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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
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.
8
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.
12
13 See the GNU General Public License for more details.
14
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.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23
24 // used for dlight push checking and other things
25 int r_framecount;
26
27 mplane_t frustum[4];
28
29 matrix4x4_t r_identitymatrix;
30
31 int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
32
33 // true during envmap command capture
34 qboolean envmap;
35
36 float r_farclip;
37
38 // view origin
39 vec3_t r_origin;
40 vec3_t vpn;
41 vec3_t vright;
42 vec3_t vup;
43
44 //
45 // screen size info
46 //
47 refdef_t r_refdef;
48
49 // 8.8 fraction of base light value
50 unsigned short d_lightstylevalue[256];
51
52 cvar_t r_drawentities = {0, "r_drawentities","1"};
53 cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
54 cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "1"};
55 cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "1"};
56 cvar_t r_speeds = {0, "r_speeds","0"};
57 cvar_t r_fullbright = {0, "r_fullbright","0"};
58 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
59 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
60 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
61
62 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
63 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
64 cvar_t gl_fogred = {0, "gl_fogred","0.3"};
65 cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
66 cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
67 cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
68 cvar_t gl_fogend = {0, "gl_fogend","0"};
69
70 cvar_t r_textureunits = {0, "r_textureunits", "32"};
71
72 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
73 {
74         int i;
75         for (i = 0;i < verts;i++)
76         {
77                 out[0] = in[0] * r;
78                 out[1] = in[1] * g;
79                 out[2] = in[2] * b;
80                 out[3] = in[3];
81                 in += 4;
82                 out += 4;
83         }
84 }
85
86 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
87 {
88         int i;
89         for (i = 0;i < verts;i++)
90         {
91                 out[0] = r;
92                 out[1] = g;
93                 out[2] = b;
94                 out[3] = a;
95                 out += 4;
96         }
97 }
98
99 /*
100 ====================
101 R_TimeRefresh_f
102
103 For program optimization
104 ====================
105 */
106 qboolean intimerefresh = 0;
107 static void R_TimeRefresh_f (void)
108 {
109         int i;
110         float start, stop, time;
111
112         intimerefresh = 1;
113         start = Sys_DoubleTime ();
114         for (i = 0;i < 128;i++)
115         {
116                 r_refdef.viewangles[0] = 0;
117                 r_refdef.viewangles[1] = i/128.0*360.0;
118                 r_refdef.viewangles[2] = 0;
119                 CL_UpdateScreen();
120         }
121
122         stop = Sys_DoubleTime ();
123         intimerefresh = 0;
124         time = stop-start;
125         Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
126 }
127
128 vec3_t fogcolor;
129 vec_t fogdensity;
130 float fog_density, fog_red, fog_green, fog_blue;
131 qboolean fogenabled;
132 qboolean oldgl_fogenable;
133 void R_SetupFog(void)
134 {
135         if (gamemode == GAME_NEHAHRA)
136         {
137                 if (gl_fogenable.integer)
138                 {
139                         oldgl_fogenable = true;
140                         fog_density = gl_fogdensity.value;
141                         fog_red = gl_fogred.value;
142                         fog_green = gl_foggreen.value;
143                         fog_blue = gl_fogblue.value;
144                 }
145                 else if (oldgl_fogenable)
146                 {
147                         oldgl_fogenable = false;
148                         fog_density = 0;
149                         fog_red = 0;
150                         fog_green = 0;
151                         fog_blue = 0;
152                 }
153         }
154         if (fog_density)
155         {
156                 fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
157                 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
158                 fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
159         }
160         if (fog_density)
161         {
162                 fogenabled = true;
163                 fogdensity = -4000.0f / (fog_density * fog_density);
164                 // fog color was already set
165         }
166         else
167                 fogenabled = false;
168 }
169
170 // FIXME: move this to client?
171 void FOG_clear(void)
172 {
173         if (gamemode == GAME_NEHAHRA)
174         {
175                 Cvar_Set("gl_fogenable", "0");
176                 Cvar_Set("gl_fogdensity", "0.2");
177                 Cvar_Set("gl_fogred", "0.3");
178                 Cvar_Set("gl_foggreen", "0.3");
179                 Cvar_Set("gl_fogblue", "0.3");
180         }
181         fog_density = fog_red = fog_green = fog_blue = 0.0f;
182 }
183
184 // FIXME: move this to client?
185 void FOG_registercvars(void)
186 {
187         if (gamemode == GAME_NEHAHRA)
188         {
189                 Cvar_RegisterVariable (&gl_fogenable);
190                 Cvar_RegisterVariable (&gl_fogdensity);
191                 Cvar_RegisterVariable (&gl_fogred);
192                 Cvar_RegisterVariable (&gl_foggreen);
193                 Cvar_RegisterVariable (&gl_fogblue);
194                 Cvar_RegisterVariable (&gl_fogstart);
195                 Cvar_RegisterVariable (&gl_fogend);
196         }
197 }
198
199 void gl_main_start(void)
200 {
201 }
202
203 void gl_main_shutdown(void)
204 {
205 }
206
207 extern void CL_ParseEntityLump(char *entitystring);
208 void gl_main_newmap(void)
209 {
210         if (cl.worldmodel && cl.worldmodel->entities)
211                 CL_ParseEntityLump(cl.worldmodel->entities);
212         r_framecount = 1;
213 }
214
215 void GL_Main_Init(void)
216 {
217         Matrix4x4_CreateIdentity(&r_identitymatrix);
218 // FIXME: move this to client?
