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.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
// r_main.c
#include "quakedef.h"
+#include "r_shadow.h"
-entity_t r_worldentity;
+// used for dlight push checking and other things
+int r_framecount;
-qboolean r_cache_thrash; // compatability
+// used for visibility checking
+qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3];
-vec3_t modelorg, r_entorigin;
-entity_t *currententity;
+mplane_t frustum[4];
-int r_visframecount; // bumped when going to a new PVS
-int r_framecount; // used for dlight push checking
+matrix4x4_t r_identitymatrix;
-mplane_t frustum[4];
+int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
-int c_brush_polys, c_alias_polys;
+// true during envmap command capture
+qboolean envmap;
-qboolean envmap; // true during envmap command capture
+float r_farclip;
-// 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
+// forces all rendering to draw triangle outlines
+int r_showtrispass;
-extern qboolean isG200, isRagePro; // LordHavoc: special card hacks
-
-//
// 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];
+vec3_t r_vieworigin;
+vec3_t r_viewforward;
+vec3_t r_viewleft;
+vec3_t r_viewright;
+vec3_t r_viewup;
+int r_view_x;
+int r_view_y;
+int r_view_width;
+int r_view_height;
+float r_view_fov_x;
+float r_view_fov_y;
+matrix4x4_t r_view_matrix;
//
// screen size info
//
-refdef_t r_refdef;
-
-mleaf_t *r_viewleaf, *r_oldviewleaf;
-
-texture_t *r_notexture_mip;
-
-int d_lightstylevalue[256]; // 8.8 fraction of base light value
-
-
-void R_MarkLeaves (void);
-
-//cvar_t r_norefresh = {"r_norefresh","0"};
-cvar_t r_drawentities = {"r_drawentities","1"};
-cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
-cvar_t r_speeds = {"r_speeds","0"};
-cvar_t r_speeds2 = {"r_speeds2","0"};
-cvar_t r_fullbright = {"r_fullbright","0"};
-//cvar_t r_lightmap = {"r_lightmap","0"};
-//cvar_t r_shadows = {"r_shadows","0"};
-cvar_t r_wateralpha = {"r_wateralpha","1"};
-//cvar_t r_dynamic = {"r_dynamic","1"};
-cvar_t r_novis = {"r_novis","0"};
-cvar_t r_waterripple = {"r_waterripple","0"};
-cvar_t r_fullbrights = {"r_fullbrights", "1"};
-
-//cvar_t gl_cull = {"gl_cull","1"};
-//cvar_t gl_affinemodels = {"gl_affinemodels","0"};
-//cvar_t gl_polyblend = {"gl_polyblend","1"};
-//cvar_t gl_flashblend = {"gl_flashblend","0"};
-cvar_t gl_playermip = {"gl_playermip","0"};
-//cvar_t gl_nocolors = {"gl_nocolors","0"};
-//cvar_t gl_keeptjunctions = {"gl_keeptjunctions","1"};
-//cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"};
-cvar_t contrast = {"contrast", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
-cvar_t brightness = {"brightness", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
-cvar_t gl_lightmode = {"gl_lightmode", "1", TRUE}; // LordHavoc: overbright lighting
-//cvar_t r_dynamicwater = {"r_dynamicwater", "1"};
-//cvar_t r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right...
-
-cvar_t gl_fogenable = {"gl_fogenable", "0"};
-cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
-cvar_t gl_fogred = {"gl_fogred","0.3"};
-cvar_t gl_foggreen = {"gl_foggreen","0.3"};
-cvar_t gl_fogblue = {"gl_fogblue","0.3"};
-cvar_t gl_fogstart = {"gl_fogstart", "0"};
-cvar_t gl_fogend = {"gl_fogend","0"};
-cvar_t glfog = {"glfog", "0"};
-
-int chrometexture;
-
-void makechrometextures()
+refdef_t r_refdef;
+
+// 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"};
+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 r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"};
+
+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"};
+
+cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
+cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
+cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
+cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"};
+
+
+void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
{
- int x, y, g, g2, amplitude, noise[64][64], min, max;
- byte data[64][64][4];
- //
- // particle texture
- //
- chrometexture = texture_extension_number++;
- glBindTexture(GL_TEXTURE_2D, chrometexture);
-
-#define n(x,y) noise[(y)&63][(x)&63]
-
- amplitude = 16777215;
- g2 = 64;
- noise[0][0] = 0;
- for (;(g = g2 >> 1) >= 1;g2 >>= 1)
+ int i;
+ for (i = 0;i < verts;i++)
{
- // subdivide, diamond-square algorythm (really this has little to do with squares)
- // diamond
- for (y = 0;y < 64;y += g2)
- for (x = 0;x < 64;x += g2)
- n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
- // square
- for (y = 0;y < 64;y += g2)
- for (x = 0;x < 64;x += g2)
- {
- n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
- n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
- }
- // brownian motion theory
- amplitude >>= 1;
- for (y = 0;y < 64;y += g)
- for (x = 0;x < 64;x += g)
- noise[y][x] += rand()&litude;
+ out[0] = in[0] * r;
+ out[1] = in[1] * g;
+ out[2] = in[2] * b;
+ out[3] = in[3];
+ in += 4;
+ out += 4;
}
- // normalize the noise range
- min = max = 0;
- for (y = 0;y < 64;y++)
- for (x = 0;x < 64;x++)
- {
- if (n(x,y) < min) min = n(x,y);
- if (n(x,y) > max) max = n(x,y);
- }
- max -= min;
- for (y = 0;y < 64;y++)
- for (x = 0;x < 64;x++)
- n(x,y) = (n(x,y) - min) * 255 / max;
-
-#undef n
+}
- // convert to RGBA data
- for (y = 0;y < 64;y++)
- for (x = 0;x < 64;x++)
- {
- data[y][x][0] = data[y][x][1] = data[y][x][2] = (byte) noise[y][x];
- data[y][x][3] = 255;
- }
+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;
+ }
+}
- glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+/*
+====================
+R_TimeRefresh_f
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+For program optimization
+====================
+*/
+qboolean intimerefresh = 0;
+static void R_TimeRefresh_f (void)
+{
+ int i;
+ float timestart, timedelta, oldangles[3];
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-}
+ intimerefresh = 1;
+ VectorCopy(cl.viewangles, oldangles);
+ VectorClear(cl.viewangles);
-extern qboolean isRagePro;
+ timestart = Sys_DoubleTime();
+ for (i = 0;i < 128;i++)
+ {
+ Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1);
+ CL_UpdateScreen();
+ }
+ timedelta = Sys_DoubleTime() - timestart;
-qboolean lighthalf;
+ VectorCopy(oldangles, cl.viewangles);
+ intimerefresh = 0;
+ Con_Printf ("%f seconds (%f fps)\n", timedelta, 128/timedelta);
+}
vec3_t fogcolor;
vec_t fogdensity;
float fog_density, fog_red, fog_green, fog_blue;
qboolean fogenabled;
qboolean oldgl_fogenable;
-void FOG_framebegin()
+void R_UpdateFog(void)
{
- if (nehahra)
+ if (gamemode == GAME_NEHAHRA)
{
-// if (!Nehahrademcompatibility)
-// gl_fogenable.value = 0;
- if (gl_fogenable.value)
+ if (gl_fogenable.integer)
{
oldgl_fogenable = true;
fog_density = gl_fogdensity.value;
fog_blue = 0;
}
}
- if (glfog.value)
+ if (fog_density)
{
- 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);
+ 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);
}
- else
+ if (fog_density)
{
- if (fog_density)
- {
- 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;
- }
- }
- else
- fogenabled = false;
+ fogenabled = true;
+ fogdensity = -4000.0f / (fog_density * fog_density);
+ // fog color was already set
}
+ else
+ fogenabled = false;
}
-void FOG_frameend()
-{
- if (glfog.value)
- glDisable(GL_FOG);
-}
-
-void FOG_clear()
+// FIXME: move this to client?
