/* 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" // used for dlight push checking and other things int r_framecount; 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; float r_farclip; // view origin vec3_t r_origin; vec3_t vpn; vec3_t vright; vec3_t vup; // // screen size info // refdef_t r_refdef; // 8.8 fraction of base light value unsigned short d_lightstylevalue[256]; 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 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"}; 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 start, stop, time; intimerefresh = 1; start = Sys_DoubleTime (); for (i = 0;i < 128;i++) { r_refdef.viewangles[0] = 0; r_refdef.viewangles[1] = i/128.0*360.0; r_refdef.viewangles[2] = 0; CL_UpdateScreen(); } stop = Sys_DoubleTime (); intimerefresh = 0; time = stop-start; Con_Printf ("%f seconds (%f fps)\n", time, 128/time); } vec3_t fogcolor; vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; void R_SetupFog(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) { if (cl.worldmodel && cl.worldmodel->entities) CL_ParseEntityLump(cl.worldmodel->entities); r_framecount = 1; } 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_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); if (gamemode == GAME_NEHAHRA) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } vec3_t r_farclip_origin; vec3_t r_farclip_direction; vec_t r_farclip_directiondist; vec_t r_farclip_meshfarclip; int r_farclip_directionbit0; int r_farclip_directionbit1; int r_farclip_directionbit2; // start a farclip measuring session void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip) { 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; } // enlarge farclip to accomodate box 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 float R_FarClip_Finish(void) { return r_farclip_meshfarclip - r_farclip_directiondist; } /* =============== R_NewMap =============== */ void R_NewMap (void) { R_Modules_NewMap(); } extern void R_Textures_Init(void); extern void Mod_RenderInit(void); extern void GL_Draw_Init(void); extern void GL_Main_Init(void); extern void GL_Models_Init(void); extern void R_Sky_Init(void); extern void GL_Surf_Init(void); extern void R_Crosshairs_Init(void); extern void R_Light_Init(void); extern void R_Particles_Init(void); extern void R_Explosion_Init(void); extern void ui_init(void); extern void gl_backend_init(void); void Render_Init(void) { R_Modules_Shutdown(); R_Textures_Init(); Mod_RenderInit(); gl_backend_init(); R_MeshQueue_Init(); GL_Draw_Init(); GL_Main_Init(); GL_Models_Init(); R_Sky_Init(); GL_Surf_Init(); R_Crosshairs_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); ui_init(); R_Modules_Start(); } /* =============== GL_Init =============== */ extern char *ENGINE_EXTENSIONS; void GL_Init (void) { VID_CheckExtensions(); // LordHavoc: report supported extensions Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS); qglCullFace(GL_FRONT); qglEnable(GL_TEXTURE_2D); } int R_CullBox(const vec3_t emins, const vec3_t emaxs) { int i; mplane_t *p; for (i = 0;i < 4;i++) { p = frustum + i; switch(p->signbits) { default: case 0: if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist) return true; break; case 1: if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist) return true; break; case 2: if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist) return true; break; case 3: if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist) return true; break; case 4: if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist) return true; break; case 5: if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist) return true; break; case 6: if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist) return true; break; case 7: if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist) return true; break; } } return false; } int R_NotCulledBox(const vec3_t emins, const vec3_t emaxs) { int i; mplane_t *p; for (i = 0;i < 4;i++) { p = frustum + i; switch(p->signbits) { default: case 0: if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist) return false; break; case 1: if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist) return false; break; case 2: if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist) return false; break; case 3: if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist) return false; break; case 4: if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist) return false; break; case 5: if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist) return false; break; case 6: if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist) return false; break; case 7: if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist) return false; break; } } return true; } //================================================================================== static void R_MarkEntities (void) { int i; vec3_t v; entity_render_t *ent; ent = &cl_entities[0].render; Matrix4x4_CreateIdentity(&ent->matrix); Matrix4x4_CreateIdentity(&ent->inversematrix); if (cl.worldmodel) R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs); if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; Mod_CheckLoaded(ent->model); // move view-relative models to where they should be if (ent->flags & RENDER_VIEWMODEL) { // remove flag so it will not be repeated incase RelinkEntities is not called again for a while ent->flags -= RENDER_VIEWMODEL; // transform origin VectorCopy(ent->origin, v); ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0]; ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1]; ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2]; // adjust angles VectorAdd(ent->angles, r_refdef.viewangles, ent->angles); } if (R_CullBox(ent->mins, ent->maxs)) continue; ent->visframe = r_framecount; VectorCopy(ent->angles, v); if (!ent->model || ent->model->type != mod_brush) v[0] = -v[0]; Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale); Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); R_LerpAnimation(ent); R_UpdateEntLights(ent); R_FarClip_Box(ent->mins, ent->maxs); } } // 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; } /* ============= R_DrawViewModel ============= */ void R_DrawViewModel (void) { entity_render_t *ent; // FIXME: move these checks to client if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model) return; ent = &cl.viewent.render; Mod_CheckLoaded(ent->model); R_LerpAnimation(ent); Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale); Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); R_UpdateEntLights(ent); ent->model->Draw(ent); } void R_DrawNoModel(entity_render_t *ent); void R_DrawModels (void) { int i; entity_render_t *ent; if (!r_drawentities.integer) return; R_DrawViewModel(); for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; if (ent->visframe == r_framecount) { if (ent->model) { if (ent->model->Draw) ent->model->Draw(ent); } else R_DrawNoModel(ent); } } } static void R_SetFrustum (void) { int i; // LordHavoc: note to all quake engine coders, the special case for 90 // degrees assumed a square view (wrong), so I removed it, Quake2 has it // disabled as well. // rotate VPN right by FOV_X/2 degrees RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); // rotate VPN left by FOV_X/2 degrees RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); // rotate VPN up by FOV_X/2 degrees RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 ); // rotate VPN down by FOV_X/2 degrees RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) ); for (i = 0;i < 4;i++) { frustum[i].type = PLANE_ANYZ; frustum[i].dist = DotProduct (r_origin, frustum[i].normal); PlaneClassify(&frustum[i]); } } /* =============== R_SetupFrame =============== */ static void R_SetupFrame (void) { // don't allow cheats in multiplayer if (cl.maxclients > 1) { if (r_fullbright.integer != 0) Cvar_Set ("r_fullbright", "0"); if (r_ambient.value != 0) Cvar_Set ("r_ambient", "0"); } r_framecount++; // build the transformation matrix for the given view angles VectorCopy (r_refdef.vieworg, r_origin); AngleVectors (r_refdef.viewangles, vpn, vright, vup); R_AnimateLight (); } static void R_BlendView(void) { rmeshstate_t m; float r; if (r_refdef.viewblend[3] < 0.01f) return; memset(&m, 0, sizeof(m)); m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; m.wantoverbright = false; m.depthdisable = true; // magic R_Mesh_Matrix(&r_identitymatrix); R_Mesh_State(&m); varray_element[0] = 0; varray_element[1] = 1; varray_element[2] = 2; varray_color[0] = varray_color[4] = varray_color[8] = r_refdef.viewblend[0]; varray_color[1] = varray_color[5] = varray_color[9] = r_refdef.viewblend[1]; varray_color[2] = varray_color[6] = varray_color[10] = r_refdef.viewblend[2]; varray_color[3] = varray_color[7] = varray_color[11] = r_refdef.viewblend[3]; r = 64000; varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r; varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r; varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r; r *= 3; varray_vertex[4] = varray_vertex[0] + vup[0] * r; varray_vertex[5] = varray_vertex[1] + vup[1] * r; varray_vertex[6] = varray_vertex[2] + vup[2] * r; varray_vertex[8] = varray_vertex[0] + vright[0] * r; varray_vertex[9] = varray_vertex[1] + vright[1] * r; varray_vertex[10] = varray_vertex[2] + vright[2] * r; R_Mesh_Draw(3, 1); } /* ================ R_RenderView r_refdef must be set before the first call ================ */ void R_RenderView (void) { entity_render_t *world; if (!r_refdef.entities/* || !cl.