X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=6816a436f5ef56e215767781c27e48ac557d8ba3;hp=c79d159577444c603f37725c376513340f98e00e;hb=ea4fc545e8444f579d88d8f096b054dcd7bc482f;hpb=43c93c6edf2dc67b6315ebddc7a71c7f8c0597d8 diff --git a/gl_rmain.c b/gl_rmain.c index c79d1595..6816a436 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -20,6 +20,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_main.c #include "quakedef.h" +#include "r_shadow.h" // used for dlight push checking and other things int r_framecount; @@ -36,7 +37,20 @@ int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels // true during envmap command capture qboolean envmap; +// maximum visible distance (recalculated from world box each frame) float r_farclip; +// brightness of world lightmaps and related lighting +// (often reduced when world rtlights are enabled) +float r_lightmapintensity; +// whether to draw world lights realtime, dlights realtime, and their shadows +qboolean r_rtworld; +qboolean r_rtworldshadows; +qboolean r_rtdlight; +qboolean r_rtdlightshadows; + + +// forces all rendering to draw triangle outlines +int r_showtrispass; // view origin vec3_t r_vieworigin; @@ -44,6 +58,15 @@ vec3_t r_viewforward; vec3_t r_viewleft; vec3_t r_viewright; vec3_t r_viewup; +int r_view_x; +int r_view_y; +int r_view_z; +int r_view_width; +int r_view_height; +int r_view_depth; +float r_view_fov_x; +float r_view_fov_y; +matrix4x4_t r_view_matrix; // // screen size info @@ -53,15 +76,14 @@ refdef_t r_refdef; // 8.8 fraction of base light value unsigned short d_lightstylevalue[256]; +cvar_t r_showtris = {0, "r_showtris", "0"}; cvar_t r_drawentities = {0, "r_drawentities","1"}; cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; -cvar_t r_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"}; @@ -134,7 +156,7 @@ static void R_TimeRefresh_f (void) VectorCopy(oldangles, cl.viewangles); intimerefresh = 0; - Con_Printf ("%f seconds (%f fps)\n", timedelta, 128/timedelta); + Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); } vec3_t fogcolor; @@ -229,7 +251,7 @@ void gl_main_newmap(void) if (l >= 0 && !strcmp(entname + l, ".bsp")) { strcpy(entname + l, ".ent"); - if ((entities = FS_LoadFile(entname, true))) + if ((entities = FS_LoadFile(entname, tempmempool, true))) { CL_ParseEntityLump(entities); Mem_Free(entities); @@ -247,22 +269,21 @@ void GL_Main_Init(void) // FIXME: move this to client? FOG_registercvars(); Cmd_AddCommand("timerefresh", R_TimeRefresh_f); + Cvar_RegisterVariable(&r_showtris); Cvar_RegisterVariable(&r_drawentities); Cvar_RegisterVariable(&r_drawviewmodel); - Cvar_RegisterVariable(&r_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_watershader); Cvar_RegisterVariable(&r_drawcollisionbrushes); - if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ) + if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } @@ -407,8 +428,6 @@ int R_CullBox(const vec3_t mins, const vec3_t maxs) 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) @@ -462,30 +481,6 @@ int R_DrawBrushModelsSky (void) return sky; } -/* -============= -R_DrawViewModel -============= -*/ -/* -void R_DrawViewModel (void) -{ - entity_render_t *ent; - - // 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; - - 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_DrawNoModel(entity_render_t *ent); void R_DrawModels(void) { @@ -508,228 +503,10 @@ void R_DrawModels(void) } } -#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); - -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; - rtexture_t *cubemaptexture; - matrix4x4_t matrix_modeltolight, 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, 0.0125, 0.1, 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 (R_CullBox(wl->mins, wl->maxs)) - continue; - for (i = 0;i < wl->numclusters;i++) - if (CHECKPVSBIT(r_pvsbits, wl->clusterindices[i])) - break; - if (i == wl->numclusters) - 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->radius; - VectorCopy(wl->mins, clipmins); - VectorCopy(wl->maxs, clipmaxs); - - f = d_lightstylevalue[wl->style] * (1.0f / 256.0f); - VectorScale(wl->color, f, lightcolor); - if (wl->selected) - { - f = 2 + sin(realtime * M_PI * 4.0); - VectorScale(lightcolor, f, lightcolor); - } - - if (r_shadow_worldshadows.integer && wl->drawshadows && (gl_stencil || visiblevolumes)) - { - if (!visiblevolumes) - R_Shadow_Stage_ShadowVolumes(); - ent = &cl_entities[0].render; - if (r_shadow_staticworldlights.integer) - R_Shadow_DrawStaticWorldLight_Shadow(wl, &ent->matrix); - 