X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=54832756d0977bc42e6f83854e25ce9596702b52;hp=6a177423ad3b9a288deaf23069a50f4291096c5e;hb=e24d834dcbcc61f28fdf0e2c1ba75693d9e23ed1;hpb=fedb845e665b669ff11df23ce713842bd89c4ec4 diff --git a/gl_rmain.c b/gl_rmain.c index 6a177423..54832756 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -24,6 +24,9 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // used for dlight push checking and other things int r_framecount; +// used for visibility checking +qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3]; + mplane_t frustum[4]; matrix4x4_t r_identitymatrix; @@ -51,11 +54,15 @@ 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 r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"}; cvar_t gl_fogenable = {0, "gl_fogenable", "0"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"}; @@ -67,6 +74,12 @@ 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"}; + + + void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { int i; @@ -205,9 +218,26 @@ 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); + 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")) + { + strcpy(entname + l, ".ent"); + if ((entities = FS_LoadFile(entname, true))) + { + CL_ParseEntityLump(entities); + Mem_Free(entities); + return; + } + } + if (cl.worldmodel->brush.entities) + CL_ParseEntityLump(cl.worldmodel->brush.entities); + } } void GL_Main_Init(void) @@ -215,16 +245,23 @@ void GL_Main_Init(void) Matrix4x4_CreateIdentity(&r_identitymatrix); // FIXME: move this to client? FOG_registercvars(); - Cmd_AddCommand ("timerefresh", R_TimeRefresh_f); - 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); - if (gamemode == GAME_NEHAHRA) + 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_fullbrights); + Cvar_RegisterVariable(&r_wateralpha); + Cvar_RegisterVariable(&r_dynamic); + Cvar_RegisterVariable(&r_fullbright); + Cvar_RegisterVariable(&r_textureunits); + Cvar_RegisterVariable(&r_shadow_cull); + Cvar_RegisterVariable(&r_lerpsprites); + Cvar_RegisterVariable(&r_lerpmodels); + Cvar_RegisterVariable(&r_waterscroll); + Cvar_RegisterVariable(&r_drawcollisionbrushes); + if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } @@ -266,20 +303,11 @@ 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 R_Sky_Init(void); extern void GL_Surf_Init(void); @@ -289,16 +317,18 @@ 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) { - R_Modules_Shutdown(); 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(); @@ -307,7 +337,8 @@ void Render_Init(void) R_Particles_Init(); R_Explosion_Init(); ui_init(); - R_Modules_Start(); + Sbar_Init(); + R_LightningBeams_Init(); } /* @@ -321,19 +352,63 @@ void GL_Init (void) VID_CheckExtensions(); // LordHavoc: report supported extensions - Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS); + Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS); +} - qglCullFace(GL_FRONT); - qglEnable(GL_TEXTURE_2D); +int R_CullBox(const vec3_t mins, const vec3_t maxs) +{ + 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; } +#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (maxs)))) //================================================================================== static void R_MarkEntities (void) { int i; - vec3_t v; entity_render_t *ent; ent = &cl_entities[0].render; @@ -350,33 +425,18 @@ static void R_MarkEntities (void) { ent = r_refdef.entities[i]; Mod_CheckLoaded(ent->model); - - // 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->flags -= RENDER_VIEWMODEL; - // transform origin - 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->angles, r_refdef.viewangles, ent->angles); - } - - if (R_CullBox(ent->mins, ent->maxs)) - continue; - - ent->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); + // 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); - R_FarClip_Box(ent->mins, ent->maxs); + if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL)) + && !VIS_CullBox(ent->mins, ent->maxs)) + { + ent->visframe = r_framecount; + R_FarClip_Box(ent->mins, ent->maxs); + } } } @@ -407,6 +467,7 @@ int R_DrawBrushModelsSky (void) R_DrawViewModel ============= */ +/* void R_DrawViewModel (void) { entity_render_t *ent; @@ -423,9 +484,10 @@ void R_DrawViewModel (void) R_UpdateEntLights(ent); ent->model->Draw(ent); } +*/ void R_DrawNoModel(entity_render_t *ent); -void R_DrawModels (void) +void R_DrawModels(void) { int i; entity_render_t *ent; @@ -433,45 +495,297 @@ void R_DrawModels (void) if (!r_drawentities.integer) return; - R_DrawViewModel(); for (i = 0;i < r_refdef.numentities;i++) { ent = r_refdef.entities[i]; if (ent->visframe == r_framecount) { - if (ent->model) - { - if (ent->model->Draw) - ent->model->Draw(ent); - } + if (ent->model && ent->model->Draw != NULL) + ent->model->Draw(ent); else R_DrawNoModel(ent); } } } -static void R_SetFrustum (void) +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" + +int shadowframecount = 0; + +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, int lightmarked) +{ + vec3_t relativelightorigin; + // rough checks + if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume && !