X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=8948594a0727d8ebb8b888183ba3cb448b57c73b;hp=6deea8eaebcf35d17e5bc23ab72f92d821fcd620;hb=195a5f4e8031dcc37d16fc81e7dc9da044721b33;hpb=afb294d3637a9fe79fb26e479aadb53516de71a8 diff --git a/gl_rmain.c b/gl_rmain.c index 6deea8ea..8948594a 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -21,68 +21,78 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -//static qboolean r_cache_thrash; // compatability +// used for dlight push checking and other things +int r_framecount; -entity_render_t *currentrenderentity; +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 - -//cvar_t r_norefresh = {0, "r_norefresh","0"}; -cvar_t r_drawentities = {0, "r_drawentities","1"}; -cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"}; -cvar_t r_speeds = {0, "r_speeds","0"}; -cvar_t r_fullbright = {0, "r_fullbright","0"}; -//cvar_t r_lightmap = {0, "r_lightmap","0"}; -cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; -cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; -cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"}; -cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; - -cvar_t gl_lightmode = {CVAR_SAVE, "gl_lightmode", "1"}; // LordHavoc: overbright lighting -//cvar_t r_dynamicbothsides = {CVAR_SAVE, "r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right... - -cvar_t gl_fogenable = {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_ser = {CVAR_SAVE, "r_ser", "1"}; -cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"}; +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_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 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 i; + for (i = 0;i < verts;i++) + { + out[0] = in[0] * r; + out[1] = in[1] * g; + out[2] = in[2] * b; + out[3] = in[3]; + in += 4; + out += 4; + } +} -cvar_t r_multitexture = {0, "r_multitexture", "1"}; +void R_FillColors(float *out, int verts, float r, float g, float b, float a) +{ + int i; + for (i = 0;i < verts;i++) + { + out[0] = r; + out[1] = g; + out[2] = b; + out[3] = a; + out += 4; + } +} /* ==================== @@ -94,20 +104,18 @@ For program optimization qboolean intimerefresh = 0; static void R_TimeRefresh_f (void) { - int i; - float start, stop, time; + int i; + float start, stop, time; intimerefresh = 1; start = Sys_DoubleTime (); - glDrawBuffer (GL_FRONT); 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; - R_RenderView(); + CL_UpdateScreen(); } - glDrawBuffer (GL_BACK); stop = Sys_DoubleTime (); intimerefresh = 0; @@ -115,54 +123,6 @@ static void R_TimeRefresh_f (void) Con_Printf ("%f seconds (%f fps)\n", time, 128/time); } -extern cvar_t r_drawportals; - -int R_VisibleCullBox (vec3_t mins, vec3_t maxs) -{ - int sides; - mnode_t *nodestack[8192], *node; - int stack = 0; - - if (R_CullBox(mins, maxs)) - return true; - - node = cl.worldmodel->nodes; -loc0: - if (node->contents < 0) - { - if (((mleaf_t *)node)->visframe == r_framecount) - return false; - if (!stack) - return true; - node = nodestack[--stack]; - goto loc0; - } - - sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane); - -// recurse down the contacted sides - if (sides & 1) - { - 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; - } - } - // 2 - node = node->children[1]; - goto loc0; -} - -qboolean lighthalf; - vec3_t fogcolor; vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; @@ -242,51 +202,77 @@ 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) { + 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 (&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_fullbright); - Cvar_RegisterVariable (&r_ser); - Cvar_RegisterVariable (&gl_viewmodeldepthhack); - Cvar_RegisterVariable (&r_multitexture); + Cvar_RegisterVariable (&r_textureunits); if (gamemode == GAME_NEHAHRA) 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 CL_ParseEntityLump(char *entitystring); void R_NewMap (void) { - int i; - - for (i=0 ; i<256 ; i++) - d_lightstylevalue[i] = 264; // normal light value - - r_viewleaf = NULL; - if (cl.worldmodel->entities) - CL_ParseEntityLump(cl.worldmodel->entities); R_Modules_NewMap(); } @@ -297,12 +283,10 @@ extern void GL_Main_Init(void); extern void GL_Models_Init(void); extern