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 (r_shadow_worldshadows.integer && wl->drawshadows && gl_stencil) - R_Shadow_Stage_LightWithShadows(); - else - R_Shadow_Stage_LightWithoutShadows(); - - ent = &cl_entities[0].render; - if (ent->model && ent->model->DrawLight) - { - Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); - Matrix4x4_Concat(&matrix_modeltolight, &wl->matrix_worldtolight, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &wl->matrix_worldtoattenuationxyz, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationz, &wl->matrix_worldtoattenuationz, &ent->matrix); - if (r_shadow_staticworldlights.integer) - R_Shadow_DrawStaticWorldLight_Light(wl, &ent->matrix, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); - else - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap); - } - 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_vieworigin, relativeeyeorigin); - Matrix4x4_Concat(&matrix_modeltolight, &wl->matrix_worldtolight, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &wl->matrix_worldtoattenuationxyz, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationz, &wl->matrix_worldtoattenuationz, &ent->matrix); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, wl->cubemap); - } - } - } - } - } - } - if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) - { - for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++) - { - lightradius = rd->radius; - 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); - VectorCopy(rd->color, lightcolor); - - if (rd->cubemapnum > 0) - cubemaptexture = R_Shadow_Cubemap(va("cubemaps/%i", rd->cubemapnum)); - else - cubemaptexture = NULL; - - if (r_shadow_dlightshadows.integer && rd->shadow && (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 (r_shadow_dlightshadows.integer && gl_stencil && rd->shadow) - R_Shadow_Stage_LightWithShadows(); - else - R_Shadow_Stage_LightWithoutShadows(); - - ent = &cl_entities[0].render; - if (ent->model && ent->model->DrawLight) - { - Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin); - Matrix4x4_Transform(&ent->inversematrix, r_vieworigin, relativeeyeorigin); - Matrix4x4_Concat(&matrix_modeltolight, &rd->matrix_worldtolight, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rd->matrix_worldtoattenuationxyz, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationz, &rd->matrix_worldtoattenuationz, &ent->matrix); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture); - } - 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_vieworigin, relativeeyeorigin); - Matrix4x4_Concat(&matrix_modeltolight, &rd->matrix_worldtolight, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &rd->matrix_worldtoattenuationxyz, &ent->matrix); - Matrix4x4_Concat(&matrix_modeltoattenuationz, &rd->matrix_worldtoattenuationz, &ent->matrix); - ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltolight, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz, cubemaptexture); - } - } - } - } - } - } - - if (visiblevolumes) - { - qglEnable(GL_CULL_FACE); - GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); - } - else - R_Shadow_Stage_End(); -} - static void R_SetFrustum(void) { - // break apart the viewentity matrix into vectors for various purposes - Matrix4x4_ToVectors(&r_refdef.viewentitymatrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin); + // break apart the view matrix into vectors for various purposes + Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin); VectorNegate(r_viewleft, r_viewright); // LordHavoc: note to all quake engine coders, the special case for 90 @@ -737,22 +514,22 @@ static void R_SetFrustum(void) // disabled as well. // rotate R_VIEWFORWARD right by FOV_X/2 degrees - RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.fov_x / 2)); + RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2)); frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); PlaneClassify(&frustum[0]); // rotate R_VIEWFORWARD left by FOV_X/2 degrees - RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_refdef.fov_x / 2)); + RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2)); frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); PlaneClassify(&frustum[1]); // rotate R_VIEWFORWARD up by FOV_X/2 degrees - RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_refdef.fov_y / 2)); + RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2)); frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); PlaneClassify(&frustum[2]); // rotate R_VIEWFORWARD down by FOV_X/2 degrees - RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_refdef.fov_y / 2)); + RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2)); frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); PlaneClassify(&frustum[3]); } @@ -769,12 +546,12 @@ static void R_BlendView(void) R_Mesh_Matrix(&r_identitymatrix); memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_DepthMask(true); GL_DepthTest(false); // magic - GL_VertexPointer(vertex3f); GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); r = 64; vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r; @@ -794,14 +571,16 @@ void R_UpdateWorld(void) if (!r_refdef.entities/* || !cl.