219         FOG_registercvars();
220         Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
221         Cvar_RegisterVariable (&r_drawentities);
222         Cvar_RegisterVariable (&r_drawviewmodel);
223         Cvar_RegisterVariable (&r_shadows);
224         Cvar_RegisterVariable (&r_shadow_staticworldlights);
225         Cvar_RegisterVariable (&r_speeds);
226         Cvar_RegisterVariable (&r_fullbrights);
227         Cvar_RegisterVariable (&r_wateralpha);
228         Cvar_RegisterVariable (&r_dynamic);
229         Cvar_RegisterVariable (&r_fullbright);
230         Cvar_RegisterVariable (&r_textureunits);
231         if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXIUZ)
232                 Cvar_SetValue("r_fullbrights", 0);
233         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
234 }
235
236 vec3_t r_farclip_origin;
237 vec3_t r_farclip_direction;
238 vec_t r_farclip_directiondist;
239 vec_t r_farclip_meshfarclip;
240 int r_farclip_directionbit0;
241 int r_farclip_directionbit1;
242 int r_farclip_directionbit2;
243
244 // start a farclip measuring session
245 void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
246 {
247         VectorCopy(origin, r_farclip_origin);
248         VectorCopy(direction, r_farclip_direction);
249         r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
250         r_farclip_directionbit0 = r_farclip_direction[0] < 0;
251         r_farclip_directionbit1 = r_farclip_direction[1] < 0;
252         r_farclip_directionbit2 = r_farclip_direction[2] < 0;
253         r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
254 }
255
256 // enlarge farclip to accomodate box
257 void R_FarClip_Box(vec3_t mins, vec3_t maxs)
258 {
259         float d;
260         d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
261           + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
262           + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
263         if (r_farclip_meshfarclip < d)
264                 r_farclip_meshfarclip = d;
265 }
266
267 // return farclip value
268 float R_FarClip_Finish(void)
269 {
270         return r_farclip_meshfarclip - r_farclip_directiondist;
271 }
272
273 /*
274 ===============
275 R_NewMap
276 ===============
277 */
278 void R_NewMap (void)
279 {
280         R_Modules_NewMap();
281 }
282
283 extern void R_Textures_Init(void);
284 extern void Mod_RenderInit(void);
285 extern void GL_Draw_Init(void);
286 extern void GL_Main_Init(void);
287 extern void R_Shadow_Init(void);
288 extern void GL_Models_Init(void);
289 extern void R_Sky_Init(void);
290 extern void GL_Surf_Init(void);
291 extern void R_Crosshairs_Init(void);
292 extern void R_Light_Init(void);
293 extern void R_Particles_Init(void);
294 extern void R_Explosion_Init(void);
295 extern void ui_init(void);
296 extern void gl_backend_init(void);
297 extern void Sbar_Init(void);
298
299 void Render_Init(void)
300 {
301         R_Textures_Init();
302         Mod_RenderInit();
303         gl_backend_init();
304         R_MeshQueue_Init();
305         GL_Draw_Init();
306         GL_Main_Init();
307         R_Shadow_Init();
308         GL_Models_Init();
309         R_Sky_Init();
310         GL_Surf_Init();
311         R_Crosshairs_Init();
312         R_Light_Init();
313         R_Particles_Init();
314         R_Explosion_Init();
315         ui_init();
316         Sbar_Init();
317 }
318
319 /*
320 ===============
321 GL_Init
322 ===============
323 */
324 extern char *ENGINE_EXTENSIONS;
325 void GL_Init (void)
326 {
327         VID_CheckExtensions();
328
329         // LordHavoc: report supported extensions
330         Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
331 }
332
333 int R_CullBox(const vec3_t mins, const vec3_t maxs)
334 {
335         int i;
336         mplane_t *p;
337         for (i = 0;i < 4;i++)
338         {
339                 p = frustum + i;
340                 switch(p->signbits)
341                 {
342                 default:
343                 case 0:
344                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
345                                 return true;
346                         break;
347                 case 1:
348                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
349                                 return true;
350                         break;
351                 case 2:
352                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
353                                 return true;
354                         break;
355                 case 3:
356                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
357                                 return true;
358                         break;
359                 case 4:
360                         if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
361                                 return true;
362                         break;
363                 case 5:
364                         if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
365                                 return true;
366                         break;
367                 case 6:
368                         if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
369                                 return true;
370                         break;
371                 case 7:
372                         if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
373                                 return true;
374                         break;
375                 }
376         }
377         return false;
378 }
379
380 int PVS_CullBox(const vec3_t mins, const vec3_t maxs)
381 {
382         int stackpos, sides;
383         mnode_t *node, *stack[4096];
384         stackpos = 0;
385         stack[stackpos++] = cl.worldmodel->nodes;
386         while (stackpos)
387         {
388                 node = stack[--stackpos];
389                 if (node->contents < 0)
390                 {
391                         if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
392                                 return false;
393                 }
394                 else
395                 {
396                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
397                         if (sides & 2 && stackpos < 4096)
398                                 stack[stackpos++] = node->children[1];
399                         if (sides & 1 && stackpos < 4096)
400                                 stack[stackpos++] = node->children[0];
401                 }
402         }
403         return true;
404 }
405
406 int VIS_CullBox(const vec3_t mins, const vec3_t maxs)
407 {
408         int stackpos, sides;
409         mnode_t *node, *stack[4096];
410         if (R_CullBox(mins, maxs))
411                 return true;
412         stackpos = 0;
413         stack[stackpos++] = cl.worldmodel->nodes;
414         while (stackpos)
415         {
416                 node = stack[--stackpos];
417                 if (node->contents < 0)
418                 {
419                         if (((mleaf_t *)node)->visframe == r_framecount)
420                                 return false;
421                 }
422                 else
423                 {
424                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
425                         if (sides & 2 && stackpos < 4096)
426                                 stack[stackpos++] = node->children[1];
427                         if (sides & 1 && stackpos < 4096)
