/* 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" qboolean r_cache_thrash; // compatability vec3_t modelorg, r_entorigin; entity_t *currententity; int r_framecount; // used for dlight push checking mplane_t frustum[4]; int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights; qboolean envmap; // true during envmap command capture // LordHavoc: moved all code related to particles into r_part.c //int particletexture; // little dot for particles //int playertextures; // up to 16 color translated skins // // view origin // vec3_t vup; vec3_t vpn; vec3_t vright; vec3_t r_origin; float r_world_matrix[16]; float r_base_world_matrix[16]; // // screen size info // refdef_t r_refdef; mleaf_t *r_viewleaf, *r_oldviewleaf; unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value void R_MarkLeaves (void); //cvar_t r_norefresh = {0, "r_norefresh","0"}; cvar_t r_drawentities = {0, "r_drawentities","1"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; cvar_t r_speeds = {0, "r_speeds","0"}; cvar_t r_speeds2 = {0, "r_speeds2","0"}; cvar_t r_fullbright = {0, "r_fullbright","0"}; //cvar_t r_lightmap = {0, "r_lightmap","0"}; cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"}; cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; cvar_t gl_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting //cvar_t r_dynamicbothsides = {CVAR_SAVE, "r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right... cvar_t r_farclip = {0, "r_farclip", "6144"}; // FIXME: make this go away (calculate based on farthest visible object/polygon) 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 glfog = {0, "glfog", "0"}; cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"}; /* int R_VisibleCullBox (vec3_t mins, vec3_t maxs) { int sides; mnode_t *nodestack[8192], *node; int stack = 0; node = cl.worldmodel->nodes; loc0: if (node->contents < 0) { if (((mleaf_t *)node)->visframe == r_framecount) { if (R_CullBox(mins, maxs)) return true; return false; } if (!stack) return true; node = nodestack[--stack]; goto loc0; } sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane); // recurse down the contacted sides if (sides & 1) { if (sides & 2) // 3 { // put second child on the stack for later examination nodestack[stack++] = node->children[1]; node = node->children[0]; goto loc0; } else // 1 { node = node->children[0]; goto loc0; } } // 2 node = node->children[1]; goto loc0; } */ qboolean lighthalf; vec3_t fogcolor; vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; void FOG_framebegin(void) { if (nehahra) { // if (!Nehahrademcompatibility) // gl_fogenable.value = 0; if (gl_fogenable.value) { 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 (lighthalf) { fogcolor[0] *= 0.5f; fogcolor[1] *= 0.5f; fogcolor[2] *= 0.5f; } } if (glfog.value) { if (!r_render.value) return; if(fog_density) { // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler... //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1}; GLfloat colors[4]; colors[0] = fog_red; colors[1] = fog_green; colors[2] = fog_blue; colors[3] = 1; if (lighthalf) { colors[0] *= 0.5f; colors[1] *= 0.5f; colors[2] *= 0.5f; } glFogi (GL_FOG_MODE, GL_EXP2); glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100); glFogfv (GL_FOG_COLOR, colors); glEnable (GL_FOG); } else glDisable(GL_FOG); } else { if (fog_density) { fogenabled = true; fogdensity = -4000.0f / (fog_density * fog_density); // fog color was already set } else fogenabled = false; } } void FOG_frameend(void) { if (glfog.value) glDisable(GL_FOG); } void FOG_clear(void) { if (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; } void FOG_registercvars(void) { Cvar_RegisterVariable (&glfog); if (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) { } void gl_main_newmap(void) { } void GL_Main_Init(void) { FOG_registercvars(); Cvar_RegisterVariable (&r_drawentities); Cvar_RegisterVariable (&r_drawviewmodel); Cvar_RegisterVariable (&r_speeds); Cvar_RegisterVariable (&r_speeds2); Cvar_RegisterVariable (&gl_lightmode); // Cvar_RegisterVariable (&r_dynamicwater); // Cvar_RegisterVariable (&r_dynamicbothsides); Cvar_RegisterVariable (&r_fullbrights); Cvar_RegisterVariable (&r_wateralpha); Cvar_RegisterVariable (&r_dynamic); Cvar_RegisterVariable (&r_waterripple); Cvar_RegisterVariable (&r_farclip); if (nehahra) Cvar_SetValue("r_fullbrights", 0); // if (gl_vendor && strstr(gl_vendor, "3Dfx")) // gl_lightmode.value = 0; Cvar_RegisterVariable (&r_fullbright); Cvar_RegisterVariable (&r_ser); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } extern void GL_Draw_Init(void); extern void GL_Main_Init(void); extern void GL_Models_Init(void); extern void GL_Poly_Init(void); extern void GL_Surf_Init(void); extern void GL_Screen_Init(void); extern void GL_Misc_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 CL_Effects_Init(void); extern void R_Clip_Init(void); extern void ui_init(void); void Render_Init(void) { R_Modules_Shutdown(); R_Clip_Init(); GL_Draw_Init(); GL_Main_Init(); GL_Models_Init(); GL_Poly_Init(); GL_Surf_Init(); GL_Screen_Init(); GL_Misc_Init(); R_Crosshairs_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); CL_Effects_Init(); R_Decals_Init(); ui_init(); R_Modules_Start(); } /* =============== GL_Init =============== */ extern char *ENGINE_EXTENSIONS; void GL_Init (void) { gl_vendor = glGetString (GL_VENDOR); Con_Printf ("GL_VENDOR: %s\n", gl_vendor); gl_renderer = glGetString (GL_RENDERER); Con_Printf ("GL_RENDERER: %s\n", gl_renderer); gl_version = glGetString (GL_VERSION); Con_Printf ("GL_VERSION: %s\n", gl_version); gl_extensions = glGetString (GL_EXTENSIONS); Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions); // Con_Printf ("%s %s\n", gl_renderer, gl_version); VID_CheckMultitexture(); VID_CheckCVA(); // LordHavoc: report supported extensions Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS); glCullFace(GL_FRONT); glEnable(GL_TEXTURE_2D); // glDisable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.5); // glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); } /* void R_RotateForEntity (entity_t *e) { glTranslatef (e->origin[0], e->origin[1], e->origin[2]); glRotatef (e->angles[1], 0, 0, 1); glRotatef (-e->angles[0], 0, 1, 0); glRotatef (e->angles[2], 1, 0, 0); glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale } */ // LordHavoc: shading stuff vec3_t shadevector; vec3_t shadecolor; float modelalpha; //================================================================================== void R_LerpUpdate(entity_t *ent) { int frame; frame = ent->render.frame; if (ent->render.model && ent->render.frame >= ent->render.model->numframes) { Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name); frame = 0; } if (ent->render.lerp_model != ent->render.model) { // reset all interpolation information ent->render.lerp_model = ent->render.model; ent->render.frame1 = ent->render.frame2 = frame; ent->render.frame1start = ent->render.frame2start = cl.time; ent->render.framelerp = 1; ent->render.lerp_starttime = 0; } else if (ent->render.frame2 != frame) { // transition to new frame ent->render.frame1 = ent->render.frame2; ent->render.frame1start = ent->render.frame2start; ent->render.frame2 = frame; ent->render.frame2start = cl.time; ent->render.framelerp = 0; ent->render.lerp_starttime = cl.time; } else { // lerp_starttime < 0 is used to prevent changing of framelerp if (ent->render.lerp_starttime >= 0) { // update transition ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10; ent->render.framelerp = bound(0, ent->render.framelerp, 1); } } } void R_PrepareEntities (void) { int i; entity_t *ent; vec3_t v; // this updates entities that are supposed to be view relative for (i = 0;i < cl_numvisedicts;i++) { ent = cl_visedicts[i]; if (ent->render.flags & RENDER_VIEWMODEL) { // remove flag so it will not be repeated incase RelinkEntities is not called again for a while ent->render.flags -= RENDER_VIEWMODEL; // transform origin VectorCopy(ent->render.origin, v); ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0]; ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1]; ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2]; // adjust angles VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles); } } } void R_Entity_Callback(void *data, void *junk) { ((entity_t *)data)->render.visframe = r_framecount; } void R_AddModelEntities (void) { int i; vec3_t mins, maxs; frameblend_t blend[4]; if (!r_drawentities.value) return; for (i = 0;i < cl_numvisedicts;i++) { currententity = cl_visedicts[i]; if (currententity->render.model->type == mod_brush) { modelalpha = currententity->render.alpha; R_DrawBrushModel (currententity); } else if (currententity->render.model->type == mod_alias) { VectorAdd(currententity->render.origin, currententity->render.model->mins, mins); VectorAdd(currententity->render.origin, currententity->render.model->maxs, maxs); if (r_ser.value) R_Clip_AddBox(mins, maxs, R_Entity_Callback, currententity, NULL); else if (R_NotCulledBox(mins, maxs)) currententity->render.visframe = r_framecount; } else if (currententity->render.model->type == mod_sprite) { R_LerpUpdate(currententity); if (r_ser.value) { R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend); R_ClipSprite(currententity, blend); } else { VectorAdd(currententity->render.origin, currententity->render.model->mins, mins); VectorAdd(currententity->render.origin, currententity->render.model->maxs, maxs); if (R_NotCulledBox(mins, maxs)) currententity->render.visframe = r_framecount; } } } } /* ============= R_DrawEntitiesOnList ============= */ /* void R_DrawEntitiesOnList1 (void) { int i; if (!r_drawentities.value) return; for (i = 0;i < cl_numvisedicts;i++) { if (cl_visedicts[i]->render.visframe != r_framecount) continue; if (cl_visedicts[i]->render.model->type != mod_brush) continue; currententity = cl_visedicts[i]; modelalpha = currententity->render.alpha; R_DrawBrushModel (currententity); } } */ void R_DrawModels (void) { int i; frameblend_t blend[4]; // vec3_t mins, maxs; if (!r_drawentities.value) return; for (i = 0;i < cl_numvisedicts;i++) { if (cl_visedicts[i]->render.visframe != r_framecount) continue; currententity = cl_visedicts[i]; if (currententity->render.model->type != mod_alias && currententity->render.model->type != mod_sprite) continue; modelalpha = currententity->render.alpha; if (currententity->render.model->type == mod_alias) { // only lerp models here because sprites were already lerped for their clip polygon R_LerpUpdate(currententity); R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend); R_DrawAliasModel (currententity, true, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap); } else //if (currententity->render.model->type == mod_sprite) { // build blend array R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend); R_DrawSpriteModel (currententity, blend); } /* VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->mins, mins); VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->maxs, maxs); switch (cl_visedicts[i]->render.model->type) { case mod_alias: R_Clip_AddBox(mins, maxs, R_DrawModelCallback, cl_visedicts[i], NULL); break; case mod_sprite: R_Clip_AddBox(mins, maxs, R_DrawSpriteCallback, cl_visedicts[i], NULL); break; } */ } } /* ============= R_DrawViewModel ============= */ void R_DrawViewModel (void) { frameblend_t blend[4]; if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model) return; currententity = &cl.viewent; currententity->render.alpha = modelalpha = cl_entities[cl.viewentity].render.alpha; // LordHavoc: if the player is transparent, so is the gun currententity->render.effects = cl_entities[cl.viewentity].render.effects; currententity->render.scale = 1; VectorCopy(cl_entities[cl.viewentity].render.colormod, currententity->render.colormod); R_LerpUpdate(currententity); R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend); // hack the depth range to prevent view model from poking into walls glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); R_DrawAliasModel (currententity, false, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap); glDepthRange (gldepthmin, gldepthmax); } void R_DrawBrushModel (entity_t *e); void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ); void R_SetFrustum (void) { int i; // LordHavoc: note to all quake engine coders, this code was making the // view frustum taller than it should have been (it assumed the view is // square; it is not square), so I disabled it /* if (r_refdef.fov_x == 90) { // front side is visible VectorAdd (vpn, vright, frustum[0].normal); VectorSubtract (vpn, vright, frustum[1].normal); VectorAdd (vpn, vup, frustum[2].normal); VectorSubtract (vpn, vup, frustum[3].normal); } else { */ // rotate VPN right by FOV_X/2 degrees RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); // rotate VPN left by FOV_X/2 degrees RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); // rotate VPN up by FOV_X/2 degrees RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 ); // rotate VPN down by FOV_X/2 degrees RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) ); //} for (i=0 ; i<4 ; i++) { frustum[i].type = PLANE_ANYZ; frustum[i].dist = DotProduct (r_origin, frustum[i].normal); // frustum[i].signbits = SignbitsForPlane (&frustum[i]); PlaneClassify(&frustum[i]); } } void R_AnimateLight (void); void V_CalcBlend (void); /* =============== R_SetupFrame =============== */ void R_SetupFrame (void) { // don't allow cheats in multiplayer if (cl.maxclients > 1) { Cvar_Set ("r_fullbright", "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); // current viewleaf r_oldviewleaf = r_viewleaf; r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); V_SetContentsColor (r_viewleaf->contents); V_CalcBlend (); r_cache_thrash = false; c_brush_polys = 0; c_alias_polys = 0; c_light_polys = 0; c_faces = 0; c_nodes = 0; c_leafs = 0; c_models = 0; c_bmodels = 0; c_sprites = 0; c_particles = 0; // c_dlights = 0; R_AnimateLight (); } void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) { GLdouble xmin, xmax, ymin, ymax; ymax = zNear * tan( fovy * M_PI / 360.0 ); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); } /* ============= R_SetupGL ============= */ void R_SetupGL (void) { float screenaspect; int x, x2, y2, y, w, h; if (!r_render.value) return; // // set up viewpoint // glMatrixMode(GL_PROJECTION); glLoadIdentity (); x = r_refdef.vrect.x * glwidth/vid.width; x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width; y = (vid.height-r_refdef.vrect.y) * glheight/vid.height; y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height; // fudge around because of frac screen scale if (x > 0) x--; if (x2 < glwidth) x2++; if (y2 < 0) y2--; if (y < glheight) y++; w = x2 - x; h = y - y2; if (envmap) { x = y2 = 0; w = h = 256; } glViewport (glx + x, gly + y2, w, h); screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height; // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI; MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value); glCullFace(GL_FRONT); glMatrixMode(GL_MODELVIEW); glLoadIdentity (); glRotatef (-90, 1, 0, 0); // put Z going up glRotatef (90, 0, 0, 1); // put Z going up glRotatef (-r_refdef.viewangles[2], 1, 0, 0); glRotatef (-r_refdef.viewangles[0], 0, 1, 0); glRotatef (-r_refdef.viewangles[1], 0, 0, 1); glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); // // set drawing parms // // if (gl_cull.value) glEnable(GL_CULL_FACE); // else // glDisable(GL_CULL_FACE); glEnable(GL_BLEND); // was Disable glDisable(GL_ALPHA_TEST); glAlphaFunc(GL_GREATER, 0.5); glEnable(GL_DEPTH_TEST); glDepthMask(1); glShadeModel(GL_SMOOTH); } /* ============= R_Clear ============= */ void R_Clear (void) { if (!r_render.value) return; // glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen gldepthmin = 0; gldepthmax = 1; glDepthFunc (GL_LEQUAL); glDepthRange (gldepthmin, gldepthmax); } // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :) void GL_Brighten(void) { if (!r_render.value) return; glMatrixMode(GL_PROJECTION); glLoadIdentity (); glOrtho (0, vid.width, vid.height, 0, -99999, 99999); glMatrixMode(GL_MODELVIEW); glLoadIdentity (); glDisable (GL_DEPTH_TEST); glDisable (GL_CULL_FACE); glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc (GL_DST_COLOR, GL_ONE); glBegin (GL_TRIANGLES); glColor3f (1, 1, 1); glVertex2f (-5000, -5000); glVertex2f (10000, -5000); glVertex2f (-5000, 10000); glEnd (); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); glEnable (GL_DEPTH_TEST); glEnable (GL_CULL_FACE); } void GL_BlendView(void) { if (!r_render.value) return; if (v_blend[3] < 0.01f) return; glMatrixMode(GL_PROJECTION); glLoadIdentity (); glOrtho (0, vid.width, vid.height, 0, -99999, 99999); glMatrixMode(GL_MODELVIEW); glLoadIdentity (); glDisable (GL_DEPTH_TEST); glDisable (GL_CULL_FACE); glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBegin (GL_TRIANGLES); if (lighthalf) glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]); else glColor4fv (v_blend); glVertex2f (-5000, -5000); glVertex2f (10000, -5000); glVertex2f (-5000, 10000); glEnd (); glEnable (GL_CULL_FACE); glEnable (GL_DEPTH_TEST); glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); } /* ================ R_RenderView r_refdef must be set before the first call ================ */ extern void R_Sky(void); extern void UploadLightmaps(void); extern void R_DrawSurfaces(void); extern void R_DrawPortals(void); char r_speeds2_string[1024]; int speedstringcount; void timestring(int t, char *desc) { char tempbuf[256]; int length; if (t < 1000000) sprintf(tempbuf, " %6ius %s", t, desc); else sprintf(tempbuf, " %6ims %s", t / 1000, desc); length = strlen(tempbuf); // while (length < 20) // tempbuf[length++] = ' '; // tempbuf[length] = 0; if (speedstringcount + length > 80) { strcat(r_speeds2_string, "\n"); speedstringcount = 0; } // skip the space at the beginning if it's the first on the line if (speedstringcount == 0) { strcat(r_speeds2_string, tempbuf + 1); speedstringcount = length - 1; } else { strcat(r_speeds2_string, tempbuf); speedstringcount += length; } } #define TIMEREPORT(NAME) \ if (r_speeds2.value)\ {\ temptime = currtime;\ currtime = Sys_DoubleTime();\ timestring((int) ((currtime - temptime) * 1000000.0), NAME);\ } void R_RenderView (void) { double starttime, currtime, temptime; // if (r_norefresh.value) // return; if (!cl.worldmodel) Host_Error ("R_RenderView: NULL worldmodel"); if (r_speeds2.value) { starttime = currtime = Sys_DoubleTime(); speedstringcount = 0; sprintf(r_speeds2_string, "org:'%c%6.2f %c%6.2f %c%6.2f' ang:'%c%3.0f %c%3.0f %c%3.0f' dir:'%c%2.3f %c%2.3f %c%2.3f'\n%6i walls %6i dlitwalls %7i modeltris %7i transpoly\nBSP: %6i faces %6i nodes %6i leafs\n%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", r_origin[0] < 0 ? '-' : ' ', fabs(r_origin[0]), r_origin[1] < 0 ? '-' : ' ', fabs(r_origin[1]), r_origin[2] < 0 ? '-' : ' ', fabs(r_origin[2]), r_refdef.viewangles[0] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[0]), r_refdef.viewangles[1] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[1]), r_refdef.viewangles[2] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[2]), vpn[0] < 0 ? '-' : ' ', fabs(vpn[0]), vpn[1] < 0 ? '-' : ' ', fabs(vpn[1]), vpn[2] < 0 ? '-' : ' ', fabs(vpn[2]), c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights); } else starttime = currtime = 0; R_MoveParticles (); R_MoveExplosions(); lighthalf = gl_lightmode.value; FOG_framebegin(); R_Clear(); TIMEREPORT("clear ") // render normal view R_SetupFrame (); R_SetFrustum (); R_SetupGL (); R_Clip_StartFrame(); R_PrepareEntities(); skypolyclear(); wallpolyclear(); transpolyclear(); TIMEREPORT("setup ") R_DrawWorld (); TIMEREPORT("world ") R_AddModelEntities(); TIMEREPORT("addmodels") R_Clip_EndFrame(); TIMEREPORT("scanedge ") // now mark the lit surfaces R_PushDlights (); // yes this does add the world surfaces after the brush models R_DrawSurfaces (); R_DrawPortals (); TIMEREPORT("surfaces "); UploadLightmaps(); TIMEREPORT("uploadlmap") // fogged sky polys, affects depth skypolyrender(); // does not affect depth, draws over the sky polys if (currentskypoly) R_Sky(); TIMEREPORT("skypoly ") wallpolyrender(); TIMEREPORT("wallpoly ") GL_DrawDecals(); TIMEREPORT("ddecal ") // don't let sound skip if going slow if (!intimerefresh && !r_speeds2.value) S_ExtraUpdate (); R_DrawViewModel (); R_DrawModels (); TIMEREPORT("models ") R_DrawParticles (); TIMEREPORT("dparticles") R_DrawExplosions(); TIMEREPORT("dexplosion") transpolyrender(); TIMEREPORT("transpoly ") FOG_frameend(); GL_BlendView(); TIMEREPORT("blend ") if (r_speeds2.value) timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total "); }