- 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);
+ 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);