(r_shadow_cull.integer && (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]))) + { + Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin); + ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius); + } +} + +void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light); + +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; + 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)); + R_Mesh_State_Texture(&m); + + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(r_shadow_visiblevolumes.integer < 2); + 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++; + if (r_shadow_realtime_world.integer) + { + R_Shadow_LoadWorldLightsIfNeeded(); + for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++) + { + if (d_lightstylevalue[wl->style] <= 0) + continue; + if (VIS_CullBox(wl->mins, wl->maxs)) + continue; + if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer) + continue; + if (R_Shadow_ScissorForBBox(wl->mins, wl->maxs)) + continue; + + cullradius = wl->cullradius; + lightradius = wl->lightradius; + VectorCopy(wl->mins, clipmins); + VectorCopy(wl->maxs, clipmaxs); + + 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); + } + + if (wl->castshadows && (gl_stencil || visiblevolumes)) + { + 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, true); + 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, true); + } + + if (!visiblevolumes) + { + if (wl->castshadows && gl_stencil) + 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 + && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs) + && !(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); + } + } + } + } + } + } + if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) + { + for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++) + { + 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) || R_Shadow_ScissorForBBox(clipmins, clipmaxs)) + continue; + + cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin); + VectorScale(rd->light, (1.0f / 4096.0f), lightcolor); + + if (gl_stencil || visiblevolumes) + { + if (!visiblevolumes) + R_Shadow_Stage_ShadowVolumes(); + ent = &cl_entities[0].render; + R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false); + 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, false); + } + } + } + + if (!visiblevolumes) + { + if (gl_stencil) + R_Shadow_Stage_LightWithShadows(); + else + R_Shadow_Stage_LightWithoutShadows(); + + // 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 + && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs) + && !(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) + qglEnable(GL_CULL_FACE); + else + R_Shadow_Stage_End(); + qglDisable(GL_SCISSOR_TEST); +} + +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 ) ); - - for (i = 0;i < 4;i++) - { - frustum[i].type = PLANE_ANYZ; - frustum[i].dist = DotProduct (r_origin, frustum[i].normal); - PlaneClassify(&frustum[i]); - } + frustum[3].dist = DotProduct (r_origin, frustum[3].normal); + PlaneClassify(&frustum[3]); } /* @@ -482,7 +796,7 @@ R_SetupFrame static void R_SetupFrame (void) { // don't allow cheats in multiplayer - if (cl.maxclients > 1) + if (!cl.islocalgame) { if (r_fullbright.integer != 0) Cvar_Set ("r_fullbright", "0"); @@ -505,37 +819,32 @@ static void R_BlendView(void) { rmeshstate_t m; float r; + float vertex3f[3*3]; if (r_refdef.viewblend[3] < 0.01f) return; - memset(&m, 0, sizeof(m)); - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - m.wantoverbright = false; - m.depthdisable = true; // magic R_Mesh_Matrix(&r_identitymatrix); - R_Mesh_State(&m); - - varray_element[0] = 0; - varray_element[1] = 1; - varray_element[2] = 2; - varray_color[0] = varray_color[4] = varray_color[8] = r_refdef.viewblend[0]; - varray_color[1] = varray_color[5] = varray_color[9] = r_refdef.viewblend[1]; - varray_color[2] = varray_color[6] = varray_color[10] = r_refdef.viewblend[2]; - varray_color[3] = varray_color[7] = varray_color[11] = r_refdef.viewblend[3]; + + 