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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_speeds = {0, "r_speeds","0"};
55 cvar_t r_fullbright = {0, "r_fullbright","0"};
56 cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
57 cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
58 cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
59
60 cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
61 cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
62 cvar_t gl_fogred = {0, "gl_fogred","0.3"};
63 cvar_t gl_foggreen = {0, "gl_foggreen","0.3"};
64 cvar_t gl_fogblue = {0, "gl_fogblue","0.3"};
65 cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
66 cvar_t gl_fogend = {0, "gl_fogend","0"};
67
68 cvar_t r_textureunits = {0, "r_textureunits", "32"};
69
70 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
71 {
72         int i;
73         for (i = 0;i < verts;i++)
74         {
75                 out[0] = in[0] * r;
76                 out[1] = in[1] * g;
77                 out[2] = in[2] * b;
78                 out[3] = in[3];
79                 in += 4;
80                 out += 4;
81         }
82 }
83
84 void R_FillColors(float *out, int verts, float r, float g, float b, float a)
85 {
86         int i;
87         for (i = 0;i < verts;i++)
88         {
89                 out[0] = r;
90                 out[1] = g;
91                 out[2] = b;
92                 out[3] = a;
93                 out += 4;
94         }
95 }
96
97 /*
98 ====================
99 R_TimeRefresh_f
100
101 For program optimization
102 ====================
103 */
104 qboolean intimerefresh = 0;
105 static void R_TimeRefresh_f (void)
106 {
107         int i;
108         float start, stop, time;
109
110         intimerefresh = 1;
111         start = Sys_DoubleTime ();
112         for (i = 0;i < 128;i++)
113         {
114                 r_refdef.viewangles[0] = 0;
115                 r_refdef.viewangles[1] = i/128.0*360.0;
116                 r_refdef.viewangles[2] = 0;
117                 CL_UpdateScreen();
118         }
119
120         stop = Sys_DoubleTime ();
121         intimerefresh = 0;
122         time = stop-start;
123         Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
124 }
125
126 vec3_t fogcolor;
127 vec_t fogdensity;
128 float fog_density, fog_red, fog_green, fog_blue;
129 qboolean fogenabled;
130 qboolean oldgl_fogenable;
131 void R_SetupFog(void)
132 {
133         if (gamemode == GAME_NEHAHRA)
134         {
135                 if (gl_fogenable.integer)
136                 {
137                         oldgl_fogenable = true;
138                         fog_density = gl_fogdensity.value;
139                         fog_red = gl_fogred.value;
140                         fog_green = gl_foggreen.value;
141                         fog_blue = gl_fogblue.value;
142                 }
143                 else if (oldgl_fogenable)
144                 {
145                         oldgl_fogenable = false;
146                         fog_density = 0;
147                         fog_red = 0;
148                         fog_green = 0;
149                         fog_blue = 0;
150                 }
151         }
152         if (fog_density)
153         {
154                 fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
155                 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
156                 fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
157         }
158         if (fog_density)
159         {
160                 fogenabled = true;
161                 fogdensity = -4000.0f / (fog_density * fog_density);
162                 // fog color was already set
163         }
164         else
165                 fogenabled = false;
166 }
167
168 // FIXME: move this to client?
169 void FOG_clear(void)
170 {
171         if (gamemode == GAME_NEHAHRA)
172         {
173                 Cvar_Set("gl_fogenable", "0");
174                 Cvar_Set("gl_fogdensity", "0.2");
175                 Cvar_Set("gl_fogred", "0.3");
176                 Cvar_Set("gl_foggreen", "0.3");
177                 Cvar_Set("gl_fogblue", "0.3");
178         }
179         fog_density = fog_red = fog_green = fog_blue = 0.0f;
180 }
181
182 // FIXME: move this to client?
183 void FOG_registercvars(void)
184 {
185         if (gamemode == GAME_NEHAHRA)
186         {
187                 Cvar_RegisterVariable (&gl_fogenable);
188                 Cvar_RegisterVariable (&gl_fogdensity);
189                 Cvar_RegisterVariable (&gl_fogred);
190                 Cvar_RegisterVariable (&gl_foggreen);
191                 Cvar_RegisterVariable (&gl_fogblue);
192                 Cvar_RegisterVariable (&gl_fogstart);
193                 Cvar_RegisterVariable (&gl_fogend);
194         }
195 }
196
197 void gl_main_start(void)
198 {
199 }
200
201 void gl_main_shutdown(void)
202 {
203 }
204
205 extern void CL_ParseEntityLump(char *entitystring);
206 void gl_main_newmap(void)
207 {
208         if (cl.worldmodel && cl.worldmodel->entities)
209                 CL_ParseEntityLump(cl.worldmodel->entities);
210         r_framecount = 1;
211 }
212
213 void GL_Main_Init(void)
214 {
215         Matrix4x4_CreateIdentity(&r_identitymatrix);
216 // FIXME: move this to client?
