemode == GAME_NEHAHRA)
{
-// if (!Nehahrademcompatibility)
-// gl_fogenable.value = 0;
- if (gl_fogenable.value)
+ if (gl_fogenable.integer)
{
oldgl_fogenable = true;
fog_density = gl_fogdensity.value;
}
if (fog_density)
{
- fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
- fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
- fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
- if (lighthalf)
- {
- fogcolor[0] *= 0.5f;
- fogcolor[1] *= 0.5f;
- fogcolor[2] *= 0.5f;
- }
+ fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
+ fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
+ fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
}
- if (glfog.value)
+ if (fog_density)
{
- if (!r_render.value)
- return;
- if(fog_density)
- {
- // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
- //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
- GLfloat colors[4];
- colors[0] = fog_red;
- colors[1] = fog_green;
- colors[2] = fog_blue;
- colors[3] = 1;
- if (lighthalf)
- {
- colors[0] *= 0.5f;
- colors[1] *= 0.5f;
- colors[2] *= 0.5f;
- }
-
- glFogi (GL_FOG_MODE, GL_EXP2);
- glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
- glFogfv (GL_FOG_COLOR, colors);
- glEnable (GL_FOG);
- }
- else
- glDisable(GL_FOG);
+ fogenabled = true;
+ fogdensity = -4000.0f / (fog_density * fog_density);
+ // fog color was already set
}
else
- {
- if (fog_density)
- {
- fogenabled = true;
- fogdensity = -4000.0f / (fog_density * fog_density);
- // fog color was already set
- }
- else
- fogenabled = false;
- }
-}
-
-void FOG_frameend()
-{
- if (glfog.value)
- glDisable(GL_FOG);
+ fogenabled = false;
}
-void FOG_clear()
+// FIXME: move this to client?
+void FOG_clear(void)
{
- if (nehahra)
+ if (gamemode == GAME_NEHAHRA)
{
Cvar_Set("gl_fogenable", "0");
Cvar_Set("gl_fogdensity", "0.2");
fog_density = fog_red = fog_green = fog_blue = 0.0f;
}
-void FOG_registercvars()
+// FIXME: move this to client?
+void FOG_registercvars(void)
{
- Cvar_RegisterVariable (&glfog);
- if (nehahra)
+ if (gamemode == GAME_NEHAHRA)
{
Cvar_RegisterVariable (&gl_fogenable);
Cvar_RegisterVariable (&gl_fogdensity);
Cvar_RegisterVariable (&gl_fogred);
- Cvar_RegisterVariable (&gl_foggreen);
+ Cvar_RegisterVariable (&gl_foggreen);
Cvar_RegisterVariable (&gl_fogblue);
Cvar_RegisterVariable (&gl_fogstart);
Cvar_RegisterVariable (&gl_fogend);
}
}
-void glmain_start()
+void gl_main_start(void)
+{
+}
+
+void gl_main_shutdown(void)
{
}
-void glmain_shutdown()
+void gl_main_newmap(void)
{
+ r_framecount = 1;
}
-void GL_Main_Init()
+void GL_Main_Init(void)
{
+// FIXME: move this to client?