+void FOG_clear(void)
{
- if (nehahra)
+ if (gamemode == GAME_NEHAHRA)
{
Cvar_Set("gl_fogenable", "0");
Cvar_Set("gl_fogdensity", "0.2");
fog_density = fog_red = fog_green = fog_blue = 0.0f;
}
-void FOG_registercvars()
+// FIXME: move this to client?
+void FOG_registercvars(void)
{
- Cvar_RegisterVariable (&glfog);
- if (nehahra)
+ if (gamemode == GAME_NEHAHRA)
{
Cvar_RegisterVariable (&gl_fogenable);
Cvar_RegisterVariable (&gl_fogdensity);
Cvar_RegisterVariable (&gl_fogred);
- Cvar_RegisterVariable (&gl_foggreen);
+ Cvar_RegisterVariable (&gl_foggreen);
Cvar_RegisterVariable (&gl_fogblue);
Cvar_RegisterVariable (&gl_fogstart);
Cvar_RegisterVariable (&gl_fogend);
}
}
-void glpoly_init();
-void glrsurf_init();
-void rlight_init();
-
-// LordHavoc: vertex array
-float *aliasvert;
-float *aliasvertnorm;
-byte *aliasvertcolor;
-
-void rmain_registercvars()
+void gl_main_start(void)
{
- // allocate vertex processing arrays
- aliasvert = malloc(sizeof(float[MD2MAX_VERTS][3]));
- aliasvertnorm = malloc(sizeof(float[MD2MAX_VERTS][3]));
- aliasvertcolor = malloc(sizeof(byte[MD2MAX_VERTS][4]));
-
- FOG_registercvars();
- Cvar_RegisterVariable (&r_speeds2);
- Cvar_RegisterVariable (&contrast);
- Cvar_RegisterVariable (&brightness);
- Cvar_RegisterVariable (&gl_lightmode);
-// Cvar_RegisterVariable (&r_dynamicwater);
-// Cvar_RegisterVariable (&r_dynamicbothsides);
- Cvar_RegisterVariable (&r_fullbrights);
- if (nehahra)
- Cvar_SetValue("r_fullbrights", 0);
-// if (gl_vendor && strstr(gl_vendor, "3Dfx"))
-// gl_lightmode.value = 0;
- Cvar_RegisterVariable (&r_fullbright);
- makechrometextures();
- glpoly_init();
- glrsurf_init();
- rlight_init();
}
-/*
-void R_RotateForEntity (entity_t *e)
+void gl_main_shutdown(void)
{
- 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: if not for the fact BRIGHTFIELD particles require this, it would be removed...
-#define NUMVERTEXNORMALS 162
-
-float r_avertexnormals[NUMVERTEXNORMALS][3] = {
-#include "anorms.h"
-};
-
-// LordHavoc: moved this shading stuff up because the sprites need shading stuff
-vec3_t shadevector;
-vec3_t shadecolor;
-
-float modelalpha;
-
-void R_LightPoint (vec3_t color, vec3_t p);
-void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
-void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
-
-float R_CalcAnimLerp(int pose, float lerpscale)
+extern void CL_ParseEntityLump(char *entitystring);
+void gl_main_newmap(void)
{
- if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart <= cl.time)
- {
- if (pose != currententity->draw_pose)
+ int l;
+ char *entities, entname[MAX_QPATH];
+ r_framecount = 1;
+ if (cl.worldmodel)
+ {
+ strcpy(entname, cl.worldmodel->name);
+ l = strlen(entname) - 4;
+ if (l >= 0 && !strcmp(entname + l, ".bsp"))
{
- currententity->draw_lastpose = currententity->draw_pose;
- currententity->draw_pose = pose;
- currententity->draw_lerpstart = cl.time;
- return 0;
+ strcpy(entname + l, ".ent");
+ if ((entities = FS_LoadFile(entname, true)))
+ {
+ CL_ParseEntityLump(entities);
+ Mem_Free(entities);
+ return;
+ }
}
- else
- return ((cl.time - currententity->draw_lerpstart) * lerpscale);
- }
- else // uninitialized
- {
- currententity->draw_lastmodel = currententity->model;
- currententity->draw_lastpose = currententity->draw_pose = pose;
- currententity->draw_lerpstart = cl.time;
- return 0;
+ if (cl.worldmodel->brush.entities)
+ CL_ParseEntityLump(cl.worldmodel->brush.entities);
}
}
-/*
-=============================================================
-
- SPRITE MODELS
-
-=============================================================
-*/
-
-/*
-================
-R_GetSpriteFrame
-================
-*/
-void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
+void GL_Main_Init(void)
{
- 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];
+ Matrix4x4_CreateIdentity(&r_identitymatrix);
+// 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);
+ Cvar_RegisterVariable(&r_fullbrights);
+ Cvar_RegisterVariable(&r_wateralpha);
+ Cvar_RegisterVariable(&r_dynamic);
+ Cvar_RegisterVariable(&r_fullbright);
+ Cvar_RegisterVariable(&r_textureunits);
+ Cvar_RegisterVariable(&r_lerpsprites);
+ Cvar_RegisterVariable(&r_lerpmodels);
+ Cvar_RegisterVariable(&r_waterscroll);
+ Cvar_RegisterVariable(&r_watershader);
+ Cvar_RegisterVariable(&r_drawcollisionbrushes);
+ if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE)
+ Cvar_SetValue("r_fullbrights", 0);
+ R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
+}
- time = cl.time + currententity->syncbase;
+static vec3_t r_farclip_origin;
+static vec3_t r_farclip_direction;
+static vec_t r_farclip_directiondist;
+static vec_t r_farclip_meshfarclip;
+static int r_farclip_directionbit0;
+static int r_farclip_directionbit1;
+static int r_farclip_directionbit2;
- // 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;
+// enlarge farclip to accomodate box
+static 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;
+}
- // 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;
+// return farclip value
+static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip)
+{
+ int i;
- *oldframe = pspritegroup->frames[j];
- *newframe = pspritegroup->frames[i];
- }
+ 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;
+
+ if (cl.worldmodel)
+ R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
+ for (i = 0;i < r_refdef.numentities;i++)
+ R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs);
+
+ return r_farclip_meshfarclip - r_farclip_directiondist;
}