217         FOG_registercvars();
218         Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
219         Cvar_RegisterVariable (&r_drawentities);
220         Cvar_RegisterVariable (&r_drawviewmodel);
221         Cvar_RegisterVariable (&r_speeds);
222         Cvar_RegisterVariable (&r_fullbrights);
223         Cvar_RegisterVariable (&r_wateralpha);
224         Cvar_RegisterVariable (&r_dynamic);
225         Cvar_RegisterVariable (&r_fullbright);
226         Cvar_RegisterVariable (&r_textureunits);
227         if (gamemode == GAME_NEHAHRA)
228                 Cvar_SetValue("r_fullbrights", 0);
229         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
230 }
231
232 vec3_t r_farclip_origin;
233 vec3_t r_farclip_direction;
234 vec_t r_farclip_directiondist;
235 vec_t r_farclip_meshfarclip;
236 int r_farclip_directionbit0;
237 int r_farclip_directionbit1;
238 int r_farclip_directionbit2;
239
240 // start a farclip measuring session
241 void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
242 {
243         VectorCopy(origin, r_farclip_origin);
244         VectorCopy(direction, r_farclip_direction);
245         r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
246         r_farclip_directionbit0 = r_farclip_direction[0] < 0;
247         r_farclip_directionbit1 = r_farclip_direction[1] < 0;
248         r_farclip_directionbit2 = r_farclip_direction[2] < 0;
249         r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
250 }
251
252 // enlarge farclip to accomodate box
253 void R_FarClip_Box(vec3_t mins, vec3_t maxs)
254 {
255         float d;
256         d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
257           + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
258           + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
259         if (r_farclip_meshfarclip < d)
260                 r_farclip_meshfarclip = d;
261 }
262
263 // return farclip value
264 float R_FarClip_Finish(void)
265 {
266         return r_farclip_meshfarclip - r_farclip_directiondist;
267 }
268
269 /*
270 ===============
271 R_NewMap
272 ===============
273 */
274 void R_NewMap (void)
275 {
276         R_Modules_NewMap();
277 }
278
279 extern void R_Textures_Init(void);
280 extern void Mod_RenderInit(void);
281 extern void GL_Draw_Init(void);
282 extern void GL_Main_Init(void);
283 extern void GL_Models_Init(void);
284 extern void R_Sky_Init(void);
285 extern void GL_Surf_Init(void);
286 extern void R_Crosshairs_Init(void);
287 extern void R_Light_Init(void);
288 extern void R_Particles_Init(void);
289 extern void R_Explosion_Init(void);
290 extern void ui_init(void);
291 extern void gl_backend_init(void);
292
293 void Render_Init(void)
294 {
295         R_Modules_Shutdown();
296         R_Textures_Init();
297         Mod_RenderInit();
298         gl_backend_init();
299         R_MeshQueue_Init();
300         GL_Draw_Init();
301         GL_Main_Init();
302         GL_Models_Init();
303         R_Sky_Init();
304         GL_Surf_Init();
305         R_Crosshairs_Init();
306         R_Light_Init();
307         R_Particles_Init();
308         R_Explosion_Init();
309         ui_init();
310         R_Modules_Start();
311 }
312
313 /*
314 ===============
315 GL_Init
316 ===============
317 */
318 extern char *ENGINE_EXTENSIONS;
319 void GL_Init (void)
320 {
321         VID_CheckExtensions();
322
323         // LordHavoc: report supported extensions
324         Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
325
326         qglCullFace(GL_FRONT);
327         qglEnable(GL_TEXTURE_2D);
328 }
329
330
331 //==================================================================================
332
333 static void R_MarkEntities (void)
334 {
335         int i;
336         vec3_t v;
337         entity_render_t *ent;
338
339         ent = &cl_entities[0].render;
340         Matrix4x4_CreateIdentity(&ent->matrix);
341         Matrix4x4_CreateIdentity(&ent->inversematrix);
342
343         if (cl.worldmodel)
344                 R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
345
346         if (!r_drawentities.integer)
347                 return;
348
349         for (i = 0;i < r_refdef.numentities;i++)
350         {
351                 ent = r_refdef.entities[i];
352                 Mod_CheckLoaded(ent->model);
353
354                 // move view-relative models to where they should be
355                 if (ent->flags & RENDER_VIEWMODEL)
356                 {
357                         // remove flag so it will not be repeated incase RelinkEntities is not called again for a while
358                         ent->flags -= RENDER_VIEWMODEL;
359                         // transform origin
360                         VectorCopy(ent->origin, v);
361                         ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
