/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. 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. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_main.c #include "quakedef.h" #include "r_shadow.h" // used for dlight push checking and other things int r_framecount; // used for visibility checking qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3]; mplane_t frustum[4]; matrix4x4_t r_identitymatrix; int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights; // true during envmap command capture qboolean envmap; // maximum visible distance (recalculated from world box each frame) float r_farclip; // brightness of world lightmaps and related lighting // (often reduced when world rtlights are enabled) float r_lightmapintensity; // whether to draw world lights realtime, dlights realtime, and their shadows qboolean r_rtworld; qboolean r_rtworldshadows; qboolean r_rtdlight; qboolean r_rtdlightshadows; // forces all rendering to draw triangle outlines int r_showtrispass; // view origin vec3_t r_vieworigin; vec3_t r_viewforward; vec3_t r_viewleft; vec3_t r_viewright; vec3_t r_viewup; int r_view_x; int r_view_y; int r_view_z; int r_view_width; int r_view_height; int r_view_depth; float r_view_fov_x; float r_view_fov_y; matrix4x4_t r_view_matrix; // // screen size info // refdef_t r_refdef; // 8.8 fraction of base light value unsigned short d_lightstylevalue[256]; cvar_t r_showtris = {0, "r_showtris", "0"}; cvar_t r_drawentities = {0, "r_drawentities","1"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; cvar_t r_speeds = {0, "r_speeds","0"}; cvar_t r_fullbright = {0, "r_fullbright","0"}; cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"}; 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_textureunits = {0, "r_textureunits", "32"}; cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"}; cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"}; cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"}; cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"}; void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { int i; for (i = 0;i < verts;i++) { out[0] = in[0] * r; out[1] = in[1] * g; out[2] = in[2] * b; out[3] = in[3]; in += 4; out += 4; } } void R_FillColors(float *out, int verts, float r, float g, float b, float a) { int i; for (i = 0;i < verts;i++) { out[0] = r; out[1] = g; out[2] = b; out[3] = a; out += 4; } } /* ==================== R_TimeRefresh_f For program optimization ==================== */ qboolean intimerefresh = 0; static void R_TimeRefresh_f (void) { int i; float timestart, timedelta, oldangles[3]; intimerefresh = 1; VectorCopy(cl.viewangles, oldangles); VectorClear(cl.viewangles); timestart = Sys_DoubleTime(); for (i = 0;i < 128;i++) { Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1); CL_UpdateScreen(); } timedelta = Sys_DoubleTime() - timestart; VectorCopy(oldangles, cl.viewangles); intimerefresh = 0; Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); } vec3_t fogcolor; vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; void R_UpdateFog(void) { if (gamemode == GAME_NEHAHRA) { if (gl_fogenable.integer) { oldgl_fogenable = true; fog_density = gl_fogdensity.value; fog_red = gl_fogred.value; fog_green = gl_foggreen.value; fog_blue = gl_fogblue.value; } else if (oldgl_fogenable) { oldgl_fogenable = false; fog_density = 0; fog_red = 0; fog_green = 0; fog_blue = 0; } } 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 (fog_density) { fogenabled = true; fogdensity = -4000.0f / (fog_density * fog_density); // fog color was already set } else fogenabled = false; } // FIXME: move this to client? void FOG_clear(void) { if (gamemode == GAME_NEHAHRA) { Cvar_Set("gl_fogenable", "0"); Cvar_Set("gl_fogdensity", "0.2"); Cvar_Set("gl_fogred", "0.3"); Cvar_Set("gl_foggreen", "0.3"); Cvar_Set("gl_fogblue", "0.3"); } fog_density = fog_red = fog_green = fog_blue = 0.0f; } // FIXME: move this to client? void FOG_registercvars(void) { if (gamemode == GAME_NEHAHRA) { Cvar_RegisterVariable (&gl_fogenable); Cvar_RegisterVariable (&gl_fogdensity); Cvar_RegisterVariable (&gl_fogred); Cvar_RegisterVariable (&gl_foggreen); Cvar_RegisterVariable (&gl_fogblue); Cvar_RegisterVariable (&gl_fogstart); Cvar_RegisterVariable (&gl_fogend); } } void