-void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
+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 R_Shadow_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);
+extern void Sbar_Init(void);
+extern void R_LightningBeams_Init(void);
+
+void Render_Init(void)
{
- // 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();
+ R_Textures_Init();
+ Mod_RenderInit();
+ gl_backend_init();
+ R_MeshQueue_Init();
+ GL_Draw_Init();
+ GL_Main_Init();
+ R_Shadow_Init();
+ GL_Models_Init();
+ R_Sky_Init();
+ GL_Surf_Init();
+ R_Crosshairs_Init();
+ R_Light_Init();
+ R_Particles_Init();
+ R_Explosion_Init();
+ //ui_init();
+ UI_Init();
+ Sbar_Init();
+ R_LightningBeams_Init();
}
-extern qboolean isG200, isRagePro, lighthalf;
-
/*
-=================
-R_DrawSpriteModel
-
-=================
+===============
+GL_Init
+===============
*/
-void R_DrawSpriteModel (entity_t *e)
+extern char *ENGINE_EXTENSIONS;
+void GL_Init (void)
{
- mspriteframe_t *oldframe, *newframe;
- float *up, *right, lerp, ilerp;
- vec3_t v_forward, v_right, v_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, v_forward, v_right, v_up);
- up = v_up;
- right = v_right;
- VectorSubtract(e->origin, vpn, org);
- }
- else
- { // normal sprite
- up = vup;
- right = vright;
- VectorCopy(e->origin, org);
- }
- if (e->scale != 1)
- {
- VectorScale(up, e->scale, up);
- VectorScale(right, e->scale, right);
- }
+ VID_CheckExtensions();
- if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
- {
- if (lighthalf)
- {
- shadecolor[0] = e->colormod[0] * 128;
- shadecolor[1] = e->colormod[1] * 128;
- shadecolor[2] = e->colormod[2] * 128;
- }
- else
- {
- 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);
- if (lighthalf)
- {
- shadecolor[0] *= e->colormod[0] * 0.5;
- shadecolor[1] *= e->colormod[1] * 0.5;
- shadecolor[2] *= e->colormod[2] * 0.5;
- }
- }
-
- // 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);
+ // LordHavoc: report supported extensions
+ Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
}
-/*
-=============================================================
-
- ALIAS MODELS
-
-=============================================================
-*/
-
-extern vec3_t softwaretransform_x;
-extern vec3_t softwaretransform_y;
-extern vec3_t softwaretransform_z;
-extern vec_t softwaretransform_scale;
-extern vec3_t softwaretransform_offset;
-void R_AliasLerpVerts(int vertcount, float lerp, trivert2 *verts1, vec3_t scale1, vec3_t translate1, trivert2 *verts2, vec3_t scale2, vec3_t translate2)
+int R_CullBox(const vec3_t mins, const vec3_t maxs)
{
int i;
- vec3_t point, matrix_x, matrix_y, matrix_z;
- float *av, *avn;
- av = aliasvert;
- avn = aliasvertnorm;
- if (lerp < 0) lerp = 0;
- if (lerp > 1) lerp = 1;
- if (lerp != 0)
+ mplane_t *p;
+ for (i = 0;i < 4;i++)
{
- float ilerp, ilerp127, lerp127, scalex1, scalex2, translatex, scaley1, scaley2, translatey, scalez1, scalez2, translatez;
- if (lerp < 0) lerp = 0;
- if (lerp > 1) lerp = 1;
- ilerp = 1 - lerp;
- ilerp127 = ilerp * (1.0 / 127.0);
- lerp127 = lerp * (1.0 / 127.0);
- VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
- VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
- VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
- // calculate combined interpolation variables
- scalex1 = scale1[0] * ilerp;scalex2 = scale2[0] * lerp;translatex = translate1[0] * ilerp + translate2[0] * lerp;
- scaley1 = scale1[1] * ilerp;scaley2 = scale2[1] * lerp;translatey = translate1[1] * ilerp + translate2[1] * lerp;
- scalez1 = scale1[2] * ilerp;scalez2 = scale2[2] * lerp;translatez = translate1[2] * ilerp + translate2[2] * lerp;
- // generate vertices
- for (i = 0;i < vertcount;i++)
+ p = frustum + i;
+ switch(p->signbits)
{
- // rotate, scale, and translate the vertex locations
- point[0] = verts1->v[0] * scalex1 + verts2->v[0] * scalex2 + translatex;
- point[1] = verts1->v[1] * scaley1 + verts2->v[1] * scaley2 + translatey;
- point[2] = verts1->v[2] * scalez1 + verts2->v[2] * scalez2 + translatez;
- *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
- *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
- *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
- // rotate the normals
- point[0] = verts1->n[0] * ilerp127 + verts2->n[0] * lerp127;
- point[1] = verts1->n[1] * ilerp127 + verts2->n[1] * lerp127;
- point[2] = verts1->n[2] * ilerp127 + verts2->n[2] * lerp127;
- *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
- *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
- *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
- verts1++;verts2++;
- }
- }
- else
- {
- float i127;
- i127 = 1.0f / 127.0f;
- VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
- VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
- VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
- // generate vertices
- for (i = 0;i < vertcount;i++)
- {
- // rotate, scale, and translate the vertex locations
- point[0] = verts1->v[0] * scale1[0] + translate1[0];
- point[1] = verts1->v[1] * scale1[1] + translate1[1];
- point[2] = verts1->v[2] * scale1[2] + translate1[2];
- *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
- *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
- *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
- // rotate the normals
- point[0] = verts1->n[0] * i127;
- point[1] = verts1->n[1] * i127;
- point[2] = verts1->n[2] * i127;
- *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
- *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