362                         ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
363                         ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
364                         // adjust angles
365                         VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
366                 }
367
368                 if (R_CullBox(ent->mins, ent->maxs))
369                         continue;
370
371                 ent->visframe = r_framecount;
372                 VectorCopy(ent->angles, v);
373                 if (!ent->model || ent->model->type != mod_brush)
374                         v[0] = -v[0];
375                 Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
376                 Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
377                 R_LerpAnimation(ent);
378                 R_UpdateEntLights(ent);
379                 R_FarClip_Box(ent->mins, ent->maxs);
380         }
381 }
382
383 // only used if skyrendermasked, and normally returns false
384 int R_DrawBrushModelsSky (void)
385 {
386         int i, sky;
387         entity_render_t *ent;
388
389         if (!r_drawentities.integer)
390                 return false;
391
392         sky = false;
393         for (i = 0;i < r_refdef.numentities;i++)
394         {
395                 ent = r_refdef.entities[i];
396                 if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
397                 {
398                         ent->model->DrawSky(ent);
399                         sky = true;
400                 }
401         }
402         return sky;
403 }
404
405 /*
406 =============
407 R_DrawViewModel
408 =============
409 */
410 void R_DrawViewModel (void)
411 {
412         entity_render_t *ent;
413
414         // FIXME: move these checks to client
415         if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
416                 return;
417
418         ent = &cl.viewent.render;
419         Mod_CheckLoaded(ent->model);
420         R_LerpAnimation(ent);
421         Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
422         Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
423         R_UpdateEntLights(ent);
424         ent->model->Draw(ent);
425 }
426
427 void R_DrawNoModel(entity_render_t *ent);
428 void R_DrawModels (void)
429 {
430         int i;
431         entity_render_t *ent;
432
433         if (!r_drawentities.integer)
434                 return;
435
436         R_DrawViewModel();
437         for (i = 0;i < r_refdef.numentities;i++)
438         {
439                 ent = r_refdef.entities[i];
440                 if (ent->visframe == r_framecount)
441                 {
442                         if (ent->model)
443                         {
444                                 if (ent->model->Draw)
445                                         ent->model->Draw(ent);
446                         }
447                         else
448                                 R_DrawNoModel(ent);
449                 }
450         }
451 }
452
453 static void R_SetFrustum (void)
454 {
455         int i;
456
457         // LordHavoc: note to all quake engine coders, the special case for 90
458         // degrees assumed a square view (wrong), so I removed it, Quake2 has it
459         // disabled as well.
460         // rotate VPN right by FOV_X/2 degrees
461         RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
462         // rotate VPN left by FOV_X/2 degrees
463         RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
464         // rotate VPN up by FOV_X/2 degrees
465         RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
466         // rotate VPN down by FOV_X/2 degrees
467         RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
468
469         for (i = 0;i < 4;i++)
470         {
471                 frustum[i].type = PLANE_ANYZ;
472                 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
473                 PlaneClassify(&frustum[i]);
474         }
475 }
476
477 /*
478 ===============
479 R_SetupFrame
480 ===============
481 */
482 static void R_SetupFrame (void)
483 {
484 // don't allow cheats in multiplayer
485         if (cl.maxclients > 1)
486         {
487                 if (r_fullbright.integer != 0)
488                         Cvar_Set ("r_fullbright", "0");
489                 if (r_ambient.value != 0)
490                         Cvar_Set ("r_ambient", "0");
491         }
492
493         r_framecount++;
494
495 // build the transformation matrix for the given view angles
496         VectorCopy (r_refdef.vieworg, r_origin);
497
498         AngleVectors (r_refdef.viewangles, vpn, vright, vup);
499
500         R_AnimateLight ();
501 }
502
503
504 static void R_BlendView(void)
505 {
506         rmeshstate_t m;
507         float r;
508
509         if (r_refdef.viewblend[3] < 0.01f)
510                 return;
511
