float r_farclip;
+// forces all rendering to draw triangle outlines
+int r_showtrispass;
+
// view origin
vec3_t r_vieworigin;
vec3_t r_viewforward;
// 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"};
VectorCopy(oldangles, cl.viewangles);
intimerefresh = 0;
- Con_Printf ("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+ Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta);
}
vec3_t fogcolor;
if (l >= 0 && !strcmp(entname + l, ".bsp"))
{
strcpy(entname + l, ".ent");
- if ((entities = FS_LoadFile(entname, true)))
+ if ((entities = FS_LoadFile(entname, tempmempool, true)))
{
CL_ParseEntityLump(entities);
Mem_Free(entities);
// 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);
R_Mesh_Matrix(&r_identitymatrix);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&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_VertexPointer(vertex3f);
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;
if (r_shadow_realtime_world.integer && !gl_stencil)
{
- Con_Printf("Realtime world lighting requires 32bit color; turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n");
+ Con_Print("Realtime world lighting requires 32bit color; turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n");
Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
}
GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
GL_ScissorTest(true);
R_ClearScreen();
-
- R_Mesh_Start();
R_TimeReport("setup");
qglDepthFunc(GL_LEQUAL);
R_BlendView();
R_TimeReport("blendview");
- R_Mesh_Finish();
- R_TimeReport("meshfinish");
-
GL_Scissor(0, 0, vid.realwidth, vid.realheight);
GL_ScissorTest(false);
}
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++;
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
+
R_SetFrustum();
r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
+ GL_ShowTrisColor(0, 0.015, 0, 1);
+
R_DrawModels();
R_TimeReport("models");
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
+ GL_ShowTrisColor(0, 0, 0.033, 1);
R_ShadowVolumeLighting(false);
R_TimeReport("rtlights");
if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
+ GL_ShowTrisColor(0.1, 0, 0, 1);
+
R_DrawLightningBeams();
R_TimeReport("lightning");
R_MeshQueue_Render();
R_MeshQueue_EndScene();
- if (r_shadow_visiblevolumes.integer)
+ 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 ();
GL_DepthTest(true);
R_Mesh_Matrix(&r_identitymatrix);
- memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
-
- R_Mesh_GetSpace(8);
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[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];
- GL_ColorPointer(color);
R_FillColors(color, 8, cr, cg, cb, ca);
if (fogenabled)
{
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);
}
*/
R_Mesh_Matrix(&ent->matrix);
memset(&m, 0, sizeof(m));
- R_Mesh_State_Texture(&m);
+ m.pointer_vertex = nomodelvertex3f;
if (ent->flags & EF_ADDITIVE)
{
GL_DepthMask(true);
}
GL_DepthTest(true);
- GL_VertexPointer(nomodelvertex3f);
if (fogenabled)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- GL_ColorPointer(color4f);
+ m.pointer_color = color4f;
VectorSubtract(ent->origin, r_vieworigin, diff);
f2 = exp(fogdensity/DotProduct(diff, diff));
f1 = 1 - f2;
else if (ent->alpha != 1)
{
memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
- GL_ColorPointer(color4f);
+ m.pointer_color = color4f;
for (i = 0, c = color4f;i < 6;i++, c += 4)
c[3] *= ent->alpha;
}
else
- GL_ColorPointer(nomodelcolor4f);
+ m.pointer_color = nomodelcolor4f;
+ R_Mesh_State(&m);
R_Mesh_Draw(6, 8, nomodelelements);
}
}
R_Mesh_Matrix(&r_identitymatrix);
- GL_Color(cr, cg, cb, ca);
- GL_VertexPointer(varray_vertex3f);
GL_BlendFunc(blendfunc1, blendfunc2);
GL_DepthMask(false);
GL_DepthTest(!depthdisable);
- memset(&m, 0, sizeof(m));
- m.tex[0] = R_GetTexture(texture);
- m.pointer_texcoord[0] = spritetexcoord2f;
- R_Mesh_State_Texture(&m);
-
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[ 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);
}