- *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
- verts1++;
+ default:
+ case 0:
+ if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 1:
+ if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 2:
+ if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 3:
+ if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist)
+ return true;
+ break;
+ case 4:
+ if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ case 5:
+ if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ case 6:
+ if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
+ case 7:
+ if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist)
+ return true;
+ break;
}
}
+ return false;
}
-/*
-=================
-R_DrawAliasFrame
+//==================================================================================
-=================
-*/
-extern vec3_t lightspot;
-void R_LightModel(int numverts, vec3_t center);
-extern cvar_t gl_vertexarrays;
-void R_DrawAliasFrame (aliashdr_t *paliashdr)
+static void R_MarkEntities (void)
{
- int i, pose, frame = currententity->frame;
- float lerpscale, lerp;
-
- softwaretransformforentity(currententity);
-
- if ((frame >= paliashdr->numframes) || (frame < 0))
- {
- Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
- frame = 0;
- }
-
- pose = paliashdr->frames[frame].firstpose;
-
- if (paliashdr->frames[frame].numposes > 1)
- {
- lerpscale = 1.0 / paliashdr->frames[frame].interval;
- pose += (int)(cl.time * lerpscale) % paliashdr->frames[frame].numposes;
- }
- else
- lerpscale = 10.0;
-
- lerp = R_CalcAnimLerp(pose, lerpscale);
-
- R_AliasLerpVerts(paliashdr->numverts, lerp, (trivert2 *)((byte *)paliashdr + paliashdr->posedata) + currententity->draw_lastpose * paliashdr->numverts, paliashdr->scale, paliashdr->scale_origin, (trivert2 *)((byte *)paliashdr + paliashdr->posedata) + currententity->draw_pose * paliashdr->numverts, paliashdr->scale, paliashdr->scale_origin);
+ int i;
+ entity_render_t *ent;
- R_LightModel(paliashdr->numverts, currententity->origin);
+ ent = &cl_entities[0].render;
+ Matrix4x4_CreateIdentity(&ent->matrix);
+ Matrix4x4_CreateIdentity(&ent->inversematrix);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glShadeModel(GL_SMOOTH);
- if (currententity->effects & EF_ADDITIVE)
- {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
- glEnable(GL_BLEND);
- glDepthMask(0);
- }
- else if (modelalpha != 1.0)
- {
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glDepthMask(0);
- }
- else
- {
- glDisable(GL_BLEND);
- glDepthMask(1);
- }
+ if (!r_drawentities.integer)
+ return;
- if (gl_vertexarrays.value)
- {
- // LordHavoc: I would use InterleavedArrays here,
- // but the texture coordinates are a seperate array,
- // and it would be wasteful to copy them into the main array...
- // glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
-
- // draw the front faces
- qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + (int) paliashdr));
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- qglDrawElements(GL_TRIANGLES, paliashdr->frontfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- // draw the back faces
- qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + sizeof(float[2]) * paliashdr->numverts + (int) paliashdr));
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- qglDrawElements(GL_TRIANGLES, paliashdr->backfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + sizeof(unsigned short[3]) * paliashdr->frontfaces + (int) paliashdr));
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
-
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- unsigned short *in, index;
- float *tex;
- in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
- glBegin(GL_TRIANGLES);
- // draw the front faces
- tex = (void *)((int) paliashdr->texcoords + (int) paliashdr);
- //if (isG200)
- //{
- for (i = 0;i < paliashdr->frontfaces * 3;i++)
- {
- index = *in++;
- glTexCoord2f(tex[index*2], tex[index*2+1]);
- glColor4f(aliasvertcolor[index*4] * (1.0f / 255.0f), aliasvertcolor[index*4+1] * (1.0f / 255.0f), aliasvertcolor[index*4+2] * (1.0f / 255.0f), aliasvertcolor[index*4+3] * (1.0f / 255.0f));
- glVertex3fv(&aliasvert[index*3]);
- }
- /*
- }
- else
- {
- for (i = 0;i < paliashdr->frontfaces * 3;i++)
- {
- index = *in++;
- glTexCoord2f(tex[index*2], tex[index*2+1]);
- glColor4ub(aliasvertcolor[index*4], aliasvertcolor[index*4+1], aliasvertcolor[index*4+2], aliasvertcolor[index*4+3]);
- glVertex3fv(&aliasvert[index*3]);
- }
- }
- */
- // draw the back faces
- tex += 2 * paliashdr->numverts;
- //if (isG200)
- //{
- for (i = 0;i < paliashdr->backfaces * 3;i++)
- {
- index = *in++;
- glTexCoord2f(tex[index*2], tex[index*2+1]);
- glColor4f(aliasvertcolor[index*4] * (1.0f / 255.0f), aliasvertcolor[index*4+1] * (1.0f / 255.0f), aliasvertcolor[index*4+2] * (1.0f / 255.0f), aliasvertcolor[index*4+3] * (1.0f / 255.0f));
- glVertex3fv(&aliasvert[index*3]);
- }
- /*
- }
- else
- {
- for (i = 0;i < paliashdr->backfaces * 3;i++)
- {
- index = *in++;
- glTexCoord2f(tex[index*2], tex[index*2+1]);
- glColor4ub(aliasvertcolor[index*4], aliasvertcolor[index*4+1], aliasvertcolor[index*4+2], aliasvertcolor[index*4+3]);
- glVertex3fv(&aliasvert[index*3]);
- }
- }
- */
- glEnd();
+ for (i = 0;i < r_refdef.numentities;i++)
+ {
+ ent = r_refdef.entities[i];
+ Mod_CheckLoaded(ent->model);
+ // some of the renderer still relies on origin...
+ Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin);
+ // some of the renderer still relies on scale...
+ ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix);
+ R_LerpAnimation(ent);
+ R_UpdateEntLights(ent);
+ if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL))
+ && !VIS_CullBox(ent->mins, ent->maxs)
+ && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL))))
+ ent->visframe = r_framecount;
}
+}
- if (fogenabled)
- {
- vec3_t diff;
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
-
- VectorSubtract(currententity->origin, r_refdef.vieworg, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
-
- if (gl_vertexarrays.value)
- {
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- qglDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- unsigned short *in;
- in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
- glBegin(GL_TRIANGLES);
- for (i = 0;i < paliashdr->numtris * 3;i++)
- glVertex3fv(&aliasvert[*in++ * 3]);
- glEnd();
- }
+// only used if skyrendermasked, and normally returns false
+int R_DrawBrushModelsSky (void)
+{
+ int i, sky;
+ entity_render_t *ent;
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
- }
+ if (!r_drawentities.integer)
+ return false;
- /*
- if (r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
+ sky = false;
+ for (i = 0;i < r_refdef.numentities;i++)
{
- // flatten it to make a shadow
- float *av = aliasvert + 2, l = lightspot[2] + 0.125;
- av = aliasvert + 2;
- for (i = 0;i < paliashdr->numverts;i++, av+=3)
- if (*av > l)
- *av = l;
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
- glColor4f (0,0,0,0.5 * modelalpha);
-
- if (gl_vertexarrays.value)
- {
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
- qglDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky)
{
- unsigned short *in;
- in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
- glBegin(GL_TRIANGLES);
- for (i = 0;i < paliashdr->numtris * 3;i++)
- glVertex3fv(&aliasvert[*in++ * 3]);
- glEnd();
+ ent->model->DrawSky(ent);
+ sky = true;
}
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
}
- */
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
+ return sky;
}
/*
-=================
-R_DrawQ2AliasFrame
-
-=================
+=============
+R_DrawViewModel
+=============
*/
-void R_DrawQ2AliasFrame (md2mem_t *pheader)
+/*
+void R_DrawViewModel (void)
{
- int *order, count, frame = currententity->frame;
- float lerp;
- md2memframe_t *frame1, *frame2;
+ entity_render_t *ent;
- softwaretransformforentity(currententity);
-
- if ((frame >= pheader->num_frames) || (frame < 0))
- {
- Con_DPrintf ("R_SetupQ2AliasFrame: no such frame %d\n", frame);
- frame = 0;
- }
-
- lerp = R_CalcAnimLerp(frame, 10);
+ // 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;
- frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * currententity->draw_lastpose));
- frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * currententity->draw_pose));
- R_AliasLerpVerts(pheader->num_xyz, lerp, frame1->verts, frame1->scale, frame1->translate, frame2->verts, frame2->scale, frame2->translate);
+ 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);
+}
+*/
- R_LightModel(pheader->num_xyz, currententity->origin);
+void R_DrawNoModel(entity_render_t *ent);
+void R_DrawModels(void)
+{
+ int i;
+ entity_render_t *ent;
- if (gl_vertexarrays.value)
- {
- // LordHavoc: big mess...
- // using arrays only slightly, although it is enough to prevent duplicates
- // (saving half the transforms)
- //glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_COLOR_ARRAY);
-
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
- {
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
- qglArrayElement(order[2]);
- order += 3;
- }
- while (count--);
- }
+ if (!r_drawentities.integer)
+ return;
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
+ for (i = 0;i < r_refdef.numentities;i++)
{
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount)
{
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
+ if (ent->model && ent->model->Draw != NULL)
+ ent->model->Draw(ent);
else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- //if (isG200)
- //{
- do
- {
- glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
- glColor4f(aliasvertcolor[order[2] * 4] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 1] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 2] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 3] * (1.0f / 255.0f));
- glVertex3fv(&aliasvert[order[2] * 3]);
- order += 3;
- }
- while (count--);
- /*
- }
- else
- {
- do
- {
- glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
- glColor4ub(aliasvertcolor[order[2] * 4], aliasvertcolor[order[2] * 4 + 1], aliasvertcolor[order[2] * 4 + 2], aliasvertcolor[order[2] * 4 + 3]);
- glVertex3fv(&aliasvert[order[2] * 3]);
- order += 3;
- }
- while (count--);
- }
- */
- }
- }
-
- if (fogenabled)
- {
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
- {
- vec3_t diff;
- VectorSubtract(currententity->origin, r_refdef.vieworg, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
- }
-
- if (gl_vertexarrays.value)
- {
- // LordHavoc: big mess...
- // using arrays only slightly, although it is enough to prevent duplicates
- // (saving half the transforms)
- //glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
- {
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- qglArrayElement(order[2]);
- order += 3;
- }
- while (count--);
- }
-
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- else
- {
- order = (int *)((int)pheader + pheader->ofs_glcmds);
- while(1)
- {
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- glVertex3fv(&aliasvert[order[2] * 3]);
- order += 3;
- }
- while (count--);
- }
- }
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
- }
-
- /*
- if (r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
- {
- int i;
- float *av = aliasvert + 2, l = lightspot[2] + 0.125;
- av = aliasvert + 2;
- for (i = 0;i < pheader->num_xyz;i++, av+=3)
- if (*av > l)
- *av = l;
- glDisable (GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(0); // disable zbuffer updates
- glColor4f (0,0,0,0.5 * modelalpha);
-
- if (gl_vertexarrays.value)
- {
- qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
- glEnableClientState(GL_VERTEX_ARRAY);
-
- while(1)
- {
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- qglArrayElement(order[2]);
- order += 3;
- }
- while (count--);
- }
-
- glDisableClientState(GL_VERTEX_ARRAY);
+ R_DrawNoModel(ent);
}
- else
- {
- while(1)
- {
- if (!(count = *order++))
- break;
- if (count > 0)
- glBegin(GL_TRIANGLE_STRIP);
- else
- {
- glBegin(GL_TRIANGLE_FAN);
- count = -count;
- }
- do
- {
- glVertex3fv(&aliasvert[order[2] * 3]);
- order += 3;
- }
- while (count--);
- }
- }