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 = 64000; - varray_vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r; - varray_vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r; - varray_vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r; - r *= 3; - varray_vertex[4] = varray_vertex[0] + vup[0] * r; - varray_vertex[5] = varray_vertex[1] + vup[1] * r; - varray_vertex[6] = varray_vertex[2] + vup[2] * r; - varray_vertex[8] = varray_vertex[0] + vright[0] * r; - varray_vertex[9] = varray_vertex[1] + vright[1] * r; - varray_vertex[10] = varray_vertex[2] + vright[2] * r; - R_Mesh_Draw(3, 1); + vertex3f[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r; + vertex3f[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r; + vertex3f[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r; + vertex3f[3] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r + vup[0] * r * 3; + vertex3f[4] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r + vup[1] * r * 3; + vertex3f[5] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r + vup[2] * r * 3; + vertex3f[6] = r_origin[0] + vpn[0] * 1.5 + vright[0] * r * 3 - vup[0] * r; + vertex3f[7] = r_origin[1] + vpn[1] * 1.5 + vright[1] * r * 3 - vup[1] * r; + vertex3f[8] = r_origin[2] + vpn[2] * 1.5 + vright[2] * r * 3 - vup[2] * r; + R_Mesh_Draw(3, 1, polygonelements); } /* @@ -545,12 +854,22 @@ R_RenderView r_refdef must be set before the first call ================ */ +extern void R_DrawLightningBeams (void); void R_RenderView (void) { entity_render_t *world; if (!r_refdef.entities/* || !cl.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); + if (r_shadow_realtime_world.integer) + { + if (!gl_stencil) + { + Con_Printf("Stencil not enabled, turning off r_shadow_realtime_world, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n"); + Cvar_SetValueQuick(&r_shadow_realtime_world, 0); + } + } + world = &cl_entities[0].render; // FIXME: move to client @@ -565,14 +884,30 @@ void R_RenderView (void) R_BuildLightList(); R_TimeReport("setup"); + if (cl.worldmodel && cl.worldmodel->brush.FatPVS) + cl.worldmodel->brush.FatPVS(cl.worldmodel, r_origin, 2, r_pvsbits, sizeof(r_pvsbits)); + + 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"); - R_Mesh_Start(r_farclip); + GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); + if (r_shadow_realtime_world.integer || gl_stencil) + 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_Mesh_Start(); R_MeshQueue_BeginScene(); + R_Shadow_UpdateWorldLightSelection(); + if (R_DrawBrushModelsSky()) R_TimeReport("bmodelsky"); @@ -587,6 +922,21 @@ void R_RenderView (void) R_DrawModels(); R_TimeReport("models"); + if (r_shadows.integer == 1 && !r_shadow_realtime_world.integer) + { + R_DrawFakeShadows(); + R_TimeReport("fakeshadow"); + } + + if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) + { + R_ShadowVolumeLighting(false); + R_TimeReport("dynlight"); + } + + R_DrawLightningBeams(); + R_TimeReport("lightning"); + R_DrawParticles(); R_TimeReport("particles"); @@ -599,7 +949,7 @@ void R_RenderView (void) R_DrawCoronas(); R_TimeReport("coronas"); - R_DrawCrosshair(); + R_DrawWorldCrosshair(); R_TimeReport("crosshair"); R_BlendView(); @@ -607,6 +957,13 @@ void R_RenderView (void) R_MeshQueue_Render(); R_MeshQueue_EndScene(); + + if (r_shadow_visiblevolumes.integer) + { + R_ShadowVolumeLighting(true); + R_TimeReport("shadowvolume"); + } + R_Mesh_Finish(); R_TimeReport("meshfinish"); } @@ -615,35 +972,35 @@ void R_RenderView (void) 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]; + float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4]; rmeshstate_t m; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - m.wantoverbright = false; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); R_Mesh_Matrix(&r_identitymatrix); - R_Mesh_State(&m); - - varray_element - 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]; - varray_color[ 0] = varray_color[ 4] = varray_color[ 8] = varray_color[12] = varray_color[16] = varray_color[20] = varray_color[24] = varray_color[28] = cr * mesh_colorscale; - varray_color[ 1] = varray_color[ 5] = varray_color[ 9] = varray_color[13] = varray_color[17] = varray_color[21] = varray_color[25] = varray_color[29] = cg * mesh_colorscale; - varray_color[ 2] = varray_color[ 6] = varray_color[10] = varray_color[14] = varray_color[18] = varray_color[22] = varray_color[26] = varray_color[30] = cb * mesh_colorscale; - varray_color[ 3] = varray_color[ 7] = varray_color[11] = varray_color[15] = varray_color[19] = varray_color[23] = varray_color[27] = varray_color[31] = ca; + + 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 * 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) + for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) { VectorSubtract(v, r_origin, diff); f2 = exp(fogdensity/DotProduct(diff, diff)); f1 = 1 - f2; - f2 *= mesh_colorscale; + 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; @@ -653,74 +1010,97 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa } */ +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 +}; + +float nomodelvertex3f[6*3] = +{ + -16, 0, 0, + 16, 0, 0, + 0, -16, 0, + 0, 16, 0, + 0, 0, -16, + 0, 0, 16 +}; + +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 +}; + void R_DrawNoModelCallback(const void *calldata1, int calldata2) { 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); + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + if (ent->flags & EF_ADDITIVE) { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); } else if (ent->alpha < 1) { - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); } else { - m.blendfunc1 = GL_ONE; - m.blendfunc2 = GL_ZERO; + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); } - m.wantoverbright = false; - R_Mesh_Matrix(&ent->matrix); - R_Mesh_State(&m); - - varray_element[ 0] = 5;varray_element[ 1] = 2;varray_element[ 2] = 0; - varray_element[ 3] = 5;varray_element[ 4] = 1;varray_element[ 5] = 2; - varray_element[ 6] = 5;varray_element[ 7] = 0;varray_element[ 8] = 3; - varray_element[ 9] = 5;varray_element[10] = 3;varray_element[11] = 1; - varray_element[12] = 0;varray_element[13] = 2;varray_element[14] = 4; - varray_element[15] = 2;varray_element[16] = 1;varray_element[17] = 4; - varray_element[18] = 3;varray_element[19] = 0;varray_element[20] = 4; - varray_element[21] = 1;varray_element[22] = 3;varray_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;varray_color[ 1] = 0.00f;varray_color[ 2] = 0.50f;varray_color[ 3] = ent->alpha; - varray_color[ 4] = 0.00f;varray_color[ 5] = 0.00f;varray_color[ 6] = 0.50f;varray_color[ 7] = ent->alpha; - varray_color[ 8] = 0.00f;varray_color[ 9] = 0.50f;varray_color[10] = 0.00f;varray_color[11] = ent->alpha; - varray_color[12] = 0.00f;varray_color[13] = 0.50f;varray_color[14] = 0.00f;varray_color[15] = ent->alpha; - varray_color[16] = 0.50f;varray_color[17] = 0.00f;varray_color[18] = 0.00f;varray_color[19] = ent->alpha; - varray_color[20] = 0.50f;varray_color[21] = 0.00f;varray_color[22] = 0.00f;varray_color[23] = ent->alpha; + GL_DepthTest(true); + GL_VertexPointer(nomodelvertex3f); if (fogenabled) { + memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); + GL_ColorPointer(color4f); 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) + for (i = 0, c = color4f;i < 6;i++, c += 4) { - c[0] = (c[0] * f1 + fogcolor[0] * f2) * mesh_colorscale; - c[1] = (c[1] * f1 + fogcolor[1] * f2) * mesh_colorscale; - c[2] = (c[2] * f1 + fogcolor[2] * f2) * mesh_colorscale; + 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; + c[3] *= ent->alpha; } } - else + else if (r_colorscale != 1 || ent->alpha != 1) { - for (i = 0, c = varray_color;i < 6;i++, c += 4) + memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); + GL_ColorPointer(color4f); + for (i = 0, c = color4f;i < 6;i++, c += 4) { - c[0] *= mesh_colorscale; - c[1] *= mesh_colorscale; - c[2] *= mesh_colorscale; + c[0] *= r_colorscale; + c[1] *= r_colorscale; + c[2] *= r_colorscale; + c[3] *= ent->alpha; } } - R_Mesh_Draw(6, 8); + else + GL_ColorPointer(nomodelcolor4f); + R_Mesh_Draw(6, 8, nomodelelements); } void R_DrawNoModel(entity_render_t *ent) @@ -731,3 +1111,74 @@ void R_DrawNoModel(entity_render_t *ent) // R_DrawNoModelCallback(ent, 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_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[ 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]; +} + +float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; + +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) +{ + float diff[3]; + rmeshstate_t m; + + if (fogenabled) + { + VectorSubtract(origin, r_origin, diff); + ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); + } + + R_Mesh_Matrix(&r_identitymatrix); + GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, 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); +} +