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); + /* if (r_shadow_realtime_world.integer && !gl_stencil) { - Con_Printf("Realtime world lighting requires 32bit color; turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n"); + Con_Print("Realtime world lighting requires 32bit color; turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n"); Cvar_SetValueQuick(&r_shadow_realtime_world, 0); } + */ // don't allow cheats in multiplayer - if (!cl.islocalgame) + if (!cl.islocalgame && cl.worldmodel) { if (r_fullbright.integer != 0) Cvar_Set ("r_fullbright", "0"); @@ -826,32 +605,39 @@ void R_RenderView(void) if (!r_refdef.entities/* || !cl.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); - r_refdef.width = bound(0, r_refdef.width, vid.realwidth); - r_refdef.height = bound(0, r_refdef.height, vid.realheight); - r_refdef.x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width); - r_refdef.y = bound(0, r_refdef.y, vid.realheight - r_refdef.height); - r_refdef.fov_x = bound(1, r_refdef.fov_x, 170); - r_refdef.fov_y = bound(1, r_refdef.fov_y, 170); - - // GL is weird because it's bottom to top, r_refdef.y is top to bottom - qglViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height); - GL_Scissor(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); + r_view_width = bound(0, r_refdef.width, vid.realwidth); + r_view_height = bound(0, r_refdef.height, vid.realheight); + r_view_depth = 1; + r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width); + r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height); + r_view_z = 0; + r_view_fov_x = bound(1, r_refdef.fov_x, 170); + r_view_fov_y = bound(1, r_refdef.fov_y, 170); + r_view_matrix = r_refdef.viewentitymatrix; + GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1); + r_rtworld = r_shadow_realtime_world.integer; + r_rtworldshadows = r_rtworld && r_shadow_realtime_world_shadows.integer; + r_rtdlight = r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer; + r_rtdlightshadows = r_rtdlight && (r_rtworld ? r_shadow_realtime_world_dlightshadows.integer : r_shadow_realtime_dlight_shadows.integer); + r_lightmapintensity = r_rtworld ? r_shadow_realtime_world_lightmaps.value : 1; + + // GL is weird because it's bottom to top, r_view_y is top to bottom + qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); GL_ScissorTest(true); + GL_DepthMask(true); R_ClearScreen(); - - R_SetFrustum(); - r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f; - - if (gl_stencil && ((r_shadow_realtime_world.integer && r_shadow_worldshadows.integer) || ((r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) && r_shadow_dlightshadows.integer))) - GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_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.viewentitymatrix); R_TimeReport("setup"); + qglDepthFunc(GL_LEQUAL); + qglPolygonOffset(0, 0); + qglEnable(GL_POLYGON_OFFSET_FILL); + R_RenderScene(); + qglPolygonOffset(0, 0); + qglDisable(GL_POLYGON_OFFSET_FILL); + R_BlendView(); R_TimeReport("blendview"); @@ -863,13 +649,27 @@ extern void R_DrawLightningBeams (void); void R_RenderScene(void) { entity_render_t *world; - + // don't let sound skip if going slow if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); r_framecount++; + R_MeshQueue_BeginScene(); + + GL_ShowTrisColor(0.05, 0.05, 0.05, 1); + + R_SetFrustum(); + + r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f; + if (gl_stencil && (r_rtworldshadows || r_rtdlightshadows)) + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f); + else + GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip); + + GL_SetupView_Orientation_FromEntity(&r_view_matrix); + R_SkyStartFrame(); if (cl.worldmodel && cl.worldmodel->brush.FatPVS) @@ -881,30 +681,35 @@ void R_RenderScene(void) R_MarkEntities(); R_TimeReport("markentity"); - qglDepthFunc(GL_LEQUAL); - qglPolygonOffset(0, 