428                                 stack[stackpos++] = node->children[0];
429                 }
430         }
431         return true;
432 }
433
434 int R_CullSphere(const vec3_t origin, vec_t radius)
435 {
436         return (DotProduct(frustum[0].normal, origin) + radius < frustum[0].dist
437              || DotProduct(frustum[1].normal, origin) + radius < frustum[1].dist
438              || DotProduct(frustum[2].normal, origin) + radius < frustum[2].dist
439              || DotProduct(frustum[3].normal, origin) + radius < frustum[3].dist);
440 }
441
442 int PVS_CullSphere(const vec3_t origin, vec_t radius)
443 {
444         int stackpos;
445         mnode_t *node, *stack[4096];
446         float dist;
447         stackpos = 0;
448         stack[stackpos++] = cl.worldmodel->nodes;
449         while (stackpos)
450         {
451                 node = stack[--stackpos];
452                 if (node->contents < 0)
453                 {
454                         if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount)
455                                 return false;
456                 }
457                 else
458                 {
459                         dist = PlaneDiff(origin, node->plane);
460                         if (dist <= radius)
461                                 stack[stackpos++] = node->children[1];
462                         if (dist >= -radius)
463                                 stack[stackpos++] = node->children[0];
464                 }
465         }
466         return true;
467 }
468
469 int VIS_CullSphere(const vec3_t origin, vec_t radius)
470 {
471         int stackpos;
472         mnode_t *node, *stack[4096];
473         float dist;
474         if (R_CullSphere(origin, radius))
475                 return true;
476         stackpos = 0;
477         stack[stackpos++] = cl.worldmodel->nodes;
478         while (stackpos)
479         {
480                 node = stack[--stackpos];
481                 if (node->contents < 0)
482                 {
483                         if (((mleaf_t *)node)->visframe == r_framecount)
484                                 return false;
485                 }
486                 else
487                 {
488                         dist = PlaneDiff(origin, node->plane);
489                         if (dist <= radius)
490                                 stack[stackpos++] = node->children[1];
491                         if (dist >= -radius)
492                                 stack[stackpos++] = node->children[0];
493                 }
494         }
495         return true;
496 }
497
498
499 //==================================================================================
500
501 static void R_MarkEntities (void)
502 {
503         int i;
504         vec3_t v;
505         entity_render_t *ent;
506
507         ent = &cl_entities[0].render;
508         Matrix4x4_CreateIdentity(&ent->matrix);
509         Matrix4x4_CreateIdentity(&ent->inversematrix);
510
511         if (cl.worldmodel)
512                 R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
513
514         if (!r_drawentities.integer)
515                 return;
516
517         for (i = 0;i < r_refdef.numentities;i++)
518         {
519                 ent = r_refdef.entities[i];
520                 Mod_CheckLoaded(ent->model);
521
522                 // move view-relative models to where they should be
523                 if (ent->flags & RENDER_VIEWMODEL)
524                 {
525                         // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
526                         ent->flags -= RENDER_VIEWMODEL;
527                         // transform origin
528                         VectorCopy(ent->origin, v);
529                         ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
530                         ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
531                         ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
532                         // adjust angles
533                         VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
534                 }
535
536                 VectorCopy(ent->angles, v);
537                 if (!ent->model || ent->model->type != mod_brush)
538                         v[0] = -v[0];
539                 Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
540                 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
541                 R_LerpAnimation(ent);
542                 R_UpdateEntLights(ent);
543                 if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
544                  && !VIS_CullSphere(ent->origin, ent->model->radius * ent->scale)
545                  && !VIS_CullBox(ent->mins, ent->maxs))
546                 {
547                         ent->visframe = r_framecount;
548                         R_FarClip_Box(ent->mins, ent->maxs);
549                 }
550         }
551 }
552
553 // only used if skyrendermasked, and normally returns false
554 int R_DrawBrushModelsSky (void)
555 {
556         int i, sky;
557         entity_render_t *ent;
558
559         if (!r_drawentities.integer)
560                 return false;
561
562         sky = false;
563         for (i = 0;i < r_refdef.numentities;i++)
564         {
565                 ent = r_refdef.entities[i];
566                 if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
567                 {
568                         ent->model->DrawSky(ent);
569                         sky = true;
570                 }
571         }
572         return sky;
573 }
574
575 /*
576 =============
577 R_DrawViewModel
578 =============
579 */
580 /*
581 void R_DrawViewModel (void)
582 {
583         entity_render_t *ent;
584
585         // FIXME: move these checks to client
586         if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
587                 return;
588
589         ent = &cl.viewent.render;
590         Mod_CheckLoaded(ent->model);
591         R_LerpAnimation(ent);
592         Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
593         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
594         R_UpdateEntLights(ent);
595         ent->model->Draw(ent);
596 }
597 */
598
599 void R_DrawNoModel(entity_render_t *ent);
600 void R_DrawModels ()
601 {
602         int i;
603         entity_render_t *ent;
604
605         if (!r_drawentities.integer)
606                 return;
607
608         for (i = 0;i < r_refdef.numentities;i++)
609         {
610                 ent = r_refdef.entities[i];
611                 if (ent->visframe == r_framecount)
612                 {
613                         if (ent->model && ent->model->Draw != NULL)
614                                 ent->model->Draw(ent);
615                         else
616                                 R_DrawNoModel(ent);
617                 }
618         }
619 }
620
621 void R_DrawFakeShadows (void)
622 {
623         int i;
624         entity_render_t *ent;
625
626         ent = &cl_entities[0].render;
627         if (ent->model && ent->model->DrawFakeShadow)
628                 ent->model->DrawFakeShadow(ent);
629
630         if (!r_drawentities.integer)
631                 return;
632         for (i = 0;i < r_refdef.numentities;i++)
633         {
634                 ent = r_refdef.entities[i];
635                 if (ent->model && ent->model->DrawFakeShadow)
636                         ent->model->DrawFakeShadow(ent);
637         }
638 }