-
- glEnable (GL_TEXTURE_2D);
- glColor3f (1,1,1);
}
- */
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable (GL_BLEND);
- glDepthMask(1);
}
-/*
-=================
-R_DrawAliasModel
-
-=================
-*/
-void R_DrawAliasModel (entity_t *e, int cull)
+static void R_SetFrustum(void)
{
- int i;
- model_t *clmodel;
- vec3_t mins, maxs;
- aliashdr_t *paliashdr = NULL;
- md2mem_t *pheader = NULL;
- int anim;
-
- if (modelalpha < (1.0 / 64.0))
- return; // basically completely transparent
-
- clmodel = currententity->model;
+ // break apart the view matrix into vectors for various purposes
+ Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin);
+ VectorNegate(r_viewleft, r_viewright);
+
+ // 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 R_VIEWFORWARD right by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2));
+ frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal);
+ PlaneClassify(&frustum[0]);
+
+ // rotate R_VIEWFORWARD left by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2));
+ frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal);
+ PlaneClassify(&frustum[1]);
+
+ // rotate R_VIEWFORWARD up by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2));
+ frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal);
+ PlaneClassify(&frustum[2]);
+
+ // rotate R_VIEWFORWARD down by FOV_X/2 degrees
+ RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2));
+ frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal);
+ PlaneClassify(&frustum[3]);
+}
- VectorAdd (currententity->origin, clmodel->mins, mins);
- VectorAdd (currententity->origin, clmodel->maxs, maxs);
+static void R_BlendView(void)
+{
+ rmeshstate_t m;
+ float r;
+ float vertex3f[3*3];
- if (cull && R_CullBox (mins, maxs))
+ if (r_refdef.viewblend[3] < 0.01f)
return;
- VectorCopy (currententity->origin, r_entorigin);
- VectorSubtract (r_origin, r_entorigin, modelorg);
-
- // get lighting information
-
- if (currententity->model->flags & EF_FULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
- {
- shadecolor[0] = currententity->colormod[0] * 256;
- shadecolor[1] = currententity->colormod[1] * 256;
- shadecolor[2] = currententity->colormod[2] * 256;
- }
- else
- {
- R_LightPoint (shadecolor, currententity->origin);
-
- // HACK HACK HACK -- no fullbright colors, so make torches full light
- if (!strcmp (currententity->model->name, "progs/flame2.mdl") || !strcmp (currententity->model->name, "progs/flame.mdl") )
- shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
-
- shadecolor[0] *= currententity->colormod[0];
- shadecolor[1] *= currententity->colormod[1];
- shadecolor[2] *= currententity->colormod[2];
- }
-
- // locate the proper data
- if (clmodel->aliastype == ALIASTYPE_MD2)
- {
- pheader = (void *)Mod_Extradata (currententity->model);
- c_alias_polys += pheader->num_tris;
- }
- else
- {
- paliashdr = (void *)Mod_Extradata (currententity->model);
- c_alias_polys += paliashdr->numtris;
- }
+ R_Mesh_Matrix(&r_identitymatrix);
+
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&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;
+ vertex3f[1] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r - r_viewup[1] * r;
+ vertex3f[2] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r - r_viewup[2] * r;
+ vertex3f[3] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r + r_viewup[0] * r * 3;
+ vertex3f[4] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r + r_viewup[1] * r * 3;
+ vertex3f[5] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r + r_viewup[2] * r * 3;
+ vertex3f[6] = r_vieworigin[0] + r_viewforward[0] * 1.5 - r_viewleft[0] * r * 3 - r_viewup[0] * r;
+ vertex3f[7] = r_vieworigin[1] + r_viewforward[1] * 1.5 - r_viewleft[1] * r * 3 - r_viewup[1] * r;
+ vertex3f[8] = r_vieworigin[2] + r_viewforward[2] * 1.5 - r_viewleft[2] * r * 3 - r_viewup[2] * r;
+ R_Mesh_Draw(3, 1, polygonelements);
+}
- // draw all the triangles
+void R_UpdateWorld(void)
+{
+ if (!r_refdef.entities/* || !cl.worldmodel*/)
+ return; //Host_Error ("R_RenderView: NULL worldmodel");
- if (clmodel->aliastype == ALIASTYPE_MD2)
- {
- if (currententity->skinnum < 0 || currententity->skinnum >= pheader->num_skins)
- {
- currententity->skinnum = 0;
- Con_DPrintf("invalid skin number %d for model %s\n", currententity->skinnum, clmodel->name);
- }
- glBindTexture(GL_TEXTURE_2D, pheader->gl_texturenum[currententity->skinnum]);
- }
- else
+ if (r_shadow_realtime_world.integer && !gl_stencil)
{
- if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins)
- {
- currententity->skinnum = 0;
- Con_DPrintf("invalid skin number %d for model %s\n", currententity->skinnum, clmodel->name);
- }
- anim = (int)(cl.time*10) & 3;
- glBindTexture(GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->skinnum][anim]);
+ 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");
+ Cvar_SetValueQuick(&r_shadow_realtime_world, 0);
}
- glDisable(GL_ALPHA_TEST);
- glEnable (GL_TEXTURE_2D);
- // we can't dynamically colormap textures, so they are cached
- // seperately for the players. Heads are just uncolored.
- if (currententity->colormap != vid.colormap/* && !gl_nocolors.value*/)
+ // don't allow cheats in multiplayer
+ if (!cl.islocalgame)
{
- i = currententity - cl_entities;
- if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
- glBindTexture(GL_TEXTURE_2D, playertextures - 1 + i);
+ if (r_fullbright.integer != 0)
+ Cvar_Set ("r_fullbright", "0");
+ if (r_ambient.value != 0)
+ Cvar_Set ("r_ambient", "0");
}
-// if (gl_affinemodels.value)
-// glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
- if (clmodel->aliastype == ALIASTYPE_MD2)
- R_DrawQ2AliasFrame (pheader);
- else
- R_DrawAliasFrame (paliashdr);
-
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ R_Textures_Frame();
+ R_UpdateFog();
+ R_UpdateLights();
}
-//==================================================================================
-
-void R_DrawBrushModel (entity_t *e);
+void R_RenderScene(void);
/*
-=============
-R_DrawEntitiesOnList
-=============
+================
+R_RenderView
+================
*/
-// LordHavoc: split so bmodels are rendered before any other objects
-void R_DrawEntitiesOnList1 (void)
+void R_RenderView(void)
{
- int i;
-
- if (!r_drawentities.value)
- return;
-
- for (i=0 ; i<cl_numvisedicts ; i++)
- {
- if (cl_visedicts[i]->model->type != mod_brush)
- continue;
- currententity = cl_visedicts[i];
- modelalpha = currententity->alpha;
-
- R_DrawBrushModel (currententity);
- }
+ if (!r_refdef.entities/* || !cl.worldmodel*/)
+ return; //Host_Error ("R_RenderView: NULL worldmodel");
+
+ r_view_width = bound(0, r_refdef.width, vid.realwidth);