512         memset(&m, 0, sizeof(m));
513         m.blendfunc1 = GL_SRC_ALPHA;
514         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
515         m.wantoverbright = false;
516         m.depthdisable = true; // magic
517         R_Mesh_Matrix(&r_identitymatrix);
518         R_Mesh_State(&m);
519
520         varray_element[0] = 0;
521         varray_element[1] = 1;
522         varray_element[2] = 2;
523         varray_color[0] = varray_color[4] = varray_color[8] = r_refdef.viewblend[0];
524         varray_color[1] = varray_color[5] = varray_color[9] = r_refdef.viewblend[1];
525         varray_color[2] = varray_color[6] = varray_color[10] = r_refdef.viewblend[2];
526         varray_color[3] = varray_color[7] = varray_color[11] = r_refdef.viewblend[3];
527         r = 64000;
528         varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
529         varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
530         varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
531         r *= 3;
532         varray_vertex[4] = varray_vertex[0] + vup[0] * r;
533         varray_vertex[5] = varray_vertex[1] + vup[1] * r;
534         varray_vertex[6] = varray_vertex[2] + vup[2] * r;
535         varray_vertex[8] = varray_vertex[0] + vright[0] * r;
536         varray_vertex[9] = varray_vertex[1] + vright[1] * r;
537         varray_vertex[10] = varray_vertex[2] + vright[2] * r;
538         R_Mesh_Draw(3, 1);
539 }
540
541 /*
542 ================
543 R_RenderView
544
545 r_refdef must be set before the first call
546 ================
547 */
548 void R_RenderView (void)
549 {
550         entity_render_t *world;
551         if (!r_refdef.entities/* || !cl.worldmodel*/)
552                 return; //Host_Error ("R_RenderView: NULL worldmodel");
553
554         world = &cl_entities[0].render;
555
556         // FIXME: move to client
557         R_MoveExplosions();
558         R_TimeReport("mexplosion");
559
560         R_Textures_Frame();
561         R_SetupFrame();
562         R_SetFrustum();
563         R_SetupFog();
564         R_SkyStartFrame();
565         R_BuildLightList();
566         R_TimeReport("setup");
567
568         R_FarClip_Start(r_origin, vpn, 768.0f);
569         R_MarkEntities();
570         r_farclip = R_FarClip_Finish() + 256.0f;
571         R_TimeReport("markentity");
572
573         R_Mesh_Start(r_farclip);
574         R_MeshQueue_BeginScene();
575
576         if (R_DrawBrushModelsSky())
577                 R_TimeReport("bmodelsky");
578
579         // must occur early because it can draw sky
580         R_DrawWorld(world);
581         R_TimeReport("world");
582
583         // don't let sound skip if going slow
584         if (!intimerefresh && !r_speeds.integer)
585                 S_ExtraUpdate ();
586
587         R_DrawModels();
588         R_TimeReport("models");
589
590         R_DrawParticles();
591         R_TimeReport("particles");
592
593         R_DrawExplosions();
594         R_TimeReport("explosions");
595
596         R_MeshQueue_RenderTransparent();
597         R_TimeReport("drawtrans");
598
599         R_DrawCoronas();
600         R_TimeReport("coronas");
601
602         R_DrawCrosshair();
603         R_TimeReport("crosshair");
604
605         R_BlendView();
606         R_TimeReport("blendview");
607
608         R_MeshQueue_Render();
609         R_MeshQueue_EndScene();
610         R_Mesh_Finish();
611         R_TimeReport("meshfinish");
612 }
613
614 /*
615 void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
616 {
617         int i;
618         float *v, *c, f1, f2, diff[3];
619         rmeshstate_t m;
620         m.blendfunc1 = GL_SRC_ALPHA;
621         m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
622         m.wantoverbright = false;
623         R_Mesh_Matrix(&r_identitymatrix);
624         R_Mesh_State(&m);
625
626         varray_element
627         varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2];
628         varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2];
629         varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2];
630         varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2];
631         varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2];
632         varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2];
633         varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2];
634         varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2];
635         varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = varray_color[16] = varray_color[20] = varray_color[24] = varray_color[28] = cr * mesh_colorscale;
636         varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = varray_color[17] = varray_color[21] = varray_color[25] = varray_color[29] = cg * mesh_colorscale;
637         varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = varray_color[18] = varray_color[22] = varray_color[26] = varray_color[30] = cb * mesh_colorscale;