void R_Sky_Init(void); extern void GL_Surf_Init(void); -extern void GL_Screen_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 R_Clip_Init(void); extern void ui_init(void); extern void gl_backend_init(void); @@ -312,13 +296,12 @@ void Render_Init(void) R_Textures_Init(); Mod_RenderInit(); gl_backend_init(); - R_Clip_Init(); + R_MeshQueue_Init(); GL_Draw_Init(); GL_Main_Init(); GL_Models_Init(); R_Sky_Init(); GL_Surf_Init(); - GL_Screen_Init(); R_Crosshairs_Init(); R_Light_Init(); R_Particles_Init(); @@ -335,125 +318,184 @@ 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_CheckExtensions(); // LordHavoc: report supported extensions Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS); - glCullFace(GL_FRONT); - glEnable(GL_TEXTURE_2D); - -// glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); + qglCullFace(GL_FRONT); + qglEnable(GL_TEXTURE_2D); } +int R_CullBox(const vec3_t emins, const vec3_t emaxs) +{ + int i; + mplane_t *p; + for (i = 0;i < 4;i++) + { + p = frustum + i; + switch(p->signbits) + { + default: + case 0: + if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist) + return true; + break; + case 1: + if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist) + return true; + break; + case 2: + if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist) + return true; + break; + case 3: + if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist) + return true; + break; + case 4: + if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist) + return true; + break; + case 5: + if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist) + return true; + break; + case 6: + if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist) + return true; + break; + case 7: + if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist) + return true; + break; + } + } + return false; +} -//================================================================================== - -void R_Entity_Callback(void *data, void *junk) +int R_NotCulledBox(const vec3_t emins, const vec3_t emaxs) { - ((entity_render_t *)data)->visframe = r_framecount; + int i; + mplane_t *p; + for (i = 0;i < 4;i++) + { + p = frustum + i; + switch(p->signbits) + { + default: + case 0: + if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist) + return false; + break; + case 1: + if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist) + return false; + break; + case 2: + if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist) + return false; + break; + case 3: + if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist) + return false; + break; + case 4: + if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist) + return false; + break; + case 5: + if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist) + return false; + break; + case 6: + if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist) + return false; + break; + case 7: + if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist) + return false; + break; + } + } + return true; } + +//================================================================================== + static void R_MarkEntities (void) { - int i; - vec3_t v; + int i; + vec3_t v; + 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++) { - currentrenderentity = r_refdef.entities[i]; - Mod_CheckLoaded(currentrenderentity->model); + ent = r_refdef.entities[i]; + Mod_CheckLoaded(ent->model); // move view-relative models to where they should be - if (currentrenderentity->flags & RENDER_VIEWMODEL) + if (ent->flags & RENDER_VIEWMODEL) { // remove flag so it will not be repeated incase RelinkEntities is not called again for a while - currentrenderentity->flags -= RENDER_VIEWMODEL; + ent->flags -= RENDER_VIEWMODEL; // transform origin - VectorCopy(currentrenderentity->origin, v); - currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0]; - currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1]; - currentrenderentity->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(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles); + VectorAdd(ent->angles, r_refdef.viewangles, ent->angles); } - if (currentrenderentity->angles[0] || currentrenderentity->angles[2]) - { - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins); - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs); - } - else