FOG_registercvars();
+ Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
Cvar_RegisterVariable (&r_drawentities);
Cvar_RegisterVariable (&r_drawviewmodel);
Cvar_RegisterVariable (&r_speeds);
- Cvar_RegisterVariable (&r_speeds2);
- Cvar_RegisterVariable (&contrast);
- Cvar_RegisterVariable (&brightness);
- Cvar_RegisterVariable (&gl_lightmode);
// Cvar_RegisterVariable (&r_dynamicwater);
// Cvar_RegisterVariable (&r_dynamicbothsides);
Cvar_RegisterVariable (&r_fullbrights);
Cvar_RegisterVariable (&r_wateralpha);
Cvar_RegisterVariable (&r_dynamic);
- Cvar_RegisterVariable (&r_novis);
- Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple
- if (nehahra)
- Cvar_SetValue("r_fullbrights", 0);
-// if (gl_vendor && strstr(gl_vendor, "3Dfx"))
-// gl_lightmode.value = 0;
+ Cvar_RegisterVariable (&r_waterripple);
Cvar_RegisterVariable (&r_fullbright);
- R_RegisterModule("GL_Main", glmain_start, glmain_shutdown);
+ Cvar_RegisterVariable (&r_ser);
+// Cvar_RegisterVariable (&gl_viewmodeldepthhack);
+ Cvar_RegisterVariable (&r_multitexture);
+ if (gamemode == GAME_NEHAHRA)
+ Cvar_SetValue("r_fullbrights", 0);
+ R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
-extern void GL_Draw_Init();
-extern void GL_Main_Init();
-extern void GL_Models_Init();
-extern void GL_Poly_Init();
-extern void GL_Surf_Init();
-extern void GL_Screen_Init();
-extern void GL_Misc_Init();
-extern void R_Crosshairs_Init();
-extern void R_Light_Init();
-extern void R_Particles_Init();
-extern void R_Explosion_Init();
-extern void CL_Effects_Init();
-
-void Render_Init()
+/*
+===============
+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();
+}
+
+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 GL_Models_Init(void);
+extern void R_Sky_Init(void);
+extern void GL_Surf_Init(void);
+extern void R_Crosshairs_Init(void);
+extern void R_Light_Init(void);
+extern void R_Particles_Init(void);
+extern void R_Explosion_Init(void);
+extern void R_Clip_Init(void);
+extern void ui_init(void);
+extern void gl_backend_init(void);
+
+void Render_Init(void)
{
- R_ShutdownModules();
+ R_Modules_Shutdown();
+ R_Textures_Init();
+ Mod_RenderInit();
+ gl_backend_init();
+ R_Clip_Init();
GL_Draw_Init();
GL_Main_Init();
GL_Models_Init();
- GL_Poly_Init();
+ R_Sky_Init();
GL_Surf_Init();
- GL_Screen_Init();
- GL_Misc_Init();
R_Crosshairs_Init();
R_Light_Init();
R_Particles_Init();
R_Explosion_Init();
- CL_Effects_Init();
- R_StartModules();
+ ui_init();
+ R_Modules_Start();
}
/*
// Con_Printf ("%s %s\n", gl_renderer, gl_version);
- VID_CheckMultitexture();
- VID_CheckCVA();
+ VID_CheckExtensions();
// LordHavoc: report supported extensions
Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
glCullFace(GL_FRONT);
glEnable(GL_TEXTURE_2D);
-// glDisable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.5);
// glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
-
- Palette_Init();
}
-/*
-void R_RotateForEntity (entity_t *e)
-{
- glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
-
- glRotatef (e->angles[1], 0, 0, 1);
- glRotatef (-e->angles[0], 0, 1, 0);
- glRotatef (e->angles[2], 1, 0, 0);
+//==================================================================================
- glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
+void R_Entity_Callback(void *data, void *junk)
+{
+ ((entity_render_t *)data)->visframe = r_framecount;
}
-*/
-
-// LordHavoc: shading stuff
-vec3_t shadevector;
-vec3_t shadecolor;
-float modelalpha;
-
-//==================================================================================
+static void R_MarkEntities (void)
+{
+ int i;
+ vec3_t v;
-void R_DrawBrushModel (entity_t *e);
-void R_DrawSpriteModel (entity_t *e, frameblend_t *blend);