639
640 #include "r_shadow.h"
641
642 int shadowframecount = 0;
643
644 int Light_CullBox(const vec3_t mins, const vec3_t maxs)
645 {
646         int stackpos, sides;
647         mnode_t *node, *stack[4096];
648         stackpos = 0;
649         stack[stackpos++] = cl.worldmodel->nodes;
650         while (stackpos)
651         {
652                 node = stack[--stackpos];
653                 if (node->contents < 0)
654                 {
655                         if (((mleaf_t *)node)->worldnodeframe == shadowframecount)
656                                 return false;
657                 }
658                 else
659                 {
660                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
661                         if (sides & 2 && stackpos < 4096)
662                                 stack[stackpos++] = node->children[1];
663                         if (sides & 1 && stackpos < 4096)
664                                 stack[stackpos++] = node->children[0];
665                 }
666         }
667         return true;
668 }
669
670 int LightAndVis_CullBox(const vec3_t mins, const vec3_t maxs)
671 {
672         int stackpos, sides;
673         mnode_t *node, *stack[4096];
674         if (R_CullBox(mins, maxs))
675                 return true;
676         stackpos = 0;
677         stack[stackpos++] = cl.worldmodel->nodes;
678         while (stackpos)
679         {
680                 node = stack[--stackpos];
681                 if (node->contents < 0)
682                 {
683                         if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
684                                 return false;
685                 }
686                 else
687                 {
688                         sides = BoxOnPlaneSide(mins, maxs, node->plane);
689                         if (sides & 2 && stackpos < 4096)
690                                 stack[stackpos++] = node->children[1];
691                         if (sides & 1 && stackpos < 4096)
692                                 stack[stackpos++] = node->children[0];
693                 }
694         }
695         return true;
696 }
697
698
699 void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t clipmins, vec3_t clipmaxs)
700 {
701         int i;
702         vec3_t p, p2, temp, relativelightorigin, mins, maxs;
703         float dist, projectdistance;
704         // rough checks
705         if (ent->model && ent->model->DrawShadowVolume)
706         {
707                 temp[0] = bound(ent->mins[0], lightorigin[0], ent->maxs[0]) - lightorigin[0];
708                 temp[1] = bound(ent->mins[1], lightorigin[1], ent->maxs[1]) - lightorigin[1];
709                 temp[2] = bound(ent->mins[2], lightorigin[2], ent->maxs[2]) - lightorigin[2];
710                 dist = DotProduct(temp, temp);
711                 if (dist < cullradius * cullradius)
712                 {
713                         if (!Light_CullBox(ent->mins, ent->maxs))
714                         {
715                                 projectdistance = cullradius - sqrt(dist);
716                                 // calculate projected bounding box and decide if it is on-screen
717                                 VectorCopy(ent->mins, mins);
718                                 VectorCopy(ent->maxs, maxs);
719                                 for (i = 0;i < 8;i++)
720                                 {
721                                         p[0] = i & 1 ? ent->maxs[0] : ent->mins[0];
722                                         p[1] = i & 2 ? ent->maxs[1] : ent->mins[1];
723                                         p[2] = i & 4 ? ent->maxs[2] : ent->mins[2];
724                                         VectorSubtract(p, lightorigin, temp);
725                                         dist = projectdistance / sqrt(DotProduct(temp, temp));
726                                         VectorMA(p, dist, temp, p2);
727                                         if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
728                                         if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
729                                         if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
730                                 }
731                                 if (mins[0] < clipmaxs[0] && maxs[0] > clipmins[0]
732                                  && mins[1] < clipmaxs[1] && maxs[1] > clipmins[1]
733                                  && mins[2] < clipmaxs[2] && maxs[2] > clipmins[2]
734                                  && !LightAndVis_CullBox(mins, maxs))
735                                 {
736                                         Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
737                                         ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
738                                 }
739                         }
740                 }
741         }
742 }
743
744 void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
745
746 #define SHADOWSPHERE_SEGMENTS 16
747
748 shadowmesh_t *shadowsphere;
749 void R_CreateShadowSphere(void)
750 {
751         int i, j;
752         vec3_t angles, angles2, angles3, angles4;
753         float verts[12];
754         shadowsphere = Mod_ShadowMesh_Begin(zonemempool, SHADOWSPHERE_SEGMENTS * SHADOWSPHERE_SEGMENTS / 2);
755         for (i = 0;i < SHADOWSPHERE_SEGMENTS / 2;i++)
756         {
757                 for (j = 0;j < SHADOWSPHERE_SEGMENTS;j++)
758                 {
759                         angles[0] = (i * 360.0f / SHADOWSPHERE_SEGMENTS) + 90.0f;
760                         angles[1] = j * 360.0f / SHADOWSPHERE_SEGMENTS;
761                         angles[2] = 0;
762                         VectorCopy(angles, angles2);
763                         VectorCopy(angles, angles3);
764                         VectorCopy(angles, angles4);
765                         angles2[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
766                         angles3[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
767                         angles3[1] += 360.0f / SHADOWSPHERE_SEGMENTS;
768                         angles4[0] += 360.0f / SHADOWSPHERE_SEGMENTS;
769                         AngleVectorsFLU(angles, verts, NULL, NULL);
770                         AngleVectorsFLU(angles2, verts + 9, NULL, NULL);
771                         AngleVectorsFLU(angles3, verts + 6, NULL, NULL);
772                         AngleVectorsFLU(angles4, verts + 3, NULL, NULL);
773                         VectorScale(&verts[0], 1.0f, &verts[0]);
774                         VectorScale(&verts[3], 1.0f, &verts[3]);
775                         VectorScale(&verts[6], 1.0f, &verts[6]);
776                         VectorScale(&verts[9], 1.0f, &verts[9]);
777                         Mod_ShadowMesh_AddPolygon(zonemempool, shadowsphere, 4, verts);
778                 }
779         }
780         shadowsphere = Mod_ShadowMesh_Finish(zonemempool, shadowsphere);
781 }
782
783
784 void R_DrawShadowSphere(vec3_t origin, float cullradius, float lightradius)
785 {
786         shadowmesh_t *mesh;
787         matrix4x4_t matrix;
788         if (!shadowsphere)
789                 R_CreateShadowSphere();
790         Matrix4x4_CreateScale(&matrix, lightradius);
791         Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
792         R_Mesh_Matrix(&matrix);
793         for (mesh = shadowsphere;mesh;mesh = mesh->next)
794         {
