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 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 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_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 r_farclip = {"r_farclip", "6144"};
}
}
-void glmain_start()
+void gl_main_start()
{
}
-void glmain_shutdown()
+void gl_main_shutdown()
+{
+}
+
+void gl_main_newmap()
{
}
FOG_registercvars();
Cvar_RegisterVariable (&r_drawentities);
Cvar_RegisterVariable (&r_drawviewmodel);
- Cvar_RegisterVariable (&r_shadows);
Cvar_RegisterVariable (&r_speeds);
Cvar_RegisterVariable (&r_speeds2);
Cvar_RegisterVariable (&contrast);
// if (gl_vendor && strstr(gl_vendor, "3Dfx"))
// gl_lightmode.value = 0;
Cvar_RegisterVariable (&r_fullbright);
- R_RegisterModule("GL_Main", glmain_start, glmain_shutdown);
+ R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
extern void GL_Draw_Init();
extern void R_Crosshairs_Init();
extern void R_Light_Init();
extern void R_Particles_Init();
+extern void R_Explosion_Init();
+extern void CL_Effects_Init();
void Render_Init()
{
- R_ShutdownModules();
+ R_Modules_Shutdown();
GL_Draw_Init();
GL_Main_Init();
GL_Models_Init();
R_Crosshairs_Init();
R_Light_Init();
R_Particles_Init();
- R_StartModules();
+ R_Explosion_Init();
+ CL_Effects_Init();
+ R_Decals_Init();
+ R_Modules_Start();
}
/*
GL_Init
===============
*/
-extern char *QSG_EXTENSIONS;
+extern char *ENGINE_EXTENSIONS;
void GL_Init (void)
{
gl_vendor = glGetString (GL_VENDOR);
// Con_Printf ("%s %s\n", gl_renderer, gl_version);
VID_CheckMultitexture();
- VID_CheckVertexArrays();
+ VID_CheckCVA();
// LordHavoc: report supported extensions
- Con_Printf ("\nQSG extensions: %s\n", QSG_EXTENSIONS);
+ Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
glCullFace(GL_FRONT);
glEnable(GL_TEXTURE_2D);
}
*/
-// 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: shading stuff
vec3_t shadevector;
vec3_t shadecolor;
//==================================================================================
void R_DrawBrushModel (entity_t *e);
-void R_DrawSpriteModel (entity_t *e);
+void R_DrawSpriteModel (entity_t *e, frameblend_t *blend);
+
+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_refdef.vieworg[0];
+ ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_refdef.vieworg[1];
+ ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_refdef.vieworg[2];
+ // adjust angles
+ VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles);
+ }
+ }
+}
/*
=============
if (!r_drawentities.value)
return;
- for (i=0 ; i<cl_numvisedicts ; i++)
+ for (i = 0;i < cl_numvisedicts;i++)
{
- if (cl_visedicts[i]->model->type != mod_brush)
+ if (cl_visedicts[i]->render.model->type != mod_brush)
continue;
currententity = cl_visedicts[i];
- modelalpha = currententity->alpha;
+ modelalpha = currententity->render.alpha;
R_DrawBrushModel (currententity);
}
void R_DrawEntitiesOnList2 (void)
{
int i;
+ frameblend_t blend[4];
if (!r_drawentities.value)
return;
- for (i=0 ; i<cl_numvisedicts ; i++)
+ for (i = 0;i < cl_numvisedicts;i++)
{
currententity = cl_visedicts[i];
- modelalpha = currententity->alpha;
+ modelalpha = currententity->render.alpha;
- switch (currententity->model->type)
+ switch (currententity->render.model->type)
{
case mod_alias:
- R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
+ 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);
break;
case mod_sprite:
- R_DrawSpriteModel (currententity);
+ 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_DrawSpriteModel (currententity, blend);
break;
default:
*/
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)
+ 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->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);
+ 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->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
+ 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);
}
c_bmodels = 0;
c_sprites = 0;
c_particles = 0;
- c_dlights = 0;
-
+// c_dlights = 0;
}
glEnable(GL_TEXTURE_2D);
}
-/*
-#define TIMEREPORT(DESC) \
- if (r_speeds2.value)\
- {\
- temptime = -currtime;\
- currtime = Sys_FloatTime();\
- temptime += currtime;\
- Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
- }
-*/
#define TIMEREPORT(VAR) \
if (r_speeds2.value)\
{\
temptime = currtime;\
currtime = Sys_FloatTime();\
VAR = (int) ((currtime - temptime) * 1000000.0);\
- }
+ }\
+ else\
+ VAR = 0;
/*
================
extern qboolean skyisvisible;
extern void R_Sky();
extern void UploadLightmaps();
-char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81];
+char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81], r_speeds2_string7[81];
void R_RenderView (void)
{
double starttime, currtime, temptime;
- int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_transpoly, time_blend, time_total;
-// double currtime, temptime;
+ int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend, time_total;
// if (r_norefresh.value)
// return;
- if (!r_worldentity.model || !cl.worldmodel)
- Sys_Error ("R_RenderView: NULL worldmodel");
+ if (!r_worldentity.render.model || !cl.worldmodel)
+ Host_Error ("R_RenderView: NULL worldmodel");
lighthalf = gl_lightmode.value;
if (r_speeds2.value)
{
starttime = currtime = Sys_FloatTime();
-// Con_Printf("render time: ");
}
+ else
+ starttime = currtime = 0;
R_Clear();
- skypolyclear();
- wallpolyclear();
- transpolyclear();
skyisvisible = false;
TIMEREPORT(time_clear)
R_SetupFrame ();
R_SetFrustum ();
R_SetupGL ();
+
+ R_PrepareEntities();
+
+ skypolyclear();
+ wallpolyclear();
+ transpolyclear();
+
TIMEREPORT(time_setup)
R_MarkLeaves (); // done here so we know if we're in water
wallpolyrender();
TIMEREPORT(time_wall)
-// if (!intimerefresh)
-// S_ExtraUpdate (); // don't let sound get messed up if going slow
+ if (!intimerefresh && !r_speeds2.value)
+ S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList2 (); // other models
// R_RenderDlights ();
TIMEREPORT(time_moveparticles)
R_DrawParticles ();
TIMEREPORT(time_drawparticles)
+ R_MoveExplosions();
+ TIMEREPORT(time_moveexplosions)
+ R_DrawExplosions();
+ TIMEREPORT(time_drawexplosions)
+ R_DrawDecals();
+ TIMEREPORT(time_drawdecals)
transpolyrender();
TIMEREPORT(time_transpoly)
if (r_speeds2.value)
{
time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0);
-// Con_Printf("\n");
sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
sprintf(r_speeds2_string3, "%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights);
sprintf(r_speeds2_string4, "%6ius clear %6ius setup %6ius world %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
sprintf(r_speeds2_string5, "%6ius sky %6ius wall %6ius models %6ius mpart %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
- sprintf(r_speeds2_string6, "%6ius trans %6ius blend %6ius total %6ius permdl", time_transpoly, time_blend, time_total, time_models / max(c_models, 1));
+ sprintf(r_speeds2_string6, "%6ius mexplo %6ius dexplo %6ius decals %6ius trans %6ius blend ", time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend);
+ sprintf(r_speeds2_string7, "%6ius permdl %6ius total ", time_models / max(c_models, 1), time_total);
}
}