+ if (!r_drawentities.integer)
+ return;
-void R_LerpUpdate(entity_t *ent)
-{
- int frame;
- frame = ent->frame;
- if (ent->model && ent->frame >= ent->model->numframes)
+ for (i = 0;i < r_refdef.numentities;i++)
{
- Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->frame, ent->model->name);
- frame = 0;
- }
+ currentrenderentity = r_refdef.entities[i];
+ Mod_CheckLoaded(currentrenderentity->model);
- if (ent->lerp_model != ent->model)
- {
- // reset all interpolation information
- ent->lerp_model = ent->model;
- ent->frame1 = ent->frame2 = frame;
- ent->frame1start = ent->frame2start = cl.time;
- ent->framelerp = 1;
- ent->lerp_starttime = 0;
- }
- else if (ent->frame2 != frame)
- {
- // transition to new frame
- ent->frame1 = ent->frame2;
- ent->frame1start = ent->frame2start;
- ent->frame2 = frame;
- ent->frame2start = cl.time;
- ent->framelerp = 0;
- ent->lerp_starttime = cl.time;
- }
- else
- {
- // lerp_starttime < 0 is used to prevent changing of framelerp
- if (ent->lerp_starttime >= 0)
+ // move view-relative models to where they should be
+ if (currentrenderentity->flags & RENDER_VIEWMODEL)
+ {
+ // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
+ currentrenderentity->flags -= RENDER_VIEWMODEL;
+ // transform origin
+ VectorCopy(currentrenderentity->origin, v);
+ currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
+ currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
+ currentrenderentity->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
+ // adjust angles
+ VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles);
+ }
+
+ if (currentrenderentity->angles[0] || currentrenderentity->angles[2])
+ {
+ VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins);
+ VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs);
+ }
+ else if (currentrenderentity->angles[1])
{
- // update transition
- ent->framelerp = (cl.time - ent->lerp_starttime) * 10;
- ent->framelerp = bound(0, ent->framelerp, 1);
+ VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins);
+ VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs);
}
+ else
+ {
+ VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins);
+ VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs);
+ }
+ if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs))
+ continue;
+
+ R_LerpAnimation(currentrenderentity);
+ if (r_ser.integer)
+ currentrenderentity->model->SERAddEntity();
+ else
+ currentrenderentity->visframe = r_framecount;
}
}
-
-/*
-=============
-R_DrawEntitiesOnList
-=============
-*/
-// LordHavoc: split so bmodels are rendered before any other objects
-void R_DrawEntitiesOnList1 (void)
+// only used if skyrendermasked, and normally returns false
+int R_DrawBModelSky (void)
{
- int i;
+ int i, sky = false;
- if (!r_drawentities.value)
- return;
+ if (!r_drawentities.integer)
+ return false;
- for (i=0 ; i<cl_numvisedicts ; i++)
+ for (i = 0;i < r_refdef.numentities;i++)
{
- if (cl_visedicts[i]->model->type != mod_brush)
- continue;
- currententity = cl_visedicts[i];
- modelalpha = currententity->alpha;
-
- R_DrawBrushModel (currententity);
+ currentrenderentity = r_refdef.entities[i];
+ if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky)
+ {
+ currentrenderentity->model->DrawSky();
+ sky = true;
+ }
}
+ return sky;
}
-void R_DrawEntitiesOnList2 (void)
+void R_DrawModels (void)
{
int i;
- frameblend_t blend[4];
- if (!r_drawentities.value)
+ if (!r_drawentities.integer)
return;
- for (i=0 ; i<cl_numvisedicts ; i++)
+ for (i = 0;i < r_refdef.numentities;i++)
{
- currententity = cl_visedicts[i];
- modelalpha = currententity->alpha;
-
- switch (currententity->model->type)
- {
- case mod_alias:
- if (!strcmp(currententity->model->name, "progs/flame2.mdl"))
