X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=1e751c916edf77bb1631babe70027c350050856b;hp=37052fd939e2e81255159cc6fc8b8370479d5d91;hb=8975282c766a46aa0da84f14a0ba278f62c9c8df;hpb=7d0ec7ce187f7333a7ada2884108757a4fec6449 diff --git a/gl_rmain.c b/gl_rmain.c index 37052fd9..1e751c91 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. 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. @@ -21,133 +21,121 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -qboolean r_cache_thrash; // compatability +// used for dlight push checking and other things +int r_framecount; -vec3_t modelorg, r_entorigin; -entity_t *currententity; +mplane_t frustum[4]; -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, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights; +// 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 - -// // 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_origin; +vec3_t vpn; +vec3_t vright; +vec3_t vup; // // screen size info // -refdef_t r_refdef; - -mleaf_t *r_viewleaf, *r_oldviewleaf; - -unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value - -float ixtable[4096]; - -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_wateralpha = {"r_wateralpha","1"}; -cvar_t r_dynamic = {"r_dynamic","1"}; -cvar_t r_waterripple = {"r_waterripple","0"}; -cvar_t r_fullbrights = {"r_fullbrights", "1"}; - -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"}; - -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 R_VisibleCullBox (vec3_t mins, vec3_t maxs) +refdef_t r_refdef; + +// 8.8 fraction of base light value +unsigned short d_lightstylevalue[256]; + +cvar_t r_drawentities = {0, "r_drawentities","1"}; +cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; +cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0"}; +cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "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_shadow_cull = {0, "r_shadow_cull", "1"}; + +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"}; + +void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { - int sides; - mnode_t *nodestack[8192], *node; - int stack = 0; - - node = cl.worldmodel->nodes; -loc0: - if (node->contents < 0) + int i; + for (i = 0;i < verts;i++) { - if (((mleaf_t *)node)->visframe == r_framecount) - { - if (R_CullBox(mins, maxs)) - return true; - return false; - } - if (!stack) - return true; - node = nodestack[--stack]; - goto loc0; + out[0] = in[0] * r; + out[1] = in[1] * g; + out[2] = in[2] * b; + out[3] = in[3]; + in += 4; + out += 4; } - - sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane); - -// recurse down the contacted sides - if (sides & 1) +} + +void R_FillColors(float *out, int verts, float r, float g, float b, float a) +{ + int i; + for (i = 0;i < verts;i++) { - if (sides & 2) // 3 - { - // put second child on the stack for later examination - nodestack[stack++] = node->children[1]; - node = node->children[0]; - goto loc0; - } - else // 1 - { - node = node->children[0]; - goto loc0; - } + out[0] = r; + out[1] = g; + out[2] = b; + out[3] = a; + out += 4; } - // 2 - node = node->children[1]; - goto loc0; } + +/* +==================== +R_TimeRefresh_f + +For program optimization +==================== */ +qboolean intimerefresh = 0; +static void R_TimeRefresh_f (void) +{ + int i; + float start, stop, time; -qboolean lighthalf; + intimerefresh = 1; + start = Sys_DoubleTime (); + for (i = 0;i < 128;i++) + { + r_refdef.viewangles[0] = 0; + r_refdef.viewangles[1] = i/128.0*360.0; + r_refdef.viewangles[2] = 0; + CL_UpdateScreen(); + } + + stop = Sys_DoubleTime (); + intimerefresh = 0; + time = stop-start; + Con_Printf ("%f seconds (%f fps)\n", time, 128/time); +} vec3_t fogcolor; vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; -void FOG_framebegin(void) +void R_SetupFog(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; @@ -166,66 +154,24 @@ void FOG_framebegin(void) } 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; - } + 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 (glfog.value) + if (fog_density) { - if (!r_render.value) - return; - 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); + fogenabled = true; + fogdensity = -4000.0f / (fog_density * fog_density); + // fog color was already set } else - { - if (fog_density) - { - fogenabled = true; - fogdensity = -4000.0f / (fog_density * fog_density); - // fog color was already set - } - else - fogenabled = false; - } -} - -void FOG_frameend(void) -{ - if (glfog.value) - glDisable(GL_FOG); + fogenabled = false; } +// 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"); @@ -236,15 +182,15 @@ void FOG_clear(void) fog_density = fog_red = fog_green = fog_blue = 0.0f; } +// 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); @@ -259,70 +205,117 @@ void gl_main_shutdown(void) { } +extern void CL_ParseEntityLump(char *entitystring); void gl_main_newmap(void) { + if (cl.worldmodel && cl.worldmodel->entities) + CL_ParseEntityLump(cl.worldmodel->entities); + r_framecount = 1; } void GL_Main_Init(void) { - int a; + Matrix4x4_CreateIdentity(&r_identitymatrix); +// FIXME: move this to client? FOG_registercvars(); - // LordHavoc: setup 1.0f / N table for quick recipricols of integers - ixtable[0] = 0; - for (a = 1;a < 4096;a++) - ixtable[a] = 1.0f / a; + Cmd_AddCommand ("timerefresh", R_TimeRefresh_f); Cvar_RegisterVariable (&r_drawentities); Cvar_RegisterVariable (&r_drawviewmodel); + Cvar_RegisterVariable (&r_shadows); + Cvar_RegisterVariable (&r_shadow_staticworldlights); Cvar_RegisterVariable (&r_speeds); - Cvar_RegisterVariable (&r_speeds2); - Cvar_RegisterVariable (&gl_lightmode); -// Cvar_RegisterVariable (&r_dynamicwater); -// Cvar_RegisterVariable (&r_dynamicbothsides); Cvar_RegisterVariable (&r_fullbrights); Cvar_RegisterVariable (&r_wateralpha); Cvar_RegisterVariable (&r_dynamic); - Cvar_RegisterVariable (&r_waterripple); - Cvar_RegisterVariable (&r_farclip); - if (nehahra) - Cvar_SetValue("r_fullbrights", 0); -// if (gl_vendor && strstr(gl_vendor, "3Dfx")) -// gl_lightmode.value = 0; Cvar_RegisterVariable (&r_fullbright); + Cvar_RegisterVariable (&r_textureunits); + Cvar_RegisterVariable (&r_shadow_cull); + if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXIUZ) + Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } +vec3_t r_farclip_origin; +vec3_t r_farclip_direction; +vec_t r_farclip_directiondist; +vec_t r_farclip_meshfarclip; +int r_farclip_directionbit0; +int r_farclip_directionbit1; +int r_farclip_directionbit2; + +// start a farclip measuring session +void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip) +{ + 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; +} + +// enlarge farclip to accomodate box +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; +} + +// return farclip value +float R_FarClip_Finish(void) +{ + return r_farclip_meshfarclip - r_farclip_directiondist; +} + +/* +=============== +R_NewMap +=============== +*/ +void R_NewMap (void) +{ + R_Modules_NewMap(); +} + +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 GL_Poly_Init(void); +extern void R_Sky_Init(void); extern void GL_Surf_Init(void); -extern void GL_Screen_Init(void); -extern void GL_Misc_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 CL_Effects_Init(void); -extern void R_Clip_Init(void); +extern void ui_init(void); +extern void gl_backend_init(void); +extern void Sbar_Init(void); void Render_Init(void) { - R_Modules_Shutdown(); - R_Clip_Init(); + R_Textures_Init(); + Mod_RenderInit(); + gl_backend_init(); + R_MeshQueue_Init(); GL_Draw_Init(); GL_Main_Init(); + R_Shadow_Init(); GL_Models_Init(); - GL_Poly_Init(); + R_Sky_Init(); GL_Surf_Init(); - GL_Screen_Init(); - GL_Misc_Init(); R_Crosshairs_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - CL_Effects_Init(); - R_Decals_Init(); - R_Modules_Start(); + ui_init(); + Sbar_Init(); } /* @@ -333,321 +326,805 @@ GL_Init extern char *ENGINE_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_CheckCVA(); + VID_CheckExtensions(); // LordHavoc: report supported extensions Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS); - - glCullFace(GL_FRONT); - glEnable(GL_TEXTURE_2D); -// glDisable(GL_ALPHA_TEST); - glAlphaFunc(GL_GREATER, 0.5); - -// glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); } - -/* -void R_RotateForEntity (entity_t *e) +int R_CullBox(const vec3_t mins, const vec3_t maxs) { - 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 + int i; + mplane_t *p; + for (i = 0;i < 4;i++) + { + p = frustum + i; + switch(p->signbits) + { + 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; } -*/ - -// LordHavoc: shading stuff -vec3_t shadevector; -vec3_t shadecolor; -float modelalpha; - -//================================================================================== - -void R_LerpUpdate(entity_t *ent) +int PVS_CullBox(const vec3_t mins, const vec3_t maxs) { - int frame; - frame = ent->render.frame; - if (ent->render.model && ent->render.frame >= ent->render.model->numframes) + int stackpos, sides; + mnode_t *node, *stack[4096]; + if (cl.worldmodel == NULL) + return false; + stackpos = 0; + stack[stackpos++] = cl.worldmodel->nodes; + while (stackpos) { - Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name); - frame = 0; + node = stack[--stackpos]; + if (node->contents < 0) + { + if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount) + return false; + } + else + { + sides = BoxOnPlaneSide(mins, maxs, node->plane); + if (sides & 2 && stackpos < 4096) + stack[stackpos++] = node->children[1]; + if (sides & 1 && stackpos < 4096) + stack[stackpos++] = node->children[0]; + } } + return true; +} - if (ent->render.lerp_model != ent->render.model) +int VIS_CullBox(const vec3_t mins, const vec3_t maxs) +{ + int stackpos, sides; + mnode_t *node, *stack[4096]; + if (R_CullBox(mins, maxs)) + return true; + if (cl.worldmodel == NULL) + return false; + stackpos = 0; + stack[stackpos++] = cl.worldmodel->nodes; + while (stackpos) { - // 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; + node = stack[--stackpos]; + if (node->contents < 0) + { + if (((mleaf_t *)node)->visframe == r_framecount) + return false; + } + else + { + sides = BoxOnPlaneSide(mins, maxs, node->plane); + if (sides & 2 && stackpos < 4096) + stack[stackpos++] = node->children[1]; + if (sides & 1 && stackpos < 4096) + stack[stackpos++] = node->children[0]; + } } - else if (ent->render.frame2 != frame) + return true; +} + +int R_CullSphere(const vec3_t origin, vec_t radius) +{ + return (DotProduct(frustum[0].normal, origin) + radius < frustum[0].dist + || DotProduct(frustum[1].normal, origin) + radius < frustum[1].dist + || DotProduct(frustum[2].normal, origin) + radius < frustum[2].dist + || DotProduct(frustum[3].normal, origin) + radius < frustum[3].dist); +} + +int PVS_CullSphere(const vec3_t origin, vec_t radius) +{ + int stackpos; + mnode_t *node, *stack[4096]; + float dist; + if (cl.worldmodel == NULL) + return false; + stackpos = 0; + stack[stackpos++] = cl.worldmodel->nodes; + while (stackpos) { - // 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; + node = stack[--stackpos]; + if (node->contents < 0) + { + if (((mleaf_t *)node)->pvsframe == cl.worldmodel->pvsframecount) + return false; + } + else + { + dist = PlaneDiff(origin, node->plane); + if (dist <= radius) + stack[stackpos++] = node->children[1]; + if (dist >= -radius) + stack[stackpos++] = node->children[0]; + } } - else + return true; +} + +int VIS_CullSphere(const vec3_t origin, vec_t radius) +{ + int stackpos; + mnode_t *node, *stack[4096]; + float