638         varray_color[ 3] = varray_color[ 7] = varray_color[11] = varray_color[15] = varray_color[19] = varray_color[23] = varray_color[27] = varray_color[31] = ca;
639         if (fogenabled)
640         {
641                 for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4)
642                 {
643                         VectorSubtract(v, r_origin, diff);
644                         f2 = exp(fogdensity/DotProduct(diff, diff));
645                         f1 = 1 - f2;
646                         f2 *= mesh_colorscale;
647                         c[0] = c[0] * f1 + fogcolor[0] * f2;
648                         c[1] = c[1] * f1 + fogcolor[1] * f2;
649                         c[2] = c[2] * f1 + fogcolor[2] * f2;
650                 }
651         }
652         R_Mesh_Draw(8, 12);
653 }
654 */
655
656 void R_DrawNoModelCallback(const void *calldata1, int calldata2)
657 {
658         const entity_render_t *ent = calldata1;
659         int i;
660         float f1, f2, *c, diff[3];
661         rmeshstate_t m;
662         memset(&m, 0, sizeof(m));
663         if (ent->flags & EF_ADDITIVE)
664         {
665                 m.blendfunc1 = GL_SRC_ALPHA;
666                 m.blendfunc2 = GL_ONE;
667         }
668         else if (ent->alpha < 1)
669         {
670                 m.blendfunc1 = GL_SRC_ALPHA;
671                 m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
672         }
673         else
674         {
675                 m.blendfunc1 = GL_ONE;
676                 m.blendfunc2 = GL_ZERO;
677         }
678         m.wantoverbright = false;
679         R_Mesh_Matrix(&ent->matrix);
680         R_Mesh_State(&m);
681
682         varray_element[ 0] = 5;varray_element[ 1] = 2;varray_element[ 2] = 0;
683         varray_element[ 3] = 5;varray_element[ 4] = 1;varray_element[ 5] = 2;
684         varray_element[ 6] = 5;varray_element[ 7] = 0;varray_element[ 8] = 3;
685         varray_element[ 9] = 5;varray_element[10] = 3;varray_element[11] = 1;
686         varray_element[12] = 0;varray_element[13] = 2;varray_element[14] = 4;
687         varray_element[15] = 2;varray_element[16] = 1;varray_element[17] = 4;
688         varray_element[18] = 3;varray_element[19] = 0;varray_element[20] = 4;
689         varray_element[21] = 1;varray_element[22] = 3;varray_element[23] = 4;
690         varray_vertex[ 0] = -16;varray_vertex[ 1] =   0;varray_vertex[ 2] =   0;
691         varray_vertex[ 4] =  16;varray_vertex[ 5] =   0;varray_vertex[ 6] =   0;
692         varray_vertex[ 8] =   0;varray_vertex[ 9] = -16;varray_vertex[10] =   0;
693         varray_vertex[12] =   0;varray_vertex[13] =  16;varray_vertex[14] =   0;
694         varray_vertex[16] =   0;varray_vertex[17] =   0;varray_vertex[18] = -16;
695         varray_vertex[20] =   0;varray_vertex[21] =   0;varray_vertex[22] =  16;
696         varray_color[ 0] = 0.00f;varray_color[ 1] = 0.00f;varray_color[ 2] = 0.50f;varray_color[ 3] = ent->alpha;
697         varray_color[ 4] = 0.00f;varray_color[ 5] = 0.00f;varray_color[ 6] = 0.50f;varray_color[ 7] = ent->alpha;
698         varray_color[ 8] = 0.00f;varray_color[ 9] = 0.50f;varray_color[10] = 0.00f;varray_color[11] = ent->alpha;
699         varray_color[12] = 0.00f;varray_color[13] = 0.50f;varray_color[14] = 0.00f;varray_color[15] = ent->alpha;
700         varray_color[16] = 0.50f;varray_color[17] = 0.00f;varray_color[18] = 0.00f;varray_color[19] = ent->alpha;
701         varray_color[20] = 0.50f;varray_color[21] = 0.00f;varray_color[22] = 0.00f;varray_color[23] = ent->alpha;
702         if (fogenabled)
703         {
704                 VectorSubtract(ent->origin, r_origin, diff);
705                 f2 = exp(fogdensity/DotProduct(diff, diff));
706                 f1 = 1 - f2;
707                 for (i = 0, c = varray_color;i < 6;i++, c += 4)
708                 {
709                         c[0] = (c[0] * f1 + fogcolor[0] * f2) * mesh_colorscale;
710                         c[1] = (c[1] * f1 + fogcolor[1] * f2) * mesh_colorscale;
711                         c[2] = (c[2] * f1 + fogcolor[2] * f2) * mesh_colorscale;
712                 }
713         }
714         else
715         {
716                 for (i = 0, c = varray_color;i < 6;i++, c += 4)
717                 {
718                         c[0] *= mesh_colorscale;
719                         c[1] *= mesh_colorscale;
720                         c[2] *= mesh_colorscale;
721                 }
722         }
723         R_Mesh_Draw(6, 8);
724 }
725
726 void R_DrawNoModel(entity_render_t *ent)
727 {
728         //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1))
729                 R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0);
730         //else
731         //      R_DrawNoModelCallback(ent, 0);
732 }
733