795                 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
796                 R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
797         }
798         Matrix4x4_CreateScale(&matrix, -cullradius);
799         Matrix4x4_ConcatTranslate(&matrix, origin[0], origin[1], origin[2]);
800         R_Mesh_Matrix(&matrix);
801         for (mesh = shadowsphere;mesh;mesh = mesh->next)
802         {
803                 memcpy(varray_vertex, mesh->verts, mesh->numverts * sizeof(float[4]));
804                 R_Shadow_RenderVolume(mesh->numverts, mesh->numtriangles, mesh->elements);
805         }
806 }
807
808 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);
809 void R_ShadowVolumeLighting (int visiblevolumes)
810 {
811         int i;
812         entity_render_t *ent;
813         int lnum;
814         float f, lightradius, cullradius;
815         vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs;
816         worldlight_t *wl;
817         //mlight_t *sl;
818         rdlight_t *rd;
819         rmeshstate_t m;
820         mleaf_t *leaf;
821
822         if (visiblevolumes)
823         {
824                 memset(&m, 0, sizeof(m));
825                 m.blendfunc1 = GL_ONE;
826                 m.blendfunc2 = GL_ONE;
827                 if (r_shadow_realtime.integer >= 3)
828                         m.depthdisable = true;
829                 R_Mesh_State(&m);
830                 qglDisable(GL_CULL_FACE);
831                 GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
832         }
833         else
834                 R_Shadow_Stage_Begin();
835         shadowframecount++;
836         for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++)
837         {
838                 if (d_lightstylevalue[wl->style] <= 0)
839                         continue;
840                 cullradius = wl->cullradius;
841                 lightradius = wl->lightradius;
842                 if (R_CullSphere(wl->origin, lightradius))
843                         continue;
844                 //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius))
845                 //      continue;
846                 //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius))
847                 //      continue;
848                 if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
849                         continue;
850
851                 for (i = 0;i < wl->numleafs;i++)
852                         if (wl->leafs[i]->visframe == r_framecount)
853                                 break;
854                 if (i == wl->numleafs)
855                         continue;
856                 leaf = wl->leafs[i];
857                 VectorCopy(leaf->mins, clipmins);
858                 VectorCopy(leaf->maxs, clipmaxs);
859                 for (i = 0;i < wl->numleafs;i++)
860                 {
861                         leaf = wl->leafs[i];
862                         if (leaf->visframe == r_framecount)
863                         {
864                                 if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
865                                 if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
866                                 if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
867                                 if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
868                                 if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
869                                 if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
870                         }
871                 }
872                 if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
873                 if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
874                 if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
875                 if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
876                 if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
877                 if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
878
879                 if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
880                         continue;
881
882                 // mark the leafs we care about so only things in those leafs will matter
883                 for (i = 0;i < wl->numleafs;i++)
884                         wl->leafs[i]->worldnodeframe = shadowframecount;
885
886
887                 f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
888                 VectorScale(wl->light, f, lightcolor);
889                 if (wl->selected)
890                 {
891                         f = 2 + sin(realtime * M_PI * 4.0);
892                         VectorScale(lightcolor, f, lightcolor);
893                 }
894
895                 if (!visiblevolumes)
896                         R_Shadow_Stage_ShadowVolumes();
897                 ent = &cl_entities[0].render;
898                 if (wl->shadowvolume && r_shadow_staticworldlights.integer)
899                         R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
900                 else
901                         R_TestAndDrawShadowVolume(ent, wl->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
902                 if (r_drawentities.integer)
903                 {
904                         for (i = 0;i < r_refdef.numentities;i++)
905                         {
906                                 ent = r_refdef.entities[i];
907                                 if (ent->maxs[0] >= wl->mins[0] && ent->mins[0] <= wl->maxs[0]
908                                  && ent->maxs[1] >= wl->mins[1] && ent->mins[1] <= wl->maxs[1]
909                                  && ent->maxs[2] >= wl->mins[2] && ent->mins[2] <= wl->maxs[2]
910                                  && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
911                                         R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
912                         }
913                 }
914
915                 if (!visiblevolumes)
916                 {
917                         R_Shadow_Stage_Light();
918                         ent = &cl_entities[0].render;
919                         if (ent->model && ent->model->DrawLight)
920                         {
921                                 Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
922                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
923                                 if (wl->numsurfaces)
924                                         R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces);
925                                 else
926                                         ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
927                         }
928                         if (r_drawentities.integer)
929                         {
930                                 for (i = 0;i < r_refdef.numentities;i++)
931                                 {
932                                         ent = r_refdef.entities[i];
933                                         if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
934                                          && ent->maxs[0] >= wl->mins[0] && ent->mins[0] <= wl->maxs[0]
935                                          && ent->maxs[1] >= wl->mins[1] && ent->mins[1] <= wl->maxs[1]
936                                          && ent->maxs[2] >= wl->mins[2] && ent->mins[2] <= wl->maxs[2]