- blend[0].frame = 0;
-
- R_LerpUpdate(currententity);
- R_LerpAnimation(currententity->model, currententity->frame1, currententity->frame2, currententity->frame1start, currententity->frame2start, currententity->framelerp, blend);
- R_DrawAliasModel (currententity, true, modelalpha, currententity->model, blend, currententity->skinnum, currententity->origin, currententity->angles, currententity->scale, currententity->effects, currententity->model->flags, currententity->colormap);
- break;
-
- case mod_sprite:
- R_LerpUpdate(currententity);
- R_LerpAnimation(currententity->model, currententity->frame1, currententity->frame2, currententity->frame1start, currententity->frame2start, currententity->framelerp, blend);
- R_DrawSpriteModel (currententity, blend);
- break;
-
- default:
- break;
- }
+ currentrenderentity = r_refdef.entities[i];
+ if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw)
+ currentrenderentity->model->Draw();
}
}
*/
void R_DrawViewModel (void)
{
- frameblend_t blend[4];
-
- if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
+ // 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;
- currententity = &cl.viewent;
- currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
- currententity->effects = cl_entities[cl.viewentity].effects;
- currententity->scale = 1;
- VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
+ currentrenderentity = &cl.viewent.render;
+ Mod_CheckLoaded(currentrenderentity->model);
- R_LerpUpdate(currententity);
- R_LerpAnimation(currententity->model, currententity->frame1, currententity->frame2, currententity->frame1start, currententity->frame2start, currententity->framelerp, blend);
+ R_LerpAnimation(currentrenderentity);
// hack the depth range to prevent view model from poking into walls
- glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
- R_DrawAliasModel (currententity, false, modelalpha, currententity->model, blend, currententity->skinnum, currententity->origin, currententity->angles, currententity->scale, currententity->effects, currententity->model->flags, currententity->colormap);
- glDepthRange (gldepthmin, gldepthmax);
+// if (gl_viewmodeldepthhack.integer)
+// {
+// R_Mesh_Render();
+// glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
+// }
+ currentrenderentity->model->Draw();
+// if (gl_viewmodeldepthhack.integer)
+// {
+// R_Mesh_Render();
+// glDepthRange (gldepthmin, gldepthmax);
+// }
}
-void R_DrawBrushModel (entity_t *e);
-
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
-
-void R_SetFrustum (void)
+static void R_SetFrustum (void)
{
int i;
- if (r_refdef.fov_x == 90)
- {
- // front side is visible
-
- VectorAdd (vpn, vright, frustum[0].normal);
- VectorSubtract (vpn, vright, frustum[1].normal);
+ // 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 ) );
+ // rotate VPN left by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
+ // rotate VPN up by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
+ // rotate VPN down by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
- VectorAdd (vpn, vup, frustum[2].normal);
- VectorSubtract (vpn, vup, frustum[3].normal);
- }
- else
- {
- // rotate VPN right by FOV_X/2 degrees
- RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
- // rotate VPN left by FOV_X/2 degrees
- RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
- // rotate VPN up by FOV_X/2 degrees
- RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 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);
-// frustum[i].signbits = SignbitsForPlane (&frustum[i]);
- BoxOnPlaneSideClassify(&frustum[i]);
+ PlaneClassify(&frustum[i]);
}
}
-void R_AnimateLight (void);
-void V_CalcBlend (void);
-
/*
===============
R_SetupFrame
===============