dist; + if (R_CullSphere(origin, radius)) + return true; + if (cl.worldmodel == NULL) + return false; + stackpos = 0; + stack[stackpos++] = cl.worldmodel->nodes; + while (stackpos) { - // lerp_starttime < 0 is used to prevent changing of framelerp - if (ent->render.lerp_starttime >= 0) + node = stack[--stackpos]; + if (node->contents < 0) { - // update transition - ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10; - ent->render.framelerp = bound(0, ent->render.framelerp, 1); + if (((mleaf_t *)node)->visframe == r_framecount) + return false; + } + else + { + dist = PlaneDiff(origin, node->plane); + if (dist <= radius) + stack[stackpos++] = node->children[1]; + if (dist >= -radius) + stack[stackpos++] = node->children[0]; } } + return true; } -void R_PrepareEntities (void) +//================================================================================== + +static void R_MarkEntities (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++) + entity_render_t *ent; + + ent = &cl_entities[0].render; + Matrix4x4_CreateIdentity(&ent->matrix); + Matrix4x4_CreateIdentity(&ent->inversematrix); + + if (cl.worldmodel) + R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs); + + if (!r_drawentities.integer) + return; + + for (i = 0;i < r_refdef.numentities;i++) { - ent = cl_visedicts[i]; + ent = r_refdef.entities[i]; + Mod_CheckLoaded(ent->model); - if (ent->render.flags & RENDER_VIEWMODEL) + // move view-relative models to where they should be + if (ent->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; + ent->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_origin[0]; - ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1]; - ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2]; + VectorCopy(ent->origin, v); + ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0]; + ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1]; + ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2]; // adjust angles - VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles); + VectorAdd(ent->angles, r_refdef.viewangles, ent->angles); } - } -} -void R_Entity_Callback(void *data, void *junk) -{ - ((entity_t *)data)->render.visframe = r_framecount; + VectorCopy(ent->angles, v); + if (!ent->model || ent->model->type != mod_brush) + v[0] = -v[0]; + Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale); + Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); + R_LerpAnimation(ent); + R_UpdateEntLights(ent); + if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL)) + && !VIS_CullSphere(ent->origin, (ent->model != NULL ? ent->model->radius : 16) * ent->scale) + && !VIS_CullBox(ent->mins, ent->maxs)) + { + ent->visframe = r_framecount; + R_FarClip_Box(ent->mins, ent->maxs); + } + } } -void R_AddModelEntities (void) +// only used if skyrendermasked, and normally returns false +int R_DrawBrushModelsSky (void) { - int i; - vec3_t mins, maxs; - frameblend_t blend[4]; + int i, sky; + entity_render_t *ent; - if (!r_drawentities.value) - return; + if (!r_drawentities.integer) + return false; - for (i = 0;i < cl_numvisedicts;i++) + sky = false; + for (i = 0;i < r_refdef.numentities;i++) { - currententity = cl_visedicts[i]; - if (currententity->render.model->type == mod_brush) - { - modelalpha = currententity->render.alpha; - R_DrawBrushModel (currententity); - } - else if (currententity->render.model->type == mod_alias) - { - VectorAdd(currententity->render.origin, currententity->render.model->mins, mins); - VectorAdd(currententity->render.origin, currententity->render.model->maxs, maxs); - R_Clip_AddBox(mins, maxs, R_Entity_Callback, currententity, NULL); - } - else if (currententity->render.model->type == mod_sprite) + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky) { - 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_ClipSprite(currententity, blend); + ent->model->DrawSky(ent); + sky = true; } } + return sky; } /* ============= -R_DrawEntitiesOnList +R_DrawViewModel ============= */ /* -void R_DrawEntitiesOnList1 (void) +void R_DrawViewModel (void) { - int i; + entity_render_t *ent; - if (!r_drawentities.value) + // 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; - for (i = 0;i < cl_numvisedicts;i++) - { - if (cl_visedicts[i]->render.visframe != r_framecount) - continue; - if (cl_visedicts[i]->render.model->type != mod_brush) - continue; - currententity = cl_visedicts[i]; - modelalpha = currententity->render.alpha; - - R_DrawBrushModel (currententity); - } + 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); } */ -void R_DrawModels (void) +void R_DrawNoModel(entity_render_t *ent); +void R_DrawModels () { - int i; - frameblend_t blend[4]; -// vec3_t mins, maxs; + int i; + entity_render_t *ent; - if (!r_drawentities.value) + if (!r_drawentities.integer) return; - for (i = 0;i < cl_numvisedicts;i++) + for (i = 0;i < r_refdef.numentities;i++) { - if (cl_visedicts[i]->render.visframe != r_framecount) - continue; - currententity = cl_visedicts[i]; - if (currententity->render.model->type != mod_alias && currententity->render.model->type != mod_sprite) - continue; + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount) + { + if (ent->model && ent->model->Draw != NULL) + ent->model->Draw(ent); + else + R_DrawNoModel(ent); + } + } +} + +void R_DrawFakeShadows (void) +{ + int i; + entity_render_t *ent; + + ent = &cl_entities[0].render; + if (ent->model && ent->model->DrawFakeShadow) + ent->model->DrawFakeShadow(ent); + + if (!r_drawentities.integer) + return; + for (i = 0;i < r_refdef.numentities;i++) + { + ent = r_refdef.entities[i]; + if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawFakeShadow) + ent->model->DrawFakeShadow(ent); + } +} + +#include "r_shadow.h" - modelalpha = currententity->render.alpha; +int