if (currentrenderentity->angles[1]) - { - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins); - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs); - } - else - { - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins); - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs); - } - if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs)) + if (R_CullBox(ent->mins, ent->maxs)) continue; - R_LerpAnimation(currentrenderentity); - if (r_ser.integer) - currentrenderentity->model->SERAddEntity(); - else - currentrenderentity->visframe = r_framecount; + 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); + R_LerpAnimation(ent); + R_UpdateEntLights(ent); + R_FarClip_Box(ent->mins, ent->maxs); } } // only used if skyrendermasked, and normally returns false -int R_DrawBModelSky (void) +int R_DrawBrushModelsSky (void) { - int i, sky = false; + int i, sky; + entity_render_t *ent; if (!r_drawentities.integer) return false; + sky = false; for (i = 0;i < r_refdef.numentities;i++) { - currentrenderentity = r_refdef.entities[i]; - if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky) + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky) { - currentrenderentity->model->DrawSky(); + ent->model->DrawSky(ent); sky = true; } } return sky; } -void R_DrawModels (void) -{ - int i; - - if (!r_drawentities.integer) - return; - - for (i = 0;i < r_refdef.numentities;i++) - { - currentrenderentity = r_refdef.entities[i]; - if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw) - currentrenderentity->model->Draw(); - } -} - /* ============= R_DrawViewModel @@ -461,32 +503,50 @@ 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; - currentrenderentity = &cl.viewent.render; - Mod_CheckLoaded(currentrenderentity->model); + 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) +{ + int i; + entity_render_t *ent; - R_LerpAnimation(currentrenderentity); + if (!r_drawentities.integer) + return; - // hack the depth range to prevent view model from poking into walls - if (gl_viewmodeldepthhack.integer) - { - R_Mesh_Render(); - glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); - } - currentrenderentity->model->Draw(); - if (gl_viewmodeldepthhack.integer) + R_DrawViewModel(); + for (i = 0;i < r_refdef.numentities;i++) { - R_Mesh_Render(); - glDepthRange (gldepthmin, gldepthmax); + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount) + { + if (ent->model) + { + if (ent->model->Draw) + ent->model->Draw(ent); + } + else + R_DrawNoModel(ent); + } } } static void R_SetFrustum (void) { - int i; + int i; // 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 @@ -500,8 +560,7 @@ static void R_SetFrustum (void) // 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++) + for (i = 0;i < 4;i++) { frustum[i].type = PLANE_ANYZ; frustum[i].dist = DotProduct (r_origin, frustum[i].normal); @@ -524,8 +583,6 @@ static void R_SetupFrame (void) if (r_ambient.value != 0) Cvar_Set ("r_ambient", "0"); } - if (r_multitexture.integer && gl_textureunits < 2) - Cvar_SetValue("r_multitexture", 0); r_framecount++; @@ -534,121 +591,45 @@ static 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); - -// r_cache_thrash = false; - R_AnimateLight (); } -static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) -{ - GLdouble xmax, ymax; - - xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect; - ymax = zNear * tan( fovy * M_PI / 360.0 ); - - if (r_viewleaf->contents != CONTENTS_EMPTY && r_viewleaf->contents != CONTENTS_SOLID) - { - xmax *= (sin(cl.time * 4.7) * 0.03 + 0.97); - ymax *= (sin(cl.time * 3.0) * 0.03 + 0.97); - } - - glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar ); -} - - -/* -============= -R_SetupGL -============= -*/ -static void R_SetupGL (void) -{ - if (!r_render.integer) - 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); - - // update farclip based on previous frame - r_farclip = r_newfarclip; - - // set up viewpoint - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - - // y is weird beause OpenGL is bottom to top, we use top to bottom - glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height); -// yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI; - MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip); - - 