0); - qglEnable(GL_POLYGON_OFFSET_FILL); - - R_Mesh_Start(); - R_MeshQueue_BeginScene(); - R_Shadow_UpdateWorldLightSelection(); // don't let sound skip if going slow if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); + GL_ShowTrisColor(0.025, 0.025, 0, 1); + if (world->model && world->model->DrawSky) + { + world->model->DrawSky(world); + R_TimeReport("worldsky"); + } + if (R_DrawBrushModelsSky()) R_TimeReport("bmodelsky"); - // must occur early because it can draw sky - R_DrawWorld(world); - R_TimeReport("world"); + GL_ShowTrisColor(0.05, 0.05, 0.05, 1); + if (world->model && world->model->Draw) + { + world->model->Draw(world); + R_TimeReport("world"); + } // don't let sound skip if going slow if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); + GL_ShowTrisColor(0, 0.015, 0, 1); + R_DrawModels(); R_TimeReport("models"); @@ -912,6 +717,7 @@ void R_RenderScene(void) if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); + GL_ShowTrisColor(0, 0, 0.033, 1); R_ShadowVolumeLighting(false); R_TimeReport("rtlights"); @@ -919,6 +725,8 @@ void R_RenderScene(void) if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); + GL_ShowTrisColor(0.1, 0, 0, 1); + R_DrawLightningBeams(); R_TimeReport("lightning"); @@ -940,17 +748,13 @@ void R_RenderScene(void) R_MeshQueue_Render(); R_MeshQueue_EndScene(); - if (r_shadow_visiblevolumes.integer) + if (r_shadow_visiblevolumes.integer && !r_showtrispass) { R_ShadowVolumeLighting(true); R_TimeReport("shadowvolume"); } - R_Mesh_Finish(); - R_TimeReport("meshfinish"); - - qglPolygonOffset(0, 0); - qglDisable(GL_POLYGON_OFFSET_FILL); + GL_ShowTrisColor(0.05, 0.05, 0.05, 1); // don't let sound skip if going slow if (!intimerefresh && !r_speeds.integer) @@ -968,10 +772,6 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa GL_DepthTest(true); R_Mesh_Matrix(&r_identitymatrix); - memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); - - R_Mesh_GetSpace(8); vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2]; vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2]; @@ -980,7 +780,6 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2]; vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2]; vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2]; - GL_ColorPointer(color); R_FillColors(color, 8, cr, cg, cb, ca); if (fogenabled) { @@ -994,6 +793,10 @@ void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, floa c[2] = c[2] * f1 + fogcolor[2] * f2; } } + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.pointer_color = color; + R_Mesh_State(&m); R_Mesh_Draw(8, 12); } */ @@ -1040,7 +843,7 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2) R_Mesh_Matrix(&ent->matrix); memset(&m, 0, sizeof(m)); - R_Mesh_State_Texture(&m); + m.pointer_vertex = nomodelvertex3f; if (ent->flags & EF_ADDITIVE) { @@ -1058,11 +861,10 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2) GL_DepthMask(true); } GL_DepthTest(true); - GL_VertexPointer(nomodelvertex3f); if (fogenabled) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); - GL_ColorPointer(color4f); + m.pointer_color = color4f; VectorSubtract(ent->origin, r_vieworigin, diff); f2 = exp(fogdensity/DotProduct(diff, diff)); f1 = 1 - f2; @@ -1077,12 +879,13 @@ void R_DrawNoModelCallback(const void *calldata1, int calldata2) else if (ent->alpha != 1) { memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); - GL_ColorPointer(color4f); + m.pointer_color = color4f; for (i = 0, c = color4f;i < 6;i++, c += 4) c[3] *= ent->alpha; } else - GL_ColorPointer(nomodelcolor4f); + m.pointer_color = nomodelcolor4f; + R_Mesh_State(&m); R_Mesh_Draw(6, 8, nomodelelements); } @@ -1139,17 +942,10 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth } R_Mesh_Matrix(&r_identitymatrix); - GL_Color(cr, cg, cb, ca); - GL_VertexPointer(varray_vertex3f); GL_BlendFunc(blendfunc1, blendfunc2); GL_DepthMask(false); GL_DepthTest(!depthdisable); - memset(&m, 0, sizeof(m)); - m.tex[0] = R_GetTexture(texture); - m.pointer_texcoord[0] = spritetexcoord2f; - R_Mesh_State_Texture(&m); - varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1; varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1; varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1; @@ -1162,6 +958,13 @@ void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depth 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; + + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture); + m.pointer_texcoord[0] = spritetexcoord2f; + m.pointer_vertex = varray_vertex3f; + R_Mesh_State(&m); + GL_Color(cr, cg, cb, ca); R_Mesh_Draw(4, 2, polygonelements); }