shadowframecount = 0; - if (currententity->render.model->type == mod_alias) +int Light_CullBox(const vec3_t mins, const vec3_t maxs) +{ + int stackpos, sides; + mnode_t *node, *stack[4096]; + if (cl.worldmodel == NULL) + return false; + stackpos = 0; + stack[stackpos++] = cl.worldmodel->nodes; + while (stackpos) + { + node = stack[--stackpos]; + if (node->contents < 0) { - // only lerp models here because sprites were already lerped for their clip polygon - 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); + if (((mleaf_t *)node)->worldnodeframe == shadowframecount) + return false; } - else //if (currententity->render.model->type == mod_sprite) + else { - // build blend array - 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); + sides = BoxOnPlaneSide(mins, maxs, node->plane); + if (sides & 2 && stackpos < 4096) + stack[stackpos++] = node->children[1]; + if (sides & 1 && stackpos < 4096) + stack[stackpos++] = node->children[0]; } + } + return true; +} - /* - VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->mins, mins); - VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->maxs, maxs); - - switch (cl_visedicts[i]->render.model->type) +int LightAndVis_CullBox(const vec3_t mins, const vec3_t maxs) +{ + int stackpos, sides; + mnode_t *node, *stack[4096]; + if (R_CullBox(mins, maxs)) + return true; + if (cl.worldmodel == NULL) + return false; + stackpos = 0; + stack[stackpos++] = cl.worldmodel->nodes; + while (stackpos) + { + node = stack[--stackpos]; + if (node->contents < 0) { - case mod_alias: - R_Clip_AddBox(mins, maxs, R_DrawModelCallback, cl_visedicts[i], NULL); - break; - case mod_sprite: - R_Clip_AddBox(mins, maxs, R_DrawSpriteCallback, cl_visedicts[i], NULL); - break; + if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount) + return false; + } + else + { + sides = BoxOnPlaneSide(mins, maxs, node->plane); + if (sides & 2 && stackpos < 4096) + stack[stackpos++] = node->children[1]; + if (sides & 1 && stackpos < 4096) + stack[stackpos++] = node->children[0]; } - */ } + return true; } -/* -============= -R_DrawViewModel -============= -*/ -void R_DrawViewModel (void) +int LightAndVis_CullPointCloud(int numpoints, const float *points) { - frameblend_t blend[4]; + int i; + const float *p; + int stackpos, sides; + mnode_t *node, *stack[4096]; + //if (R_CullBox(mins, maxs)) + // return true; + if (cl.worldmodel == NULL) + return false; + stackpos = 0; + stack[stackpos++] = cl.worldmodel->nodes; + while (stackpos) + { + node = stack[--stackpos]; + if (node->contents < 0) + { + if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount) + return false; + } + else + { + sides = 0; + for (i = 0, p = points;i < numpoints && sides != 3;i++, p += 3) + { + if (DotProduct(p, node->plane->normal) < node->plane->dist) + sides |= 1; + else + sides |= 2; + } + if (sides & 2 && stackpos < 4096) + stack[stackpos++] = node->children[1]; + if (sides & 1 && stackpos < 4096) + stack[stackpos++] = node->children[0]; + } + } + return true; +} + - if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model) +void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs) +{ + vec3_t relativelightorigin; + #if 0 + int i; + vec3_t temp; + float dist, projectdistance; + float points[16][3]; + #endif + // rough checks + if (!(ent->flags & RENDER_SHADOW) || ent->model == NULL || ent->model->DrawShadowVolume == NULL) return; + if (r_shadow_cull.integer) + { + if (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0] + || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1] + || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2] + || Light_CullBox(ent->mins, ent->maxs)) + return; + } + #if 0 + if (r_shadow_cull.integer) + { + projectdistance = cullradius; + // calculate projected bounding box and decide if it is on-screen + for (i = 0;i < 8;i++) + { + temp[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0]; + temp[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1]; + temp[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2]; + Matrix4x4_Transform(&ent->matrix, temp, points[i]); + VectorSubtract(points[i], lightorigin, temp); + dist = projectdistance / sqrt(DotProduct(temp, temp)); + VectorMA(points[i], dist, temp, points[i+8]); + } + if (LightAndVis_CullPointCloud(16, points[0])) + return; + /* + for (i = 0;i < 8;i++) + { + p2[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0]; + p2[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1]; + p2[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2]; + Matrix4x4_Transform(&ent->matrix, p2, p); + VectorSubtract(p, lightorigin, temp); + dist = projectdistance / sqrt(DotProduct(temp, temp)); + VectorMA(p, dist, temp, p2); + if (i) + { + if (mins[0] > p[0]) mins[0] = p[0];if (maxs[0] < p[0]) maxs[0] = p[0]; + if (mins[1] > p[1]) mins[1] = p[1];if (maxs[1] < p[1]) maxs[1] = p[1]; + if (mins[2] > p[2]) mins[2] = p[2];if (maxs[2] < p[2]) maxs[2] = p[2]; + } + else + { + VectorCopy(p, mins); + VectorCopy(p, maxs); + } + if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0]; + if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1]; + if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2]; + } + if (mins[0] >= clipmaxs[0] || maxs[0] <= clipmins[0] + || mins[1] >= clipmaxs[1] || maxs[1] <= clipmins[1] + || mins[2] >= clipmaxs[2] || maxs[2] <= clipmins[2] + || LightAndVis_CullBox(mins, maxs)) + return; + */ + } + #endif + Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin); + ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius); +} - currententity = &cl.viewent; - 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); +void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light); - R_LerpUpdate(currententity); - R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend); +extern