937                                          && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
938                                         {
939                                                 Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
940                                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
941                                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
942                                         }
943                                 }
944                         }
945                 }
946         }
947         /*
948         for (lnum = 0, sl = cl.worldmodel->lights;lnum < cl.worldmodel->numlights;lnum++, sl++)
949         {
950                 if (d_lightstylevalue[sl->style] <= 0)
951                         continue;
952                 if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
953                         continue;
954                 cullradius = sl->cullradius;
955                 lightradius = sl->lightradius;
956                 if (VIS_CullBox(sl->mins, sl->maxs) || VIS_CullSphere(sl->origin, lightradius))
957                         continue;
958
959                 f = d_lightstylevalue[sl->style] * (1.0f / 32768.0f);
960                 VectorScale(sl->light, f, lightcolor);
961
962                 if (!visiblevolumes)
963                         R_Shadow_Stage_ShadowVolumes();
964                 if (sl->shadowvolume && r_shadow_staticworldlights.integer)
965                         R_DrawWorldLightShadowVolume(&cl_entities[0].render.matrix, sl->shadowvolume);
966                 else
967                         R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius, lightradius);
968                 if (r_drawentities.integer)
969                 {
970                         for (i = 0;i < r_refdef.numentities;i++)
971                         {
972                                 ent = r_refdef.entities[i];
973                                 if (ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
974                                  && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
975                                  && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
976                                  && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
977                                         R_TestAndDrawShadowVolume(r_refdef.entities[i], sl->origin, cullradius, lightradius);
978                         }
979                 }
980
981                 if (!visiblevolumes)
982                 {
983                         R_Shadow_Stage_Light();
984                         ent = &cl_entities[0].render;
985                         if (ent->model && ent->model->DrawLight)
986                         {
987                                 Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
988                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
989                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor);
990                         }
991                         if (r_drawentities.integer)
992                         {
993                                 for (i = 0;i < r_refdef.numentities;i++)
994                                 {
995                                         ent = r_refdef.entities[i];
996                                         if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
997                                          && ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
998                                          && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
999                                          && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
1000                                          && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
1001                                         {
1002                                                 Matrix4x4_Transform(&ent->inversematrix, sl->origin, relativelightorigin);
1003                                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
1004                                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, sl->distbias, sl->subtract, lightcolor);
1005                                         }
1006                                 }
1007                         }
1008                 }
1009         }
1010         */
1011         for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++)
1012         {
1013                 cullradius = rd->cullradius;
1014                 lightradius = rd->cullradius;
1015                 if (VIS_CullSphere(rd->origin, lightradius))
1016                         continue;
1017
1018                 VectorScale(rd->light, (1.0f / 8192.0f), lightcolor);
1019                 clipmins[0] = rd->origin[0] - cullradius;
1020                 clipmins[1] = rd->origin[1] - cullradius;
1021                 clipmins[2] = rd->origin[2] - cullradius;
1022                 clipmaxs[0] = rd->origin[0] + cullradius;
1023                 clipmaxs[1] = rd->origin[1] + cullradius;
1024                 clipmaxs[2] = rd->origin[2] + cullradius;
1025
1026                 if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, rd->cullradius))
1027                         continue;
1028
1029                 if (!visiblevolumes)
1030                         R_Shadow_Stage_ShadowVolumes();
1031                 ent = &cl_entities[0].render;
1032                 R_TestAndDrawShadowVolume(ent, rd->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
1033                 if (r_drawentities.integer)
1034                 {
1035                         for (i = 0;i < r_refdef.numentities;i++)
1036                         {
1037                                 ent = r_refdef.entities[i];
1038                                 if (ent != rd->ent && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
1039                                         R_TestAndDrawShadowVolume(ent, rd->origin, cullradius / ent->scale, lightradius / ent->scale, clipmins, clipmaxs);
1040                         }
1041                 }
1042
1043                 if (!visiblevolumes)
1044                 {
1045                         R_Shadow_Stage_Light();
1046                         ent = &cl_entities[0].render;
1047                         if (ent->model && ent->model->DrawLight)
1048                         {
1049                                 Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
1050                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
1051                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
1052                         }
1053                         if (r_drawentities.integer)
1054                         {
1055                                 for (i = 0;i < r_refdef.numentities;i++)
1056                                 {
1057                                         ent = r_refdef.entities[i];
1058                                         if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight
1059                                          && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
1060                                         {
1061                                                 Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
1062                                                 Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
1063                                                 ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