gl_main_start(void) { } void gl_main_shutdown(void) { } extern void CL_ParseEntityLump(char *entitystring); void gl_main_newmap(void) { int l; char *entities, entname[MAX_QPATH]; r_framecount = 1; if (cl.worldmodel) { strcpy(entname, cl.worldmodel->name); l = strlen(entname) - 4; if (l >= 0 && !strcmp(entname + l, ".bsp")) { strcpy(entname + l, ".ent"); if ((entities = FS_LoadFile(entname, tempmempool, true))) { CL_ParseEntityLump(entities); Mem_Free(entities); return; } } if (cl.worldmodel->brush.entities) CL_ParseEntityLump(cl.worldmodel->brush.entities); } } void GL_Main_Init(void) { Matrix4x4_CreateIdentity(&r_identitymatrix); // FIXME: move this to client? FOG_registercvars(); Cmd_AddCommand("timerefresh", R_TimeRefresh_f); Cvar_RegisterVariable(&r_showtris); Cvar_RegisterVariable(&r_drawentities); Cvar_RegisterVariable(&r_drawviewmodel); Cvar_RegisterVariable(&r_speeds); Cvar_RegisterVariable(&r_fullbrights); Cvar_RegisterVariable(&r_wateralpha); Cvar_RegisterVariable(&r_dynamic); Cvar_RegisterVariable(&r_fullbright); Cvar_RegisterVariable(&r_textureunits); Cvar_RegisterVariable(&r_lerpsprites); Cvar_RegisterVariable(&r_lerpmodels); Cvar_RegisterVariable(&r_waterscroll); Cvar_RegisterVariable(&r_watershader); Cvar_RegisterVariable(&r_drawcollisionbrushes); if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } static vec3_t r_farclip_origin; static vec3_t r_farclip_direction; static vec_t r_farclip_directiondist; static vec_t r_farclip_meshfarclip; static int r_farclip_directionbit0; static int r_farclip_directionbit1; static int r_farclip_directionbit2; // enlarge farclip to accomodate box static void R_FarClip_Box(vec3_t mins, vec3_t maxs) { float d; d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0] + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1] + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2]; if (r_farclip_meshfarclip < d) r_farclip_meshfarclip = d; } // return farclip value static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip) { int i; VectorCopy(origin, r_farclip_origin); VectorCopy(direction, r_farclip_direction); r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction); r_farclip_directionbit0 = r_farclip_direction[0] < 0; r_farclip_directionbit1 = r_farclip_direction[1] < 0; r_farclip_directionbit2 = r_farclip_direction[2] < 0; r_farclip_meshfarclip = r_farclip_directiondist + startfarclip; if (cl.worldmodel) R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs); for (i = 0;i < r_refdef.numentities;i++) R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs); return r_farclip_meshfarclip - r_farclip_directiondist; } 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 R_Shadow_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 ui_init(void); extern void gl_backend_init(void); extern void Sbar_Init(void); extern void R_LightningBeams_Init(void); void Render_Init(void) { R_Textures_Init(); Mod_RenderInit(); gl_backend_init(); R_MeshQueue_Init(); GL_Draw_Init(); GL_Main_Init(); R_Shadow_Init(); GL_Models_Init(); R_Sky_Init(); GL_Surf_Init(); R_Crosshairs_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); //ui_init(); UI_Init(); Sbar_Init(); R_LightningBeams_Init(); } /* =============== GL_Init =============== */ extern char *ENGINE_EXTENSIONS; void GL_Init (void) { VID_CheckExtensions(); // LordHavoc: report supported extensions Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS); // clear to black (loading plaque will be seen over this) qglClearColor(0,0,0,1); qglClear(GL_COLOR_BUFFER_BIT); } int R_CullBox(const vec3_t mins, const vec3_t maxs) { int i; mplane_t *p; for (i = 0;i < 4;i++) { p = frustum + i; switch(p->signbits) { default: case 0: if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 1: if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 2: if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 3: if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) return true; break; case 4: if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 5: if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 6: if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) return true; break; case 7: if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) return true; break; } } return false; } //================================================================================== static void R_MarkEntities (void) { int i; entity_render_t *ent; ent = &cl_entities[0].render; Matrix4x4_CreateIdentity(&ent->matrix); Matrix4x4_CreateIdentity(&ent->inversematrix); if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; Mod_CheckLoaded(ent->model); // some of the renderer still relies on origin... Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); // some of the renderer still relies on scale... ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); R_UpdateEntLights(ent); if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL)) && (!VIS_CullBox(ent->mins, ent->maxs) || (ent->effects & EF_NODEPTHTEST)) && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL)))) ent->visframe = r_framecount; } } // only used if skyrendermasked, and normally returns false int R_DrawBrushModelsSky (void) { int i, sky; entity_render_t *ent; if (!r_drawentities.integer) return false; sky = false; for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky) { ent->model->DrawSky(ent); sky = true; } } return sky; } void R_DrawNoModel(entity_render_t *ent); void R_DrawModels(void) { int i; entity_render_t *ent; if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; if (ent->visframe == r_framecount) { if (ent->model && ent->model->Draw != NULL) ent->model->Draw(ent); else R_DrawNoModel(ent); } } } static void R_SetFrustum(void) { // break apart the view matrix into vectors for various purposes Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin); VectorNegate(r_viewleft, r_viewright); // LordHavoc: note to all quake engine coders, the special case for 90 // degrees assumed a square view (wrong), so I removed it, Quake2 has it // disabled as well. // rotate R_VIEWFORWARD right by FOV_X/2 degrees RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2)); frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2)); frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); PlaneClassify(&frustum[1]); // rotate R_VIEWFORWARD up by FOV_X/2 degrees RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2)); frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); PlaneClassify(&frustum[2]); // rotate R_VIEWFORWARD down by FOV_X/2 degrees RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2)); frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); PlaneClassify(&frustum[3]); } static void R_BlendView(void) { rmeshstate_t m; float r; float vertex3f[3*3]; if (r_refdef.viewblend[3] < 0.01f) return; R_Mesh_Matrix(&r_identitymatrix); memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; R_Mesh_State(&m); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(true); GL_DepthTest(false); // magic GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); r = 64; vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r; vertex3f[1] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r - r_viewup[1] * r; vertex3f[2] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r - r_viewup[2] * r; vertex3f[3] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r + r_viewup[0] * r * 3; vertex3f[4] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r + r_viewup[1] * r * 3; vertex3f[5] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r + r_viewup[2] * r * 3; vertex3f[6] = r_vieworigin[0] + r_viewforward[0] * 1.5 - r_viewleft[0] * r * 3 - r_viewup[0] * r; vertex3f[7] = r_vieworigin[1] + r_viewforward[1] * 1.5 - r_viewleft[1] * r * 3 - r_viewup[1] * r; vertex3f[8] = r_vieworigin[2] + r_viewforward[2] * 1.5 - r_viewleft[2] * r * 3 - r_viewup[2] * r; R_Mesh_Draw(3, 1, polygonelements); } void R_RenderScene(void); /* ================ R_RenderView ================ */ void R_RenderView(void) { if (!r_refdef.entities/* || !cl.