+ r_view_height = bound(0, r_refdef.height, vid.realheight);
+ r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width);
+ r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height);
+ r_view_fov_x = bound(1, r_refdef.fov_x, 170);
+ r_view_fov_y = bound(1, r_refdef.fov_y, 170);
+ r_view_matrix = r_refdef.viewentitymatrix;
+
+ // GL is weird because it's bottom to top, r_view_y is top to bottom
+ qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height);
+ GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height);
+ GL_ScissorTest(true);
+ R_ClearScreen();
+ R_TimeReport("setup");
+
+ qglDepthFunc(GL_LEQUAL);
+ qglPolygonOffset(0, 0);
+ qglEnable(GL_POLYGON_OFFSET_FILL);
+
+ R_RenderScene();
+
+ qglPolygonOffset(0, 0);
+ qglDisable(GL_POLYGON_OFFSET_FILL);
+
+ R_BlendView();
+ R_TimeReport("blendview");
+
+ GL_Scissor(0, 0, vid.realwidth, vid.realheight);
+ GL_ScissorTest(false);
}
-void R_DrawEntitiesOnList2 (void)
+extern void R_DrawLightningBeams (void);
+void R_RenderScene(void)
{
- int i;
+ entity_render_t *world;
+
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
- if (!r_drawentities.value)
- return;
+ r_framecount++;
- for (i=0 ; i<cl_numvisedicts ; i++)
- {
- currententity = cl_visedicts[i];
- modelalpha = currententity->alpha;
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
- switch (currententity->model->type)
- {
- case mod_alias:
- R_DrawAliasModel (currententity, true);
- break;
+ R_SetFrustum();
- case mod_sprite:
- R_DrawSpriteModel (currententity);
- break;
+ r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f;
+ if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer)))
+ GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f);
+ else
+ GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip);
- default:
- break;
- }
- }
-}
+ GL_SetupView_Orientation_FromEntity(&r_view_matrix);
-/*
-=============
-R_DrawViewModel
-=============
-*/
-void R_DrawViewModel (void)
-{
- if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
- return;
-
- currententity = &cl.viewent;
- currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
- currententity->effects = cl_entities[cl.viewentity].effects;
- currententity->scale = 1;
- VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
+ R_SkyStartFrame();
- // hack the depth range to prevent view model from poking into walls
- glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
- R_DrawAliasModel (currententity, FALSE);
- glDepthRange (gldepthmin, gldepthmax);
-}
+ if (cl.worldmodel && cl.worldmodel->brush.FatPVS)
+ cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits));
+ world = &cl_entities[0].render;
+ R_WorldVisibility(world);
+ R_TimeReport("worldvis");
-void R_DrawBrushModel (entity_t *e);
+ R_MarkEntities();
+ R_TimeReport("markentity");
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
+ R_MeshQueue_BeginScene();
-void R_SetFrustum (void)
-{
- int i;
+ R_Shadow_UpdateWorldLightSelection();
- if (r_refdef.fov_x == 90)
- {
- // front side is visible
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
- VectorAdd (vpn, vright, frustum[0].normal);
- VectorSubtract (vpn, vright, frustum[1].normal);
+ if (R_DrawBrushModelsSky())
+ R_TimeReport("bmodelsky");
- 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 ) );
- }
+ // must occur early because it can draw sky
+ R_DrawWorld(world);
+ R_TimeReport("world");
- 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]);
- BoxOnPlaneSideClassify(&frustum[i]);
- }
-}
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
-void R_AnimateLight (void);
-void V_CalcBlend (void);
+ GL_ShowTrisColor(0, 0.015, 0, 1);
-/*
-===============
-R_SetupFrame
-===============
-*/
-void R_SetupFrame (void)
-{
-// don't allow cheats in multiplayer
- if (cl.maxclients > 1)
- Cvar_Set ("r_fullbright", "0");
+ R_DrawModels();
+ R_TimeReport("models");
- R_AnimateLight ();
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
- r_framecount++;
+ GL_ShowTrisColor(0, 0, 0.033, 1);
+ R_ShadowVolumeLighting(false);
+ R_TimeReport("rtlights");
-// build the transformation matrix for the given view angles
- VectorCopy (r_refdef.vieworg, r_origin);
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
- AngleVectors (r_refdef.viewangles, vpn, vright, vup);
+ GL_ShowTrisColor(0.1, 0, 0, 1);
-// current viewleaf
- r_oldviewleaf = r_viewleaf;
- r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
+ R_DrawLightningBeams();
+ R_TimeReport("lightning");
- V_SetContentsColor (r_viewleaf->contents);
- V_CalcBlend ();
+ R_DrawParticles();
+ R_TimeReport("particles");
- r_cache_thrash = false;
+ R_DrawExplosions();
+ R_TimeReport("explosions");
- c_brush_polys = 0;
- c_alias_polys = 0;
+ R_MeshQueue_RenderTransparent();
+ R_TimeReport("drawtrans");
-}
+ R_DrawCoronas();
+ R_TimeReport("coronas");
+ R_DrawWorldCrosshair();
+ R_TimeReport("crosshair");
-void MYgluPerspective( GLdouble fovy, GLdouble aspect,
- GLdouble zNear, GLdouble zFar )
-{
- GLdouble xmin, xmax, ymin, ymax;
+ R_MeshQueue_Render();
+ R_MeshQueue_EndScene();
- ymax = zNear * tan( fovy * M_PI / 360.0 );
- ymin = -ymax;
+ if (r_shadow_visiblevolumes.integer && !r_showtrispass)
+ {
+ R_ShadowVolumeLighting(true);
+ R_TimeReport("shadowvolume");
+ }
- xmin = ymin * aspect;
- xmax = ymax * aspect;
+ GL_ShowTrisColor(0.05, 0.05, 0.05, 1);
- glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
+ // don't let sound skip if going slow
+ if (!intimerefresh && !r_speeds.integer)
+ S_ExtraUpdate ();
}
-
-extern char skyname[];
-
/*
-=============
-R_SetupGL
-=============
-*/
-void R_SetupGL (void)
+void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca)
{
- float screenaspect;
- extern int glwidth, glheight;
- int x, x2, y2, y, w, h;
-
- //
- // 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)
+ int i;
+ float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4];
+ rmeshstate_t m;
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ 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[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2];
+ vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[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)
{
- x = y2 = 0;
- w = h = 256;
+ for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4)
+ {
+ VectorSubtract(v, r_vieworigin, diff);
+ f2 = exp(fogdensity/DotProduct(diff, diff));
+ f1 = 1 - f2;
+ c[0] = c[0] * f1 + fogcolor[0] * f2;
+ c[1] = c[1] * f1 + fogcolor[1] * f2;
+ c[2] = c[2] * f1 + fogcolor[2] * f2;
+ }
}
-
- 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;
-// if (skyname[0]) // skybox enabled?
-// MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
-// else
- MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 6144);
-
- 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_Mesh_Draw(8, 12);
}
+*/
-void R_DrawWorld (void);
-//void R_RenderDlights (void);
-void R_DrawParticles (void);
+int nomodelelements[24] =
+{
+ 5, 2, 0,
+ 5, 1, 2,
+ 5, 0, 3,
+ 5, 3, 1,
+ 0, 2, 4,
+ 2, 1, 4,
+ 3, 0, 4,
+ 1, 3, 4
+};
-/*
-=============
-R_Clear
-=============
-*/
-void R_Clear (void)
+float nomodelvertex3f[6*3] =
{
-// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
- gldepthmin = 0;
- gldepthmax = 1;
- glDepthFunc (GL_LEQUAL);
+ -16, 0, 0,
+ 16, 0, 0,
+ 0, -16, 0,
+ 0, 16, 0,
+ 0, 0, -16,
+ 0, 0, 16
+};
- glDepthRange (gldepthmin, gldepthmax);
-}
+float nomodelcolor4f[6*4] =
+{
+ 0.0f, 0.0f, 0.5f, 1.0f,
+ 0.0f, 0.0f, 0.5f, 1.0f,
+ 0.0f, 0.5f, 0.0f, 1.0f,
+ 0.0f, 0.5f, 0.0f, 1.0f,
+ 0.5f, 0.0f, 0.0f, 1.0f,
+ 0.5f, 0.0f, 0.0f, 1.0f
+};
-// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
-void GL_Brighten()
+void R_DrawNoModelCallback(const void *calldata1, int calldata2)
{
- 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);
-}
+ const entity_render_t *ent = calldata1;
+ int i;
+ float f1, f2, *c, diff[3];
+ float color4f[6*4];
+ rmeshstate_t m;
+ R_Mesh_Matrix(&ent->matrix);
-extern cvar_t contrast;
-extern cvar_t brightness;
-extern cvar_t gl_lightmode;
+ memset(&m, 0, sizeof(m));
+ R_Mesh_State_Texture(&m);
-void GL_BlendView()
-{
- 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);
- if (lighthalf)
+ if (ent->flags & EF_ADDITIVE)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ GL_DepthMask(false);
+ }
+ else if (ent->alpha < 1)
+ {
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ GL_DepthMask(false);
+ }
+ else
+ {
+ GL_BlendFunc(GL_ONE, GL_ZERO);
+ GL_DepthMask(true);
+ }
+ GL_DepthTest(true);
+ GL_VertexPointer(nomodelvertex3f);
+ if (fogenabled)
{
- glBlendFunc (GL_DST_COLOR, GL_ONE);
- glBegin (GL_TRIANGLES);
- glColor3f (1, 1, 1);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
- glEnd ();
+ memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+ GL_ColorPointer(color4f);
+ VectorSubtract(ent->origin, r_vieworigin, diff);
+ f2 = exp(fogdensity/DotProduct(diff, diff));
+ f1 = 1 - f2;
+ for (i = 0, c = color4f;i < 6;i++, c += 4)
+ {
+ c[0] = (c[0] * f1 + fogcolor[0] * f2);
+ c[1] = (c[1] * f1 + fogcolor[1] * f2);
+ c[2] = (c[2] * f1 + fogcolor[2] * f2);
+ c[3] *= ent->alpha;
+ }
}
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- contrast.value = bound(0.2, contrast.value, 1.0);
- if (/*gl_polyblend.value && */v_blend[3])
+ else if (ent->alpha != 1)
{
- glBegin (GL_TRIANGLES);
- glColor4fv (v_blend);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
- glEnd ();
+ memcpy(color4f, nomodelcolor4f, sizeof(float[6*4]));
+ GL_ColorPointer(color4f);
+ for (i = 0, c = color4f;i < 6;i++, c += 4)
+ c[3] *= ent->alpha;
}
+ else
+ GL_ColorPointer(nomodelcolor4f);
+ R_Mesh_Draw(6, 8, nomodelelements);
+}
- glEnable (GL_CULL_FACE);
- glEnable (GL_DEPTH_TEST);
- glDisable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
+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);
}
-#define TIMEREPORT(DESC) \
- if (r_speeds2.value)\
- {\
- temptime = -currtime;\
- currtime = Sys_FloatTime();\
- temptime += currtime;\
- Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
- }
+void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width)
+{
+ vec3_t right1, right2, diff, normal;
+
+ VectorSubtract (org2, org1, normal);
+ VectorNormalizeFast (normal);
+
+ // calculate 'right' vector for start
+ VectorSubtract (r_vieworigin, org1, diff);
+ VectorNormalizeFast (diff);
+ CrossProduct (normal, diff, right1);
+
+ // calculate 'right' vector for end
+ VectorSubtract (r_vieworigin, org2, diff);
+ VectorNormalizeFast (diff);
+ CrossProduct (normal, diff, right2);
+
+ vert[ 0] = org1[0] + width * right1[0];
+ vert[ 1] = org1[1] + width * right1[1];
+ vert[ 2] = org1[2] + width * right1[2];
+ vert[ 3] = org1[0] - width * right1[0];
+ vert[ 4] = org1[1] - width * right1[1];
+ vert[ 5] = org1[2] - width * right1[2];
+ vert[ 6] = org2[0] - width * right2[0];
+ vert[ 7] = org2[1] - width * right2[1];
+ vert[ 8] = org2[2] - width * right2[2];
+ vert[ 9] = org2[0] + width * right2[0];
+ vert[10] = org2[1] + width * right2[1];
+ vert[11] = org2[2] + width * right2[2];
+}
-/*
-================
-R_RenderView
+float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1};
-r_refdef must be set before the first call
-================
-*/
-void R_RenderView (void)
+void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca)
{
-// double currtime, temptime;
-// if (r_norefresh.value)
-// return;
-
- if (!r_worldentity.model || !cl.worldmodel)
- Sys_Error ("R_RenderView: NULL worldmodel");
-
- lighthalf = gl_lightmode.value;
-
- FOG_framebegin();
- transpolyclear();
-
-// if (r_speeds2.value)
-// {
-// currtime = Sys_FloatTime();
-// Con_Printf("render time: ");
-// }
- R_Clear();
-// TIMEREPORT("R_Clear")
-
- // render normal view
-
- R_SetupFrame ();
- R_SetFrustum ();
- R_SetupGL ();
- R_MarkLeaves (); // done here so we know if we're in water
- R_DrawWorld (); // adds static entities to the list
- S_ExtraUpdate (); // don't let sound get messed up if going slow
- wallpolyclear();
- R_DrawEntitiesOnList1 (); // BSP models
- wallpolyrender();
- R_DrawEntitiesOnList2 (); // other models
-// R_RenderDlights ();
- R_DrawViewModel ();
- R_DrawParticles ();
- transpolyrender();
-
- FOG_frameend();
- GL_BlendView();
-// if (r_speeds2.value)
-// Con_Printf("\n");
+ float diff[3];
+ rmeshstate_t m;
+
+ if (fogenabled)
+ {
+ VectorSubtract(origin, r_vieworigin, diff);
+ ca *= 1 - exp(fogdensity/DotProduct(diff,diff));
+ }
+
+ 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[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2;
+ varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2;
+ varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2;
+ varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2;
+ varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2;
+ varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2;
+ 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;
+ R_Mesh_Draw(4, 2, polygonelements);
}
+