void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz); +void R_ShadowVolumeLighting (int visiblevolumes) +{ + int i; + entity_render_t *ent; + int lnum; + float f, lightradius, cullradius; + vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs; + worldlight_t *wl; + rdlight_t *rd; + rmeshstate_t m; + mleaf_t *leaf; + matrix4x4_t matrix; + matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz; + matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz; + + if (visiblevolumes) + { + memset(&m, 0, sizeof(m)); + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ONE; + if (r_shadow_realtime.integer >= 3) + m.depthdisable = true; + R_Mesh_State(&m); + qglDisable(GL_CULL_FACE); + GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1); + } + else + R_Shadow_Stage_Begin(); + shadowframecount++; + for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++) + { + if (d_lightstylevalue[wl->style] <= 0) + continue; + if (R_CullBox(wl->mins, wl->maxs)) + //if (R_CullSphere(wl->origin, cullradius)) + continue; + //if (R_CullBox(wl->mins, wl->maxs) || R_CullSphere(wl->origin, lightradius)) + // continue; + //if (VIS_CullBox(wl->mins, wl->maxs) || VIS_CullSphere(wl->origin, lightradius)) + // continue; + if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer) + continue; - // 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->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); -} + cullradius = wl->cullradius; + lightradius = wl->lightradius; -void R_DrawBrushModel (entity_t *e); + if (cl.worldmodel != NULL) + { + for (i = 0;i < wl->numleafs;i++) + if (wl->leafs[i]->visframe == r_framecount) + break; + if (i == wl->numleafs) + continue; + leaf = wl->leafs[i++]; + VectorCopy(leaf->mins, clipmins); + VectorCopy(leaf->maxs, clipmaxs); + for (;i < wl->numleafs;i++) + { + leaf = wl->leafs[i]; + if (leaf->visframe == r_framecount) + { + if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0]; + if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0]; + if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1]; + if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1]; + if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2]; + if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2]; + } + } + if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0]; + if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0]; + if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1]; + if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1]; + if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2]; + if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2]; + } + else + { + VectorCopy(wl->mins, clipmins); + VectorCopy(wl->maxs, clipmaxs); + } -void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ); + //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius)) + if (R_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs)) + continue; -void R_SetFrustum (void) -{ - int i; + // mark the leafs we care about so only things in those leafs will matter + if (cl.worldmodel != NULL) + for (i = 0;i < wl->numleafs;i++) + wl->leafs[i]->worldnodeframe = shadowframecount; - // LordHavoc: note to all quake engine coders, this code was making the - // view frustum taller than it should have been (it assumed the view is - // square; it is not square), so I disabled it - /* - if (r_refdef.fov_x == 90) - { - // front side is visible + f = d_lightstylevalue[wl->style] * (1.0f / 256.0f); + VectorScale(wl->light, f, lightcolor); + if (wl->selected) + { + f = 2 + sin(realtime * M_PI * 4.0); + VectorScale(lightcolor, f, lightcolor); + } - VectorAdd (vpn, vright, frustum[0].normal); - VectorSubtract (vpn, vright, frustum[1].normal); + if (wl->castshadows) + { + if (!visiblevolumes) + R_Shadow_Stage_ShadowVolumes(); + ent = &cl_entities[0].render; + if (wl->shadowvolume && r_shadow_staticworldlights.integer) + R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl); + else + R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs); + if (r_drawentities.integer) + for (i = 0;i < r_refdef.numentities;i++) + R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs); + } - VectorAdd (vpn, vup, frustum[2].normal); - VectorSubtract (vpn, vup, frustum[3].normal); + if (!visiblevolumes) + { + if (wl->castshadows) + R_Shadow_Stage_LightWithShadows(); + else + R_Shadow_Stage_LightWithoutShadows(); + + // calculate world to filter matrix + Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius); + Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix); + // calculate world to attenuationxyz/xy matrix + Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5); + Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter); + // calculate world to attenuationz matrix + matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5; + matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5; + matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5; + matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1; + Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter); + + ent = &cl_entities[0].render; + if (ent->model && ent->model->DrawLight) + { + Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin); + Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); + if (wl->numsurfaces) + R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + else + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + } + if (r_drawentities.integer) + { + for (i = 0;i < r_refdef.numentities;i++) + { + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight + && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0] + && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1] + && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2] + && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1) + { + Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin); + Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + } + } + } + } } - else + for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++) { - */ - // 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 ) ); - //} + lightradius = rd->cullradius; + clipmins[0] = rd->origin[0] - lightradius; + clipmins[1] = rd->origin[1] - lightradius; + clipmins[2] = rd->origin[2] - lightradius; + clipmaxs[0] = rd->origin[0] + lightradius; + clipmaxs[1] = rd->origin[1] + lightradius; + clipmaxs[2] = rd->origin[2] + lightradius; + if (VIS_CullBox(clipmins, clipmaxs)) + continue; - 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]); - PlaneClassify(&frustum[i]); + //if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, cullradius)) + if (R_Shadow_ScissorForBBox(clipmins, clipmaxs)) + continue; + + if (!visiblevolumes) + R_Shadow_Stage_ShadowVolumes(); + + cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin); + VectorScale(rd->light, (1.0f / 4096.0f), lightcolor); + + ent = &cl_entities[0].render; + R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs); + if (r_drawentities.integer) + { + for (i = 0;i < r_refdef.numentities;i++) + { + ent = r_refdef.entities[i]; + if (ent != rd->ent) + R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs); + } + } + + if (!visiblevolumes) + { + R_Shadow_Stage_LightWithShadows(); + + // calculate world to filter matrix + Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius); + Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix); + // calculate world to attenuationxyz/xy matrix + Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5); + Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter); + // calculate world to attenuationz matrix + matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5; + matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5; + matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5; + matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1; + Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter); + + ent = &cl_entities[0].render; + if (ent->model && ent->model->DrawLight) + { + Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin); + Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + } + if (r_drawentities.integer) + { + for (i = 0;i < r_refdef.numentities;i++) + { + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight + && ent->maxs[0] >= clipmins[0] && ent->mins[0] <= clipmaxs[0] + && ent->maxs[1] >= clipmins[1] && ent->mins[1] <= clipmaxs[1] + && ent->maxs[2] >= clipmins[2] && ent->mins[2] <= clipmaxs[2] + && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1) + { + Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin); + Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + } + } + } + } } + + if (!visiblevolumes) + R_Shadow_Stage_End(); + qglEnable(GL_CULL_FACE); + qglDisable(GL_SCISSOR_TEST); } -void R_AnimateLight (void); -void V_CalcBlend (void); +static void R_SetFrustum (void) +{ + // 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 VPN right by FOV_X/2 degrees + RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); + frustum[0].dist = DotProduct (r_origin, frustum[0].normal); + PlaneClassify(&frustum[0]); + + // rotate VPN left by FOV_X/2 degrees + RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); + frustum[1].dist = DotProduct (r_origin, frustum[1].normal); + PlaneClassify(&frustum[1]); + + // rotate VPN up by FOV_X/2 degrees + RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 ); + frustum[2].dist = DotProduct (r_origin, frustum[2].normal); + PlaneClassify(&frustum[2]); + + // rotate VPN down by FOV_X/2 degrees + RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) ); + frustum[3].dist = DotProduct (r_origin, frustum[3].normal); + PlaneClassify(&frustum[3]); +} /* =============== R_SetupFrame =============== */ -void R_SetupFrame (void) +static void R_SetupFrame (void) { // don't allow cheats in multiplayer if (cl.maxclients > 1) { - Cvar_Set ("r_fullbright", "0"); - Cvar_Set ("r_ambient", "0"); + if (r_fullbright.integer != 0) + Cvar_Set ("r_fullbright", "0"); + if (r_ambient.value != 0) + Cvar_Set ("r_ambient", "0"); } r_framecount++; @@ -657,198 +1134,38 @@ void R_SetupFrame (void) AngleVectors (r_refdef.viewangles, vpn, vright, vup); -// current viewleaf - r_oldviewleaf = r_viewleaf; - r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); - - V_SetContentsColor (r_viewleaf->contents); - V_CalcBlend (); - - r_cache_thrash = false; - - c_brush_polys = 0; - c_alias_polys = 0; - c_light_polys = 0; - c_faces = 0; - c_nodes = 0; - c_leafs = 0; - c_models = 0; - c_bmodels = 0; - c_sprites = 0; - c_particles = 0; -// c_dlights = 0; - R_AnimateLight (); } -void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) +static void R_BlendView(void) { - GLdouble xmin, xmax, ymin, ymax; - - ymax = zNear * tan( fovy * M_PI / 360.0 ); - ymin = -ymax; - - xmin = ymin * aspect; - xmax = ymax * aspect; - - glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); -} + rmeshstate_t m; + float r; - -/* -============= -R_SetupGL -============= -*/ -void R_SetupGL (void) -{ - float screenaspect; - int x, x2, y2, y, w, h; - - if (!r_render.value) - return; - // - // 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) - { - x = y2 = 0; - w = h = 256; - } - - 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) + if (r_refdef.viewblend[3] < 0.01f) 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.depthdisable = true; // magic + R_Mesh_Matrix(&r_identitymatrix); + R_Mesh_State(&m); + + 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; + GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + R_Mesh_Draw(3, 1, polygonelements); } /* @@ -858,153 +1175,275 @@ R_RenderView