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); r_view_width = bound(0, r_refdef.width, vid.realwidth); r_view_height = bound(0, r_refdef.height, vid.realheight); r_view_depth = 1; r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width); r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height); r_view_z = 0; r_view_fov_x = bound(1, r_refdef.fov_x, 170); r_view_fov_y = bound(1, r_refdef.fov_y, 170); r_view_matrix = r_refdef.viewentitymatrix; GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); r_rtworld = r_shadow_realtime_world.integer; r_rtworldshadows = r_shadow_realtime_world_shadows.integer && gl_stencil; r_rtdlight = r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer; r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer) && gl_stencil; r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; // GL is weird because it's bottom to top, r_view_y is top to bottom qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height); GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); GL_ScissorTest(true); GL_DepthMask(true); R_ClearScreen(); R_Textures_Frame(); R_UpdateFog(); R_UpdateLights(); R_TimeReport("setup"); qglDepthFunc(GL_LEQUAL); qglPolygonOffset(0, 0); qglEnable(GL_POLYGON_OFFSET_FILL); R_RenderScene(); qglPolygonOffset(0, 0); qglDisable(GL_POLYGON_OFFSET_FILL); R_BlendView(); R_TimeReport("blendview"); GL_Scissor(0, 0, vid.realwidth, vid.realheight); GL_ScissorTest(false); } extern void R_DrawLightningBeams (void); void R_RenderScene(void) { entity_render_t *world; // don't let sound skip if going slow if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); r_framecount++; R_MeshQueue_BeginScene(); GL_ShowTrisColor(0.05, 0.05, 0.05, 1); R_SetFrustum(); r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f; if (r_rtworldshadows || r_rtdlightshadows) GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f); else GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip); GL_SetupView_Orientation_FromEntity(&r_view_matrix); R_SkyStartFrame(); if (cl.worldmodel && cl.worldmodel->brush.FatPVS) cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); world = &cl_entities[0].render; R_WorldVisibility(world); R_TimeReport("worldvis"); R_MarkEntities(); R_TimeReport("markentity"); R_Shadow_UpdateWorldLightSelection(); // don't let sound skip if going slow if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); GL_ShowTrisColor(0.025, 0.025, 0, 1); if (world->model && world->model->DrawSky) { world->model->DrawSky(world); R_TimeReport("worldsky"); } if (R_DrawBrushModelsSky()) R_TimeReport("bmodelsky"); GL_ShowTrisColor(0.05, 0.05, 0.05, 1); if (world->model && world->model->Draw) { world->model->Draw(world); R_TimeReport("world"); } // don't let sound skip if going slow if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); GL_ShowTrisColor(0, 0.015, 0, 1); R_DrawModels(); R_TimeReport("models"); // don't let sound skip if going slow if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); GL_ShowTrisColor(0, 0, 0.033, 1); R_ShadowVolumeLighting(false); R_TimeReport("rtlights"); // don't let sound skip if going slow if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); GL_ShowTrisColor(0.1, 0, 0, 1); R_DrawLightningBeams(); R_TimeReport("lightning"); R_DrawParticles(); R_TimeReport("particles"); R_DrawExplosions(); R_TimeReport("explosions"); R_MeshQueue_RenderTransparent(); R_TimeReport("drawtrans"); R_DrawCoronas(); R_TimeReport("coronas"); R_DrawWorldCrosshair(); R_TimeReport("crosshair"); R_MeshQueue_Render(); R_MeshQueue_EndScene(); if (r_shadow_visiblevolumes.integer && !r_showtrispass) { R_ShadowVolumeLighting(true); R_TimeReport("shadowvolume"); } GL_ShowTrisColor(0.05, 0.05, 0.05, 1); // don't let sound skip if going slow if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); } /* void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) { int i; float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4]; rmeshstate_t m; GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); GL_DepthTest(true); R_Mesh_Matrix(&r_identitymatrix); vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2]; vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2]; vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2]; vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2]; vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2]; vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2]; vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2]; R_FillColors(color, 8, cr, cg, cb, ca); if (fogenabled) { for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) { VectorSubtract(v, r_vieworigin, diff); f2 = exp(fogdensity/DotProduct(diff, diff)); f1 = 1 - f2; c[0] = c[0] * f1 + fogcolor[0] * f2; c[1] = c[1] * f1 + fogcolor[1] * f2; c[2] = c[2] * f1 + fogcolor[2] * f2; } } memset(&m, 0, sizeof(m)); m.pointer_vertex = vertex3f; m.pointer_color = color; R_Mesh_State(&m); R_Mesh_Draw(8, 12); } */ int nomodelelements[24] = { 5, 2, 0, 5, 1, 2, 5, 0, 3, 5, 3, 1, 0, 2, 4, 2, 1, 4, 3, 0, 4, 1, 3, 4 }; float nomodelvertex3f[6*3] = { -16, 0, 0, 16, 0, 0, 0, -16, 0, 0, 16, 0, 0, 0, -16, 0, 0, 16 }; float nomodelcolor4f[6*4] = { 0.