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); world = &cl_entities[0].render; // FIXME: move to client R_MoveExplosions(); R_TimeReport("mexplosion"); R_Textures_Frame(); R_SetupFrame(); R_SetFrustum(); R_SetupFog(); R_SkyStartFrame(); R_BuildLightList(); R_TimeReport("setup"); R_FarClip_Start(r_origin, vpn, 768.0f); R_MarkEntities(); r_farclip = R_FarClip_Finish() + 256.0f; R_TimeReport("markentity"); R_Mesh_Start(r_farclip); R_MeshQueue_BeginScene(); if (R_DrawBrushModelsSky()) R_TimeReport("bmodelsky"); // must occur early because it can draw sky R_DrawWorld(world); R_TimeReport("world"); // don't let sound skip if going slow if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); R_DrawModels(); R_TimeReport("models"); R_DrawParticles(); R_TimeReport("particles"); R_DrawExplosions(); R_TimeReport("explosions"); R_MeshQueue_RenderTransparent(); R_TimeReport("drawtrans"); R_DrawCoronas(); R_TimeReport("coronas"); R_DrawCrosshair(); R_TimeReport("crosshair"); R_BlendView(); R_TimeReport("blendview"); R_MeshQueue_Render(); R_MeshQueue_EndScene(); R_Mesh_Finish(); R_TimeReport("meshfinish"); } /* 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]; rmeshstate_t m; m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; m.wantoverbright = false; R_Mesh_Matrix(&r_identitymatrix); R_Mesh_State(&m); varray_element varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2]; varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2]; varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2]; varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2]; varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2]; varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2]; varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2]; varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2]; 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; 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; 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; 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; if (fogenabled) { for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4) { VectorSubtract(v, r_origin, diff); f2 = exp(fogdensity/DotProduct(diff, diff)); f1 = 1 - f2; f2 *= mesh_colorscale; c[0] = c[0] * f1 + fogcolor[0] * f2; c[1] = c[1] * f1 + fogcolor[1] * f2; c[2] = c[2] * f1 + fogcolor[2] * f2; } } R_Mesh_Draw(8, 12); } */ void R_DrawNoModelCallback(const void *calldata1, int calldata2) { const entity_render_t *ent = calldata1; int i; float f1, f2, *c, diff[3]; rmeshstate_t m; memset(&m, 0, sizeof(m)); if (ent->flags & EF_ADDITIVE) { m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE; } else if (ent->alpha < 1) { m.blendfunc1 = GL_SRC_ALPHA; m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; } else { m.blendfunc1 = GL_ONE; m.blendfunc2 = GL_ZERO; } m.wantoverbright = false; R_Mesh_Matrix(&ent->matrix); R_Mesh_State(&m); varray_element[ 0] = 5;varray_element[ 1] = 2;varray_element[ 2] = 0; varray_element[ 3] = 5;varray_element[ 4] = 1;varray_element[ 5] = 2; varray_element[ 6] = 5;varray_element[ 7] = 0;varray_element[ 8] = 3; varray_element[ 9] = 5;varray_element[10] = 3;varray_element[11] = 1; varray_element[12] = 0;varray_element[13] = 2;varray_element[14] = 4; varray_element[15] = 2;varray_element[16] = 1;varray_element[17] = 4; varray_element[18] = 3;varray_element[19] = 0;varray_element[20] = 4; varray_element[21] = 1;varray_element[22] = 3;varray_element[23] = 4; varray_vertex[ 0] = -16;varray_vertex[ 1] = 0;varray_vertex[ 2] = 0; varray_vertex[ 4] = 16;varray_vertex[ 5] = 0;varray_vertex[ 6] = 0; varray_vertex[ 8] = 0;varray_vertex[ 9] = -16;varray_vertex[10] = 0; varray_vertex[12] = 0;varray_vertex[13] = 16;varray_vertex[14] = 0; varray_vertex[16] = 0;varray_vertex[17] = 0;varray_vertex[18] = -16; varray_vertex[20] = 0;varray_vertex[21] = 0;varray_vertex[22] = 16; varray_color[ 0] = 0.00f;varray_color[ 1] = 0.00f;varray_color[ 2] = 0.50f;varray_color[ 3] = ent->alpha; varray_color[ 4] = 0.00f;varray_color[ 5] = 0.00f;varray_color[ 6] = 0.50f;varray_color[ 7] = ent->alpha; varray_color[ 8] = 0.00f;varray_color[ 9] = 0.50f;varray_color[10] = 0.00f;varray_color[11] = ent->alpha; varray_color[12] = 0.00f;varray_color[13] = 0.50f;varray_color[14] = 0.00f;varray_color[15] = ent->alpha; varray_color[16] = 0.50f;varray_color[17] = 0.00f;varray_color[18] = 0.00f;varray_color[19] = ent->alpha; varray_color[20] = 0.50f;varray_color[21] = 0.00f;varray_color[22] = 0.00f;varray_color[23] = ent->alpha; if (fogenabled) { VectorSubtract(ent->origin, r_origin, diff); f2 = exp(fogdensity/DotProduct(diff, diff)); f1 = 1 - f2; for (i = 0, c = varray_color;i < 6;i++, c += 4) { c[0] = (c[0] * f1 + fogcolor[0] * f2) * mesh_colorscale; c[1] = (c[1] * f1 + fogcolor[1] * f2) * mesh_colorscale; c[2] = (c[2] * f1 + fogcolor[2] * f2) * mesh_colorscale; } } else { for (i = 0, c = varray_color;i < 6;i++, c += 4) { c[0] *= mesh_colorscale; c[1] *= mesh_colorscale; c[2] *= mesh_colorscale; } } R_Mesh_Draw(6, 8); } void R_DrawNoModel(entity_render_t *ent) { //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0); //else // R_DrawNoModelCallback(ent, 0); }