*/
-void R_SetupFrame (void)
+static void R_SetupFrame (void)
{
// don't allow cheats in multiplayer
if (cl.maxclients > 1)
{
- Cvar_Set ("r_fullbright", "0");
- Cvar_Set ("r_ambient", "0");
+ if (r_fullbright.integer != 0)
+ Cvar_Set ("r_fullbright", "0");
+ if (r_ambient.value != 0)
+ Cvar_Set ("r_ambient", "0");
}
-
- R_AnimateLight ();
+ if (r_multitexture.integer && gl_textureunits < 2)
+ Cvar_SetValue("r_multitexture", 0);
r_framecount++;
r_oldviewleaf = r_viewleaf;
r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
- V_SetContentsColor (r_viewleaf->contents);
- V_CalcBlend ();
-
- r_cache_thrash = false;
-
- c_brush_polys = 0;
- c_alias_polys = 0;
- c_light_polys = 0;
- c_faces = 0;
- c_nodes = 0;
- c_leafs = 0;
- c_models = 0;
- c_bmodels = 0;
- c_sprites = 0;
- c_particles = 0;
-// c_dlights = 0;
-}
-
-
-void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
-{
- GLdouble xmin, xmax, ymin, ymax;
-
- ymax = zNear * tan( fovy * M_PI / 360.0 );
- ymin = -ymax;
-
- xmin = ymin * aspect;
- xmax = ymax * aspect;
+// r_cache_thrash = false;
- glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
+ R_AnimateLight ();
}
-extern char skyname[];
+static int blendviewpolyindex[3] = {0, 1, 2};
-/*
-=============
-R_SetupGL
-=============
-*/
-void R_SetupGL (void)
+static void R_BlendView(void)
{
- float screenaspect;
- extern int glwidth, glheight;
- int x, x2, y2, y, w, h;
+ rmeshinfo_t m;
+ float tvxyz[3][4], r;
- if (!r_render.value)
+ if (!r_render.integer)
return;
- //
- // set up viewpoint
- //
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity ();
- x = r_refdef.vrect.x * glwidth/vid.width;
- x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
- y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
- y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
-
- // fudge around because of frac screen scale
- if (x > 0)
- x--;
- if (x2 < glwidth)
- x2++;
- if (y2 < 0)
- y2--;
- if (y < glheight)
- y++;
-
- w = x2 - x;
- h = y - y2;
-
- if (envmap)
- {
- x = y2 = 0;
- w = h = 256;
- }
-
- glViewport (glx + x, gly + y2, w, h);
- screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
-// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
-// if (skyname[0]) // skybox enabled?
-// MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
-// else
- MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value);
-
- glCullFace(GL_FRONT);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity ();
-
- glRotatef (-90, 1, 0, 0); // put Z going up
- glRotatef (90, 0, 0, 1); // put Z going up
- glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
- glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
- glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
- glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
-
- glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
- //
- // set drawing parms
- //
-// if (gl_cull.value)
- glEnable(GL_CULL_FACE);
-// else
-// glDisable(GL_CULL_FACE);
-
- glEnable(GL_BLEND); // was Disable
- glDisable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.5);
- glEnable(GL_DEPTH_TEST);
- glDepthMask(1);
- glShadeModel(GL_SMOOTH);
-}
-/*
-=============
-R_Clear
-=============
-*/
-void R_Clear (void)
-{
- if (!r_render.value)
+ if (r_refdef.viewblend[3] < 0.01f)
return;
-// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
- gldepthmin = 0;
- gldepthmax = 1;
- glDepthFunc (GL_LEQUAL);
- glDepthRange (gldepthmin, gldepthmax);
-}
-
-// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
-void GL_Brighten()
-{
- if (!r_render.value)
- return;
+ memset(&m, 0, sizeof(m));
+ m.transparent = false;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE;
+ m.depthdisable = true; // magic
