//int particletexture; // little dot for particles
//int playertextures; // up to 16 color translated skins
-extern qboolean isG200, isRagePro; // LordHavoc: special card hacks
-
//
// view origin
//
cvar_t gl_fogend = {"gl_fogend","0"};
cvar_t glfog = {"glfog", "0"};
-extern qboolean isRagePro;
-
qboolean lighthalf;
vec3_t fogcolor;
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)
{
fogenabled = true;
fogdensity = -4000.0f / (fog_density * 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;
- }
+ // fog color was already set
}
else
fogenabled = false;
R_StartModules();
}
+/*
+===============
+GL_Init
+===============
+*/
+extern char *QSG_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_CheckVertexArrays();
+
+ // LordHavoc: report supported extensions
+ Con_Printf ("\nQSG extensions: %s\n", QSG_EXTENSIONS);
+
+ glCullFace(GL_FRONT);
+ glEnable(GL_TEXTURE_2D);
+// glDisable(GL_ALPHA_TEST);
+ glAlphaFunc(GL_GREATER, 0.5);
+
+// glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
+
+ Palette_Init();
+}
+
+
/*
void R_RotateForEntity (entity_t *e)
{
#include "anorms.h"
};
-// LordHavoc: moved this shading stuff up because the sprites need shading stuff
+// LordHavoc: shading stuff
vec3_t shadevector;
vec3_t shadecolor;
float modelalpha;
-extern void R_LightPoint (vec3_t color, vec3_t p);
-extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-
-/*
-=============================================================
-
- SPRITE MODELS
-
-=============================================================
-*/
-
-/*
-================
-R_GetSpriteFrame
-================
-*/
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
-{
- msprite_t *psprite;
- mspritegroup_t *pspritegroup;
- int i, j, numframes, frame;
- float *pintervals, fullinterval, targettime, time, jtime, jinterval;
-
- psprite = currententity->model->cache.data;
- frame = currententity->frame;
-
- if ((frame >= psprite->numframes) || (frame < 0))
- {
- Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
- frame = 0;
- }
-
- if (psprite->frames[frame].type == SPR_SINGLE)
- {
- if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time)
- {
- if (frame != currententity->draw_pose)
- {
- currententity->draw_lastpose = currententity->draw_pose;
- currententity->draw_pose = frame;
- currententity->draw_lerpstart = cl.time;
- *framelerp = 0;
- }
- else
- *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0;
- }
- else // uninitialized
- {
- currententity->draw_lastmodel = currententity->model;
- currententity->draw_lastpose = currententity->draw_pose = frame;
- currententity->draw_lerpstart = cl.time;
- *framelerp = 0;
- }
- *oldframe = psprite->frames[currententity->draw_lastpose].frameptr;
- *newframe = psprite->frames[frame].frameptr;
- }
- else
- {
- pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
- pintervals = pspritegroup->intervals;
- numframes = pspritegroup->numframes;
- fullinterval = pintervals[numframes-1];
-
- time = cl.time + currententity->syncbase;
-
- // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
- // are positive, so we don't have to worry about division by 0
- targettime = time - ((int)(time / fullinterval)) * fullinterval;
-
- // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0,
- // I instead measure the time of the first frame, hoping it is consistent
- j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0];
- for (i=0 ; i<(numframes-1) ; i++)
- {
- if (pintervals[i] > targettime)
- break;
- j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
- }
- *framelerp = (targettime - jtime) / jinterval;
-
- *oldframe = pspritegroup->frames[j];
- *newframe = pspritegroup->frames[i];
- }
-}
-
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
-{
- // LordHavoc: rewrote this to use the transparent poly system
- transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
- transpolyvert(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alpha);
- transpolyvert(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alpha);
- transpolyvert(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alpha);
- transpolyvert(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alpha);
- transpolyend();
-}
-
-extern qboolean isG200, isRagePro, lighthalf;
-
-/*
-=================
-R_DrawSpriteModel
-
-=================
-*/
-void R_DrawSpriteModel (entity_t *e)
-{
- mspriteframe_t *oldframe, *newframe;
- float lerp, ilerp;
- vec3_t forward, right, up, org;
- msprite_t *psprite;
-
- // don't even bother culling, because it's just a single
- // polygon without a surface cache
- R_GetSpriteFrame (e, &oldframe, &newframe, &lerp);
- if (lerp < 0) lerp = 0;
- if (lerp > 1) lerp = 1;
- if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK!
- lerp = 1;
- ilerp = 1.0 - lerp;
- psprite = e->model->cache.data;
-
- if (psprite->type == SPR_ORIENTED)
- { // bullet marks on walls
- AngleVectors (e->angles, forward, right, up);
- VectorSubtract(e->origin, vpn, org);
- }
- else
- { // normal sprite
- VectorCopy(vup, up);
- VectorCopy(vright, right);
- VectorCopy(e->origin, org);
- }
- if (e->scale != 1)
- {
- VectorScale(up, e->scale, up);
- VectorScale(right, e->scale, right);
- }
-
- if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
- {
- shadecolor[0] = e->colormod[0] * 255;
- shadecolor[1] = e->colormod[1] * 255;
- shadecolor[2] = e->colormod[2] * 255;
- }
- else
- {
- R_LightPoint (shadecolor, e->origin);
- R_DynamicLightPointNoMask(shadecolor, e->origin);
- }
-
- // LordHavoc: interpolated sprite rendering
- if (ilerp != 0)
- GL_DrawSpriteImage(oldframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*ilerp);
- if (lerp != 0)
- GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp);
-}
-
//==================================================================================
void R_DrawBrushModel (entity_t *e);
+void R_DrawSpriteModel (entity_t *e);
/*
=============