r_refdef must be set before the first call ================ */ -extern void R_Sky(void); -extern void UploadLightmaps(void); -extern void R_DrawSurfaces(void); -extern void R_DrawPortals(void); -char r_speeds2_string[1024]; -int speedstringcount; - -void timestring(int t, char *desc) -{ - char tempbuf[256]; - int length; - if (t < 1000000) - sprintf(tempbuf, " %6ius %s", t, desc); - else - sprintf(tempbuf, " %6ims %s", t / 1000, desc); - length = strlen(tempbuf); -// while (length < 20) -// tempbuf[length++] = ' '; -// tempbuf[length] = 0; - if (speedstringcount + length > 80) - { - strcat(r_speeds2_string, "\n"); - speedstringcount = 0; - } - // skip the space at the beginning if it's the first on the line - if (speedstringcount == 0) - { - strcat(r_speeds2_string, tempbuf + 1); - speedstringcount = length - 1; - } - else - { - strcat(r_speeds2_string, tempbuf); - speedstringcount += length; - } -} - -#define TIMEREPORT(NAME) \ - if (r_speeds2.value)\ - {\ - temptime = currtime;\ - currtime = Sys_DoubleTime();\ - timestring((int) ((currtime - temptime) * 1000000.0), NAME);\ - } - +extern void R_DrawLightningBeams (void); void R_RenderView (void) { - double starttime, currtime, temptime; -// if (r_norefresh.value) -// return; - - if (!cl.worldmodel) - Host_Error ("R_RenderView: NULL worldmodel"); + entity_render_t *world; + if (!r_refdef.entities/* || !cl.worldmodel*/) + return; //Host_Error ("R_RenderView: NULL worldmodel"); - if (r_speeds2.value) + if (r_shadow_realtime.integer == 1) { - starttime = currtime = Sys_DoubleTime(); - - speedstringcount = 0; - sprintf(r_speeds2_string, "org:'%c%6.2f %c%6.2f %c%6.2f' ang:'%c%3.0f %c%3.0f %c%3.0f' dir:'%c%2.3f %c%2.3f %c%2.3f'\n%6i walls %6i dlitwalls %7i modeltris %7i transpoly\nBSP: %6i faces %6i nodes %6i leafs\n%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", - r_origin[0] < 0 ? '-' : ' ', fabs(r_origin[0]), r_origin[1] < 0 ? '-' : ' ', fabs(r_origin[1]), r_origin[2] < 0 ? '-' : ' ', fabs(r_origin[2]), r_refdef.viewangles[0] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[0]), r_refdef.viewangles[1] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[1]), r_refdef.viewangles[2] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[2]), vpn[0] < 0 ? '-' : ' ', fabs(vpn[0]), vpn[1] < 0 ? '-' : ' ', fabs(vpn[1]), vpn[2] < 0 ? '-' : ' ', fabs(vpn[2]), - c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly, - c_faces, c_nodes, c_leafs, - c_models, c_bmodels, c_sprites, c_particles, c_dlights); + if (!gl_texturecubemap) + { + Con_Printf("Cubemap texture support not detected, turning off r_shadow_realtime\n"); + Cvar_SetValueQuick(&r_shadow_realtime, 0); + } + else if (!gl_dot3arb) + { + Con_Printf("Bumpmapping support not detected, turning off r_shadow_realtime\n"); + Cvar_SetValueQuick(&r_shadow_realtime, 0); + } + else if (!gl_stencil) + { + Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n"); + Cvar_SetValueQuick(&r_shadow_realtime, 0); + } + else if (!gl_combine.integer) + { + Con_Printf("Combine disabled, please turn on gl_combine, turning off r_shadow_realtime\n"); + Cvar_SetValueQuick(&r_shadow_realtime, 0); + } } - else - starttime = currtime = 0; - R_MoveParticles (); - R_MoveExplosions(); - - lighthalf = gl_lightmode.value; - - FOG_framebegin(); + R_Shadow_UpdateLightingMode(); - R_Clear(); - TIMEREPORT("clear ") + world = &cl_entities[0].render; - // render normal view + // FIXME: move to client + R_MoveExplosions(); + R_TimeReport("mexplosion"); + + R_Textures_Frame(); + R_SetupFrame(); + R_SetFrustum(); + R_SetupFog(); + R_SkyStartFrame(); + R_BuildLightList(); + R_TimeReport("setup"); + + R_WorldVisibility(world); + R_TimeReport("worldvis"); + + R_FarClip_Start(r_origin, vpn, 768.0f); + R_MarkEntities(); + r_farclip = R_FarClip_Finish() + 256.0f; + R_TimeReport("markentity"); + + GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); + if (r_shadow_lightingmode > 0) + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f); + else + GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip); + GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles); + qglDepthFunc(GL_LEQUAL); - R_SetupFrame (); - R_SetFrustum (); - R_SetupGL (); - R_Clip_StartFrame(); + R_Mesh_Start(); + R_MeshQueue_BeginScene(); - R_PrepareEntities(); + R_Shadow_UpdateWorldLightSelection(); - skypolyclear(); - wallpolyclear(); - transpolyclear(); + if (R_DrawBrushModelsSky()) + R_TimeReport("bmodelsky"); - TIMEREPORT("setup ") + // must occur early because it can draw sky + R_DrawWorld(world); + R_TimeReport("world"); - R_DrawWorld (); - TIMEREPORT("world ") + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); - R_AddModelEntities(); - TIMEREPORT("addmodels") + R_DrawModels(r_shadow_lightingmode > 0); + R_TimeReport("models"); - R_Clip_EndFrame(); - TIMEREPORT("scanedge ") + if (r_shadows.integer == 1 && r_shadow_lightingmode <= 0) + { + R_DrawFakeShadows(); + R_TimeReport("fakeshadow"); + } - // now mark the lit surfaces - R_PushDlights (); - // yes this does add the world surfaces after the brush models - R_DrawSurfaces (); - R_DrawPortals (); - TIMEREPORT("surfaces "); + if (r_shadow_lightingmode > 0) + { + R_ShadowVolumeLighting(false); + R_TimeReport("dynlight"); + } - UploadLightmaps(); - TIMEREPORT("uploadlmap") + R_DrawLightningBeams(); + R_TimeReport("lightning"); - // fogged sky polys, affects depth - skypolyrender(); + R_DrawParticles(); + R_TimeReport("particles"); - // does not affect depth, draws over the sky polys - if (currentskypoly) - R_Sky(); - TIMEREPORT("skypoly ") + R_DrawExplosions(); + R_TimeReport("explosions"); - wallpolyrender(); - TIMEREPORT("wallpoly ") + R_MeshQueue_RenderTransparent(); + R_TimeReport("drawtrans"); - GL_DrawDecals(); - TIMEREPORT("ddecal ") + R_DrawCoronas(); + R_TimeReport("coronas"); - // don't let sound skip if going slow - if (!intimerefresh && !r_speeds2.value) - S_ExtraUpdate (); + R_DrawWorldCrosshair(); + R_TimeReport("crosshair"); - R_DrawViewModel (); - R_DrawModels (); - TIMEREPORT("models ") + R_BlendView(); + R_TimeReport("blendview"); - R_DrawParticles (); - TIMEREPORT("dparticles") - R_DrawExplosions(); - TIMEREPORT("dexplosion") + R_MeshQueue_Render(); + R_MeshQueue_EndScene(); + if (r_shadow_realtime.integer >= 2) + { + R_ShadowVolumeLighting(true); + R_TimeReport("shadowvolume"); + } + R_Mesh_Finish(); + R_TimeReport("meshfinish"); +} - transpolyrender(); - TIMEREPORT("transpoly ") +/* +void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) +{ + int i; + float *v, *c, f1, f2, diff[3]; + rmeshstate_t m; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + R_Mesh_Matrix(&r_identitymatrix); + R_Mesh_State(&m); + + varray_vertex[ 0] = mins[0];varray_vertex[ 1] = mins[1];varray_vertex[ 2] = mins[2]; + varray_vertex[ 4] = maxs[0];varray_vertex[ 5] = mins[1];varray_vertex[ 6] = mins[2]; + varray_vertex[ 8] = mins[0];varray_vertex[ 9] = maxs[1];varray_vertex[10] = mins[2]; + varray_vertex[12] = maxs[0];varray_vertex[13] = maxs[1];varray_vertex[14] = mins[2]; + varray_vertex[16] = mins[0];varray_vertex[17] = mins[1];varray_vertex[18] = maxs[2]; + varray_vertex[20] = maxs[0];varray_vertex[21] = mins[1];varray_vertex[22] = maxs[2]; + varray_vertex[24] = mins[0];varray_vertex[25] = maxs[1];varray_vertex[26] = maxs[2]; + varray_vertex[28] = maxs[0];varray_vertex[29] = maxs[1];varray_vertex[30] = maxs[2]; + R_FillColors(varray_color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca); + if (fogenabled) + { + for (i = 0, v = varray_vertex, c = varray_color;i < 8;i++, v += 4, c += 4) + { + VectorSubtract(v, r_origin, diff); + f2 = exp(fogdensity/DotProduct(diff, diff)); + f1 = 1 - f2; + f2 *= r_colorscale; + c[0] = c[0] * f1 + fogcolor[0] * f2; + c[1] = c[1] * f1 + fogcolor[1] * f2; + c[2] = c[2] * f1 + fogcolor[2] * f2; + } + } + GL_UseColorArray(); + R_Mesh_Draw(8, 12); +} +*/ - FOG_frameend(); +void R_DrawNoModelCallback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + int i, element[24]; + float f1, f2, *c, diff[3]; + rmeshstate_t m; + memset(&m, 0, sizeof(m)); + if (ent->flags & EF_ADDITIVE) + { + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE; + } + else if (ent->alpha < 1) + { + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + } + else + { + m.blendfunc1 = GL_ONE; + m.blendfunc2 = GL_ZERO; + } + R_Mesh_Matrix(&ent->matrix); + R_Mesh_State(&m); + + element[ 0] = 5;element[ 1] = 2;element[ 2] = 0; + element[ 3] = 5;element[ 4] = 1;element[ 5] = 2; + element[ 6] = 5;element[ 7] = 0;element[ 8] = 3; + element[ 9] = 5;element[10] = 3;element[11] = 1; + element[12] = 0;element[13] = 2;element[14] = 4; + element[15] = 2;element[16] = 1;element[17] = 4; + element[18] = 3;element[19] = 0;element[20] = 4; + element[21] = 1;element[22] = 3;element[23] = 4; + varray_vertex[ 0] = -16;varray_vertex[ 1] = 0;varray_vertex[ 2] = 0; + varray_vertex[ 4] = 16;varray_vertex[ 5] = 0;varray_vertex[ 6] = 0; + varray_vertex[ 8] = 0;varray_vertex[ 9] = -16;varray_vertex[10] = 0; + varray_vertex[12] = 0;varray_vertex[13] = 16;varray_vertex[14] = 0; + varray_vertex[16] = 0;varray_vertex[17] = 0;varray_vertex[18] = -16; + varray_vertex[20] = 0;varray_vertex[21] = 0;varray_vertex[22] = 16; + varray_color[ 0] = 0.00f * r_colorscale;varray_color[ 1] = 0.00f * r_colorscale;varray_color[ 2] = 0.50f * r_colorscale;varray_color[ 3] = ent->alpha; + varray_color[ 4] = 0.00f * r_colorscale;varray_color[ 5] = 0.00f * r_colorscale;varray_color[ 6] = 0.50f * r_colorscale;varray_color[ 7] = ent->alpha; + varray_color[ 8] = 0.00f * r_colorscale;varray_color[ 9] = 0.50f * r_colorscale;varray_color[10] = 0.00f * r_colorscale;varray_color[11] = ent->alpha; + varray_color[12] = 0.00f * r_colorscale;varray_color[13] = 0.50f * r_colorscale;varray_color[14] = 0.00f * r_colorscale;varray_color[15] = ent->alpha; + varray_color[16] = 0.50f * r_colorscale;varray_color[17] = 0.00f * r_colorscale;varray_color[18] = 0.00f * r_colorscale;varray_color[19] = ent->alpha; + varray_color[20] = 0.50f * r_colorscale;varray_color[21] = 0.00f * r_colorscale;varray_color[22] = 0.00f * r_colorscale;varray_color[23] = ent->alpha; + if (fogenabled) + { + VectorSubtract(ent->origin, r_origin, diff); + f2 = exp(fogdensity/DotProduct(diff, diff)); + f1 = 1 - f2; + for (i = 0, c = varray_color;i < 6;i++, c += 4) + { + c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale; + c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale; + c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale; + } + } + else + { + for (i = 0, c = varray_color;i < 6;i++, c += 4) + { + c[0] *= r_colorscale; + c[1] *= r_colorscale; + c[2] *= r_colorscale; + } + } + GL_UseColorArray(); + R_Mesh_Draw(6, 8, element); +} - GL_BlendView(); - TIMEREPORT("blend ") +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); +} - if (r_speeds2.value) - timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total "); +void R_CalcBeamVerts (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_origin, org1, diff); + VectorNormalizeFast (diff); + CrossProduct (normal, diff, right1); + + // calculate 'right' vector for end + VectorSubtract (r_origin, 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[ 4] = org1[0] - width * right1[0]; + vert[ 5] = org1[1] - width * right1[1]; + vert[ 6] = org1[2] - width * right1[2]; + vert[ 8] = org2[0] - width * right2[0]; + vert[ 9] = org2[1] - width * right2[1]; + vert[10] = org2[2] - width * right2[2]; + vert[12] = org2[0] + width * right2[0]; + vert[13] = org2[1] + width * right2[1]; + vert[14] = org2[2] + width * right2[2]; }