+ m.numtriangles = 1;
+ m.numverts = 3;
+ m.index = blendviewpolyindex;
+ m.vertex = &tvxyz[0][0];
+ m.vertexstep = sizeof(float[4]);
+ m.cr = r_refdef.viewblend[0];
+ m.cg = r_refdef.viewblend[1];
+ m.cb = r_refdef.viewblend[2];
+ m.ca = r_refdef.viewblend[3];
+ r = 64000;
+ tvxyz[0][0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
+ tvxyz[0][1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
+ tvxyz[0][2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
+ r *= 3;
+ tvxyz[1][0] = tvxyz[0][0] + vup[0] * r;
+ tvxyz[1][1] = tvxyz[0][1] + vup[1] * r;
+ tvxyz[1][2] = tvxyz[0][2] + vup[2] * r;
+ tvxyz[2][0] = tvxyz[0][0] + vright[0] * r;
+ tvxyz[2][1] = tvxyz[0][1] + vright[1] * r;
+ tvxyz[2][2] = tvxyz[0][2] + vright[2] * r;
+ R_Mesh_Draw(&m);
+
+ /*
glMatrixMode(GL_PROJECTION);
- glLoadIdentity ();
- glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
+ glLoadIdentity ();
+ glOrtho (0, 1, 1, 0, -99999, 99999);
glMatrixMode(GL_MODELVIEW);
- glLoadIdentity ();
+ glLoadIdentity ();
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
- glBlendFunc (GL_DST_COLOR, GL_ONE);
+ glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin (GL_TRIANGLES);
- glColor3f (1, 1, 1);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
+ glColor4f (r_refdef.viewblend[0] * overbrightscale, r_refdef.viewblend[1] * overbrightscale, r_refdef.viewblend[2] * overbrightscale, r_refdef.viewblend[3]);
+ glVertex2f (-5, -5);
+ glVertex2f (10, -5);
+ glVertex2f (-5, 10);
glEnd ();
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glDisable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glEnable (GL_DEPTH_TEST);
- glEnable (GL_CULL_FACE);
-}
-
-extern cvar_t contrast;
-extern cvar_t brightness;
-extern cvar_t gl_lightmode;
-
-void GL_BlendView()
-{
- if (!r_render.value)
- return;
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity ();
- glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity ();
- glDisable (GL_DEPTH_TEST);
- glDisable (GL_CULL_FACE);
- glDisable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- if (lighthalf)
- {
- glBlendFunc (GL_DST_COLOR, GL_ONE);
- glBegin (GL_TRIANGLES);
- glColor3f (1, 1, 1);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
- glEnd ();
- }
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- contrast.value = bound(0.2, contrast.value, 1.0);
- if (/*gl_polyblend.value && */v_blend[3])
- {
- glBegin (GL_TRIANGLES);
- glColor4fv (v_blend);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
- glEnd ();
- }
glEnable (GL_CULL_FACE);
glEnable (GL_DEPTH_TEST);
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
+ */
}
-/*
-#define TIMEREPORT(DESC) \
- if (r_speeds2.value)\
- {\
- temptime = -currtime;\
- currtime = Sys_FloatTime();\
- temptime += currtime;\
- Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
- }
-*/
-#define TIMEREPORT(VAR) \
- if (r_speeds2.value)\
- {\
- temptime = currtime;\
- currtime = Sys_FloatTime();\
- VAR = (int) ((currtime - temptime) * 1000000.0);\
- }\
- else\
- VAR = 0;
-
/*
================
R_RenderView
r_refdef must be set before the first call
================
*/
-extern qboolean intimerefresh;
-extern qboolean skyisvisible;
-extern void R_Sky();
-extern void UploadLightmaps();
-char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81];
void R_RenderView (void)
{
- double starttime, currtime, temptime;
- int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_moveexplosions, time_drawexplosions, time_transpoly, time_blend, time_total;
-// double currtime, temptime;
-// if (r_norefresh.value)
-// return;
+ if (!cl.worldmodel)
+ return; //Host_Error ("R_RenderView: NULL worldmodel");
+
+ // FIXME: move to client
+ R_MoveExplosions();
+ R_TimeReport("mexplosion");
+