1064                                         }
1065                                 }
1066                         }
1067                 }
1068         }
1069
1070         if (!visiblevolumes)
1071                 R_Shadow_Stage_End();
1072         qglEnable(GL_CULL_FACE);
1073         qglDisable(GL_SCISSOR_TEST);
1074 }
1075
1076 static void R_SetFrustum (void)
1077 {
1078         int i;
1079
1080         // LordHavoc: note to all quake engine coders, the special case for 90
1081         // degrees assumed a square view (wrong), so I removed it, Quake2 has it
1082         // disabled as well.
1083         // rotate VPN right by FOV_X/2 degrees
1084         RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
1085         // rotate VPN left by FOV_X/2 degrees
1086         RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
1087         // rotate VPN up by FOV_X/2 degrees
1088         RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
1089         // rotate VPN down by FOV_X/2 degrees
1090         RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
1091
1092         for (i = 0;i < 4;i++)
1093         {
1094                 frustum[i].type = PLANE_ANYZ;
1095                 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
1096                 PlaneClassify(&frustum[i]);
1097         }
1098 }
1099
1100 /*
1101 ===============
1102 R_SetupFrame
1103 ===============
1104 */
1105 static void R_SetupFrame (void)
1106 {
1107 // don't allow cheats in multiplayer
1108         if (cl.maxclients > 1)
1109         {
1110                 if (r_fullbright.integer != 0)
1111                         Cvar_Set ("r_fullbright", "0");
1112                 if (r_ambient.value != 0)
1113                         Cvar_Set ("r_ambient", "0");
1114         }
1115
1116         r_framecount++;
1117
1118 // build the transformation matrix for the given view angles
1119         VectorCopy (r_refdef.vieworg, r_origin);
1120
1121         AngleVectors (r_refdef.viewangles, vpn, vright, vup);
1122
1123         R_AnimateLight ();
1124 }
1125
1126
1127 static void R_BlendView(void)
1128 {
1129         rmeshstate_t m;
1130         float r;
1131
1132         if (r_refdef.viewblend[3] < 0.01f)
1133                 return;
1134
1135         memset(&m, 0, sizeof(m));
1136         m.blendfunc1 = GL_SRC_ALPHA;
1137         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1138         m.depthdisable = true; // magic
1139         R_Mesh_Matrix(&r_identitymatrix);
1140         R_Mesh_State(&m);
1141
1142         r = 64000;
1143         varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
1144         varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
1145         varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
1146         r *= 3;
1147         varray_vertex[4] = varray_vertex[0] + vup[0] * r;
1148         varray_vertex[5] = varray_vertex[1] + vup[1] * r;
1149         varray_vertex[6] = varray_vertex[2] + vup[2] * r;
1150         varray_vertex[8] = varray_vertex[0] + vright[0] * r;
1151         varray_vertex[9] = varray_vertex[1] + vright[1] * r;
1152         varray_vertex[10] = varray_vertex[2] + vright[2] * r;
1153         GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]);
1154         R_Mesh_Draw(3, 1, polygonelements);
1155 }
1156
1157 /*
1158 ================
1159 R_RenderView
1160
1161 r_refdef must be set before the first call
1162 ================
1163 */
1164 void R_RenderView (void)
1165 {
1166         entity_render_t *world;
1167         if (!r_refdef.entities/* || !cl.worldmodel*/)
1168                 return; //Host_Error ("R_RenderView: NULL worldmodel");
1169
1170         if (r_shadow_realtime.integer == 1)
1171         {
1172                 if (!gl_texturecubemap)
1173                 {
1174                         Con_Printf("Cubemap texture support not detected, turning off r_shadow_realtime\n");
1175                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1176                 }
1177                 else if (!gl_dot3arb)
1178                 {
1179                         Con_Printf("Bumpmapping support not detected, turning off r_shadow_realtime\n");
1180                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1181                 }
1182                 else if (!gl_stencil)
1183                 {
1184                         Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
1185                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1186                 }
1187                 else if (!gl_combine.integer)
1188                 {
1189                         Con_Printf("Combine disabled, please turn on gl_combine, turning off r_shadow_realtime\n");
1190                         Cvar_SetValueQuick(&r_shadow_realtime, 0);
1191                 }
1192         }
1193
1194         R_Shadow_UpdateLightingMode();
1195
1196         world = &cl_entities[0].render;
1197
1198         // FIXME: move to client
1199         R_MoveExplosions();
1200         R_TimeReport("mexplosion");
1201
1202         R_Textures_Frame();
1203         R_SetupFrame();
1204         R_SetFrustum();
1205         R_SetupFog();
1206         R_SkyStartFrame();
1207         R_BuildLightList();
1208         R_TimeReport("setup");
1209
1210         R_WorldVisibility(world);
1211         R_TimeReport("worldvis");
1212
1213         R_FarClip_Start(r_origin, vpn, 768.0f);
1214         R_MarkEntities();
1215         r_farclip = R_FarClip_Finish() + 256.0f;
1216         R_TimeReport("markentity");
1217
1218         GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height);
1219         if (r_shadow_lightingmode > 0)
1220                 GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f);
1221         else
1222                 GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip);
1223         GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles);
1224         qglDepthFunc(GL_LEQUAL);
1225
1226         R_Mesh_Start();
1227         R_MeshQueue_BeginScene();
1228
1229         if (r_shadow_lightingmode)
1230                 R_Shadow_UpdateWorldLightSelection();
1231
1232         if (R_DrawBrushModelsSky())
1233                 R_TimeReport("bmodelsky");
1234
1235         // must occur early because it can draw sky
1236         R_DrawWorld(world);
1237         R_TimeReport("world");
1238
1239         // don't let sound skip if going slow
1240         if (!intimerefresh && !r_speeds.integer)
1241                 S_ExtraUpdate ();
1242
1243         R_DrawModels(r_shadow_lightingmode > 0);
1244         R_TimeReport("models");
1245
1246         if (r_shadows.integer == 1 && r_shadow_lightingmode <= 0)
1247         {
1248                 R_DrawFakeShadows();
1249                 R_TimeReport("fakeshadow");
1250         }
1251
1252         if (r_shadow_lightingmode > 0)
1253         {
1254                 R_ShadowVolumeLighting(false);
1255                 R_TimeReport("dynlight");
1256         }
1257
1258         R_DrawParticles();
1259         R_TimeReport("particles");
1260
1261         R_DrawExplosions();
1262         R_TimeReport("explosions");
1263
1264         R_MeshQueue_RenderTransparent();
1265         R_TimeReport("drawtrans");
1266
1267         R_DrawCoronas();
1268         R_TimeReport("coronas");
1269
1270         R_DrawWorldCrosshair();
1271         R_TimeReport("crosshair");
1272
1273         R_BlendView();
1274         R_TimeReport("blendview");
1275
1276         R_MeshQueue_Render();