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.integer) - glEnable(GL_CULL_FACE); -// else -// glDisable(GL_CULL_FACE); - - glEnable(GL_BLEND); // was Disable - glEnable(GL_DEPTH_TEST); - glDepthMask(1); -} - static void R_BlendView(void) { - if (!r_render.integer) - return; + rmeshstate_t m; + float r; if (r_refdef.viewblend[3] < 0.01f) return; - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - glOrtho (0, 1, 1, 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 (r_refdef.viewblend[0] * 0.5f, r_refdef.viewblend[1] * 0.5f, r_refdef.viewblend[2] * 0.5f, r_refdef.viewblend[3]); - else - glColor4fv (r_refdef.viewblend); - glVertex2f (-5, -5); - glVertex2f (10, -5); - glVertex2f (-5, 10); - 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.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]; + 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); } /* @@ -660,76 +641,43 @@ r_refdef must be set before the first call */ void R_RenderView (void) { - 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"); + + world = &cl_entities[0].render; // FIXME: move to client R_MoveExplosions(); R_TimeReport("mexplosion"); + R_Textures_Frame(); R_SetupFrame(); R_SetFrustum(); - R_SetupGL(); R_SetupFog(); R_SkyStartFrame(); - R_Mesh_Clear(); - if (r_ser.integer) - R_Clip_StartFrame(); R_BuildLightList(); - R_TimeReport("setup"); - R_DrawWorld(); - R_TimeReport("worldnode"); - + R_FarClip_Start(r_origin, vpn, 768.0f); R_MarkEntities(); + r_farclip = R_FarClip_Finish() + 256.0f; R_TimeReport("markentity"); - if (r_ser.integer) - { - R_Clip_EndFrame(); - R_TimeReport("hiddensurf"); - } + R_Mesh_Start(r_farclip); + R_MeshQueue_BeginScene(); - R_MarkWorldLights(); - R_TimeReport("marklights"); + if (R_DrawBrushModelsSky()) + R_TimeReport("bmodelsky"); - if (skyrendermasked) - { - if (R_DrawBModelSky()) - R_TimeReport("bmodelsky"); - } - else - { - R_DrawViewModel(); - R_TimeReport("viewmodel"); - } - - R_SetupForWorldRendering(); - R_PrepareSurfaces(); - R_TimeReport("surfprep"); - - R_DrawSurfaces(SHADERSTAGE_SKY); - R_DrawSurfaces(SHADERSTAGE_NORMAL); - R_DrawSurfaces(SHADERSTAGE_FOG); - R_TimeReport("surfdraw"); - - if (r_drawportals.integer) - { - R_DrawPortals(); - R_TimeReport("portals"); - } + // must occur early because it can draw sky + R_DrawWorld(world); + R_TimeReport("world"); // don't let sound skip if going slow if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); - if (skyrendermasked) - { - R_DrawViewModel(); - R_TimeReport("viewmodel"); - } - R_DrawModels(); R_TimeReport("models"); @@ -739,20 +687,141 @@ void R_RenderView (void) R_DrawExplosions(); R_TimeReport("explosions"); - // draw transparent meshs - R_Mesh_AddTransparent(); - R_TimeReport("addtrans"); + R_MeshQueue_RenderTransparent(); + R_TimeReport("drawtrans"); R_DrawCoronas(); R_TimeReport("coronas"); - // render any queued meshs - R_Mesh_Render(); - R_TimeReport("meshrender"); + R_DrawCrosshair(); + R_TimeReport("crosshair"); R_BlendView(); R_TimeReport("blendview"); - //Mem_CheckSentinelsGlobal(); - //R_TimeReport("memtest"); + R_MeshQueue_Render(); + R_MeshQueue_EndScene(); + R_Mesh_Finish(); + R_TimeReport("meshfinish"); } + +/* +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; + m.wantoverbright = false; + 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; + 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 *= mesh_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; + } + } + R_Mesh_Draw(8, 12); +} +*/ + +void R_DrawNoModelCallback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + int i; + 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; + } + 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; + 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) * mesh_colorscale; + c[1] = (c[1] * f1 + fogcolor[1] * f2) * mesh_colorscale; + c[2] = (c[2] * f1 + fogcolor[2] * f2) * mesh_colorscale; + } + } + else + { + for (i = 0, c = varray_color;i < 6;i++, c += 4) + { + c[0] *= mesh_colorscale; + c[1] *= mesh_colorscale; + c[2] *= mesh_colorscale; + } + } + R_Mesh_Draw(6, 8); +} + +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); +} +