+ R_SetupFrame();
+ R_SetFrustum();
+ R_SetupFog();
+ R_SkyStartFrame();
+ if (r_ser.integer)
+ R_Clip_StartFrame();
+ R_BuildLightList();
- if (!r_worldentity.model || !cl.worldmodel)
- Sys_Error ("R_RenderView: NULL worldmodel");
+ R_Mesh_Start();
- lighthalf = gl_lightmode.value;
+ R_TimeReport("setup");
- FOG_framebegin();
+ R_DrawWorld();
+ R_TimeReport("worldnode");
- if (r_speeds2.value)
+ R_MarkEntities();
+ R_TimeReport("markentity");
+
+ if (r_ser.integer)
{
- starttime = currtime = Sys_FloatTime();
-// Con_Printf("render time: ");
+ R_Clip_EndFrame();
+ R_TimeReport("hiddensurf");
}
- else
- starttime = currtime = 0;
- R_Clear();
- skyisvisible = false;
- TIMEREPORT(time_clear)
-
- // render normal view
- R_SetupFrame ();
- R_SetFrustum ();
- R_SetupGL ();
+ R_MarkWorldLights();
+ R_TimeReport("marklights");
- skypolyclear();
- wallpolyclear();
- transpolyclear();
+ if (skyrendermasked)
+ {
+ if (R_DrawBModelSky())
+ R_TimeReport("bmodelsky");
+ }
+ else
+ {
+ R_DrawViewModel();
+ R_TimeReport("viewmodel");
+ }
- TIMEREPORT(time_setup)
+ R_SetupForWorldRendering();
+ R_PrepareSurfaces();
+ R_TimeReport("surfprep");
- R_MarkLeaves (); // done here so we know if we're in water
- R_DrawWorld (); // adds static entities to the list
- TIMEREPORT(time_world)
- R_DrawEntitiesOnList1 (); // BSP models
- TIMEREPORT(time_bmodels)
+ R_DrawSurfaces(SHADERSTAGE_SKY);
+ R_DrawSurfaces(SHADERSTAGE_NORMAL);
+ R_DrawSurfaces(SHADERSTAGE_FOG);
+ R_TimeReport("surfdraw");
- UploadLightmaps();
- TIMEREPORT(time_upload)
+ if (r_drawportals.integer)
+ {
+ R_DrawPortals();
+ R_TimeReport("portals");
+ }
- skypolyrender(); // fogged sky polys, affects depth
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
- if (skyname[0] && skyisvisible && !fogenabled)
- R_Sky(); // does not affect depth, draws over the sky polys
- TIMEREPORT(time_sky)
+ if (skyrendermasked)
+ {
+ R_DrawViewModel();
+ R_TimeReport("viewmodel");
+ }
- wallpolyrender();
- TIMEREPORT(time_wall)
+ R_DrawModels();
+ R_TimeReport("models");
- if (!intimerefresh && !r_speeds2.value)
- S_ExtraUpdate (); // don't let sound get messed up if going slow
+ R_DrawParticles();
+ R_TimeReport("particles");
- R_DrawEntitiesOnList2 (); // other models
-// R_RenderDlights ();
- R_DrawViewModel ();
- TIMEREPORT(time_models)
- R_MoveParticles ();
- TIMEREPORT(time_moveparticles)
- R_DrawParticles ();
- TIMEREPORT(time_drawparticles)
- R_MoveExplosions();
- TIMEREPORT(time_moveexplosions)
R_DrawExplosions();
- TIMEREPORT(time_drawexplosions)
+ R_TimeReport("explosions");
- transpolyrender();
- TIMEREPORT(time_transpoly)
+ // draw transparent meshs
+ R_Mesh_AddTransparent();
+ R_TimeReport("addtrans");
- FOG_frameend();
+ R_DrawCoronas();
+ R_TimeReport("coronas");
- GL_BlendView();
- TIMEREPORT(time_blend)
- if (r_speeds2.value)
- {
- time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0);
-// Con_Printf("\n");
- sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
- sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
- sprintf(r_speeds2_string3, "%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights);
- sprintf(r_speeds2_string4, "%6ius clear %6ius setup %6ius world %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
- sprintf(r_speeds2_string5, "%6ius sky %6ius wall %6ius models %6ius mpart %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
- sprintf(r_speeds2_string6, "%6ius trans %6ius blend %6ius total %6ius permdl", time_transpoly, time_blend, time_total, time_models / max(c_models, 1));
- }
+ R_BlendView();
+ R_TimeReport("blendview");
+
+ // render any queued meshs
+ R_Mesh_Finish();
+ R_TimeReport("meshfinish");
+
+ //Mem_CheckSentinelsGlobal();
+ //R_TimeReport("memtest");
}