1277         R_MeshQueue_EndScene();
1278         if (r_shadow_realtime.integer >= 2)
1279         {
1280                 R_ShadowVolumeLighting(true);
1281                 R_TimeReport("shadowvolume");
1282         }
1283         R_Mesh_Finish();
1284         R_TimeReport("meshfinish");
1285 }
1286
1287 /*
1288 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
1289 {
1290         int i;
1291         float *v, *c, f1, f2, diff[3];
1292         rmeshstate_t m;
1293         m.blendfunc1 = GL_SRC_ALPHA;
1294         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1295         R_Mesh_Matrix(&r_identitymatrix);
1296         R_Mesh_State(&m);
1297
1298         varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2];
1299         varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2];
1300         varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2];
1301         varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2];
1302         varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2];
1303         varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2];
1304         varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2];
1305         varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2];
1306         R_FillColors(varray_color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca);
1307         if (fogenabled)
1308         {
1309                 for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4)
1310                 {
1311                         VectorSubtract(v, r_origin, diff);
1312                         f2 = exp(fogdensity/DotProduct(diff, diff));
1313                         f1 = 1 - f2;
1314                         f2 *= r_colorscale;
1315                         c[0] = c[0] * f1 + fogcolor[0] * f2;
1316                         c[1] = c[1] * f1 + fogcolor[1] * f2;
1317                         c[2] = c[2] * f1 + fogcolor[2] * f2;
1318                 }
1319         }
1320         GL_UseColorArray();
1321         R_Mesh_Draw(8, 12);
1322 }
1323 */
1324
1325 void R_DrawNoModelCallback(const void *calldata1, int calldata2)
1326 {
1327         const entity_render_t *ent = calldata1;
1328         int i, element[24];
1329         float f1, f2, *c, diff[3];
1330         rmeshstate_t m;
1331         memset(&m, 0, sizeof(m));
1332         if (ent->flags & EF_ADDITIVE)
1333         {
1334                 m.blendfunc1 = GL_SRC_ALPHA;
1335                 m.blendfunc2 = GL_ONE;
1336         }
1337         else if (ent->alpha < 1)
1338         {
1339                 m.blendfunc1 = GL_SRC_ALPHA;
1340                 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
1341         }
1342         else
1343         {
1344                 m.blendfunc1 = GL_ONE;
1345                 m.blendfunc2 = GL_ZERO;
1346         }
1347         R_Mesh_Matrix(&ent->matrix);
1348         R_Mesh_State(&m);
1349
1350         element[ 0] = 5;element[ 1] = 2;element[ 2] = 0;
1351         element[ 3] = 5;element[ 4] = 1;element[ 5] = 2;
1352         element[ 6] = 5;element[ 7] = 0;element[ 8] = 3;
1353         element[ 9] = 5;element[10] = 3;element[11] = 1;
1354         element[12] = 0;element[13] = 2;element[14] = 4;
1355         element[15] = 2;element[16] = 1;element[17] = 4;
1356         element[18] = 3;element[19] = 0;element[20] = 4;
1357         element[21] = 1;element[22] = 3;element[23] = 4;
1358         varray_vertex[ 0] = -16;varray_vertex[ 1] =   0;varray_vertex[ 2] =   0;
1359         varray_vertex[ 4] =  16;varray_vertex[ 5] =   0;varray_vertex[ 6] =   0;
1360         varray_vertex[ 8] =   0;varray_vertex[ 9] = -16;varray_vertex[10] =   0;
1361         varray_vertex[12] =   0;varray_vertex[13] =  16;varray_vertex[14] =   0;
1362         varray_vertex[16] =   0;varray_vertex[17] =   0;varray_vertex[18] = -16;
1363         varray_vertex[20] =   0;varray_vertex[21] =   0;varray_vertex[22] =  16;
1364         varray_color[ 0] = 0.00f * r_colorscale;varray_color[ 1] = 0.00f * r_colorscale;varray_color[ 2] = 0.50f * r_colorscale;varray_color[ 3] = ent->alpha;
1365         varray_color[ 4] = 0.00f * r_colorscale;varray_color[ 5] = 0.00f * r_colorscale;varray_color[ 6] = 0.50f * r_colorscale;varray_color[ 7] = ent->alpha;
1366         varray_color[ 8] = 0.00f * r_colorscale;varray_color[ 9] = 0.50f * r_colorscale;varray_color[10] = 0.00f * r_colorscale;varray_color[11] = ent->alpha;
1367         varray_color[12] = 0.00f * r_colorscale;varray_color[13] = 0.50f * r_colorscale;varray_color[14] = 0.00f * r_colorscale;varray_color[15] = ent->alpha;
1368         varray_color[16] = 0.50f * r_colorscale;varray_color[17] = 0.00f * r_colorscale;varray_color[18] = 0.00f * r_colorscale;varray_color[19] = ent->alpha;
1369         varray_color[20] = 0.50f * r_colorscale;varray_color[21] = 0.00f * r_colorscale;varray_color[22] = 0.00f * r_colorscale;varray_color[23] = ent->alpha;
1370         if (fogenabled)
1371         {
1372                 VectorSubtract(ent->origin, r_origin, diff);
1373                 f2 = exp(fogdensity/DotProduct(diff, diff));
1374                 f1 = 1 - f2;
1375                 for (i = 0, c = varray_color;i < 6;i++, c += 4)
1376                 {
1377                         c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale;
1378                         c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale;
1379                         c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale;
1380                 }
1381         }
1382         else
1383         {
1384                 for (i = 0, c = varray_color;i < 6;i++, c += 4)
1385                 {
1386                         c[0] *= r_colorscale;
1387                         c[1] *= r_colorscale;
1388                         c[2] *= r_colorscale;
1389                 }
1390         }
1391         GL_UseColorArray();
1392         R_Mesh_Draw(6, 8, element);
1393 }
1394
1395 void R_DrawNoModel(entity_render_t *ent)
1396 {
1397         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
1398                 R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
1399         //else
1400         //      R_DrawNoModelCallback(ent, 0);
1401 }
1402
1403 void R_CalcBeamVerts (float *vert, const vec3_t org1, const vec3_t org2, float width)
1404 {
1405         vec3_t right1, right2, diff, normal;
1406
1407         VectorSubtract (org2, org1, normal);
1408         VectorNormalizeFast (normal);
1409
1410         // calculate 'right' vector for start
1411         VectorSubtract (r_origin, org1, diff);
1412         VectorNormalizeFast (diff);
1413         CrossProduct (normal, diff, right1);
1414
1415         // calculate 'right' vector for end
1416         VectorSubtract (r_origin, org2, diff);
1417         VectorNormalizeFast (diff);
1418         CrossProduct (normal, diff, right2);
1419
1420         vert[ 0] = org1[0] + width * right1[0];
1421         vert[ 1] = org1[1] + width * right1[1];
1422         vert[ 2] = org1[2] + width * right1[2];
1423         vert[ 4] = org1[0] - width * right1[0];
1424         vert[ 5] = org1[1] - width * right1[1];
1425         vert[ 6] = org1[2] - width * right1[2];
1426         vert[ 8] = org2[0] - width * right2[0];
1427         vert[ 9] = org2[1] - width * right2[1];
1428         vert[10] = org2[2] - width * right2[2];
1429         vert[12] = org2[0] + width * right2[0];
1430         vert[13] = org2[1] + width * right2[1];
1431         vert[14] = org2[2] + width * right2[2];
1432 }