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.0f, 0.5f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 0.0f, 0.5f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f, 0.5f, 0.0f, 0.0f, 1.0f }; void R_DrawNoModelCallback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; int i; float f1, f2, *c, diff[3]; float color4f[6*4]; rmeshstate_t m; R_Mesh_Matrix(&ent->matrix); memset(&m, 0, sizeof(m)); m.pointer_vertex = nomodelvertex3f; if (ent->flags & EF_ADDITIVE) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); GL_DepthMask(false); } else if (ent->alpha < 1) { GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(false); } else { GL_BlendFunc(GL_ONE, GL_ZERO); GL_DepthMask(true); } GL_DepthTest(!(ent->effects & EF_NODEPTHTEST)); if (fogenabled) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); m.pointer_color = color4f; VectorSubtract(ent->origin, r_vieworigin, diff); f2 = exp(fogdensity/DotProduct(diff, diff)); f1 = 1 - f2; for (i = 0, c = color4f;i < 6;i++, c += 4) { c[0] = (c[0] * f1 + fogcolor[0] * f2); c[1] = (c[1] * f1 + fogcolor[1] * f2); c[2] = (c[2] * f1 + fogcolor[2] * f2); c[3] *= ent->alpha; } } else if (ent->alpha != 1) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); m.pointer_color = color4f; for (i = 0, c = color4f;i < 6;i++, c += 4) c[3] *= ent->alpha; } else m.pointer_color = nomodelcolor4f; R_Mesh_State(&m); R_Mesh_Draw(6, 8, nomodelelements); } void R_DrawNoModel(entity_render_t *ent) { //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) R_MeshQueue_AddTransparent(ent->effects & EF_NODEPTHTEST ? r_vieworigin : ent->origin, R_DrawNoModelCallback, ent, 0); //else // R_DrawNoModelCallback(ent, 0); } void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width) { vec3_t right1, right2, diff, normal; VectorSubtract (org2, org1, normal); VectorNormalizeFast (normal); // calculate 'right' vector for start VectorSubtract (r_vieworigin, org1, diff); VectorNormalizeFast (diff); CrossProduct (normal, diff, right1); // calculate 'right' vector for end VectorSubtract (r_vieworigin, org2, diff); VectorNormalizeFast (diff); CrossProduct (normal, diff, right2); vert[ 0] = org1[0] + width * right1[0]; vert[ 1] = org1[1] + width * right1[1]; vert[ 2] = org1[2] + width * right1[2]; vert[ 3] = org1[0] - width * right1[0]; vert[ 4] = org1[1] - width * right1[1]; vert[ 5] = org1[2] - width * right1[2]; vert[ 6] = org2[0] - width * right2[0]; vert[ 7] = org2[1] - width * right2[1]; vert[ 8] = org2[2] - width * right2[2]; vert[ 9] = org2[0] + width * right2[0]; vert[10] = org2[1] + width * right2[1]; vert[11] = org2[2] + width * right2[2]; } float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca) { float diff[3]; rmeshstate_t m; if (fogenabled) { VectorSubtract(origin, r_vieworigin, diff); ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); } R_Mesh_Matrix(&r_identitymatrix); GL_BlendFunc(blendfunc1, blendfunc2); GL_DepthMask(false); GL_DepthTest(!depthdisable); varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1; varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1; varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1; varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2; varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2; varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2; varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2; varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2; varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2; varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1; varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1; varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1; memset(&m, 0, sizeof(m)); m.tex[0] = R_GetTexture(texture); m.pointer_texcoord[0] = spritetexcoord2f; m.pointer_vertex = varray_vertex3f; R_Mesh_State(&m); GL_Color(cr, cg, cb, ca); R_Mesh_Draw(4, 2, polygonelements); }