X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=c79d159577444c603f37725c376513340f98e00e;hp=c834478f02d32aa6a0aba99b9270fc07f0b110d3;hb=43c93c6edf2dc67b6315ebddc7a71c7f8c0597d8;hpb=37a318ea566eca312f922b441a1c242606533186 diff --git a/gl_rmain.c b/gl_rmain.c index c834478f..c79d1595 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -21,53 +21,91 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -entity_render_t *currentrenderentity; +// used for dlight push checking and other things +int r_framecount; -int r_framecount; // used for dlight push checking +// used for visibility checking +qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3]; -mplane_t frustum[4]; +mplane_t frustum[4]; -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; +matrix4x4_t r_identitymatrix; -qboolean envmap; // true during envmap command capture +int 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; + +float r_farclip; -// // view origin -// -vec3_t vup; -vec3_t vpn; -vec3_t vright; -vec3_t r_origin; +vec3_t r_vieworigin; +vec3_t r_viewforward; +vec3_t r_viewleft; +vec3_t r_viewright; +vec3_t r_viewup; // // 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_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_waterripple = {CVAR_SAVE, "r_waterripple","0"}; -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_ser = {CVAR_SAVE, "r_ser", "0"}; +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_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"}; +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"}; + +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"}; +cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"}; + + +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; + } +} /* ==================== @@ -79,69 +117,24 @@ For program optimization qboolean intimerefresh = 0; static void R_TimeRefresh_f (void) { - int i; - float start, stop, time; + int i; + float timestart, timedelta, oldangles[3]; intimerefresh = 1; - start = Sys_DoubleTime (); + VectorCopy(cl.viewangles, oldangles); + VectorClear(cl.viewangles); + + timestart = Sys_DoubleTime(); for (i = 0;i < 128;i++) { - r_refdef.viewangles[0] = 0; - r_refdef.viewangles[1] = i/128.0*360.0; - r_refdef.viewangles[2] = 0; + Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1); CL_UpdateScreen(); } + timedelta = Sys_DoubleTime() - timestart; - stop = Sys_DoubleTime (); + VectorCopy(oldangles, cl.viewangles); intimerefresh = 0; - time = stop-start; - 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; + Con_Printf ("%f seconds (%f fps)\n", timedelta, 128/timedelta); } vec3_t fogcolor; @@ -149,7 +142,7 @@ vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; -void R_SetupFog(void) +void R_UpdateFog(void) { if (gamemode == GAME_NEHAHRA) { @@ -223,54 +216,102 @@ void gl_main_shutdown(void) { } +extern void CL_ParseEntityLump(char *entitystring); void gl_main_newmap(void) { + 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) { + 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_waterripple); - Cvar_RegisterVariable (&r_fullbright); - Cvar_RegisterVariable (&r_ser); - Cvar_RegisterVariable (&r_multitexture); - if (gamemode == GAME_NEHAHRA) + Cmd_AddCommand("timerefresh", R_TimeRefresh_f); + 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) Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } -/* -=============== -R_NewMap -=============== -*/ -void CL_ParseEntityLump(char *entitystring); -void R_NewMap (void) -{ - int i; +static vec3_t r_farclip_origin; +static vec3_t r_farclip_direction; +static vec_t r_farclip_directiondist; +static vec_t r_farclip_meshfarclip; +static int r_farclip_directionbit0; +static int r_farclip_directionbit1; +static int r_farclip_directionbit2; - for (i=0 ; i<256 ; i++) - d_lightstylevalue[i] = 264; // normal light value +// enlarge farclip to accomodate box +static 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; +} - r_viewleaf = NULL; - if (cl.worldmodel->entities) - CL_ParseEntityLump(cl.worldmodel->entities); - R_Modules_NewMap(); +// return farclip value +static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip) +{ + int i; + + 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; + + if (cl.worldmodel) + R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs); + for (i = 0;i < r_refdef.numentities;i++) + R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs); + + return r_farclip_meshfarclip - r_farclip_directiondist; } 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); @@ -278,19 +319,20 @@ 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); +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_Clip_Init(); + R_MeshQueue_Init(); GL_Draw_Init(); GL_Main_Init(); + R_Shadow_Init(); GL_Models_Init(); R_Sky_Init(); GL_Surf_Init(); @@ -298,8 +340,10 @@ void Render_Init(void) R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - ui_init(); - R_Modules_Start(); + //ui_init(); + UI_Init(); + Sbar_Init(); + R_LightningBeams_Init(); } /* @@ -310,338 +354,814 @@ 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); - 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)))) //================================================================================== -void R_Entity_Callback(void *data, void *junk) -{ - ((entity_render_t *)data)->visframe = r_framecount; -} - static void R_MarkEntities (void) { - int i; - vec3_t v; + int i; + entity_render_t *ent; + + ent = &cl_entities[0].render; + Matrix4x4_CreateIdentity(&ent->matrix); + Matrix4x4_CreateIdentity(&ent->inversematrix); if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.numentities;i++) { - currentrenderentity = r_refdef.entities[i]; - Mod_CheckLoaded(currentrenderentity->model); - - // move view-relative models to where they should be - if (currentrenderentity->flags & RENDER_VIEWMODEL) - { - // remove flag so it will not be repeated incase RelinkEntities is not called again for a while - currentrenderentity->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]; - // adjust angles - VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->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)) - continue; - - R_LerpAnimation(currentrenderentity); - if (r_ser.integer) - currentrenderentity->model->SERAddEntity(); - else - currentrenderentity->visframe = r_framecount; + ent = r_refdef.entities[i]; + Mod_CheckLoaded(ent->model); + // 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); + if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL)) + && !VIS_CullBox(ent->mins, ent->maxs) + && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL)))) + ent->visframe = r_framecount; } } // 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 ============= */ +/* 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); - - R_LerpAnimation(currentrenderentity); - - currentrenderentity->model->Draw(); + 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); } +*/ -static void R_SetFrustum (void) +void R_DrawNoModel(entity_render_t *ent); +void R_DrawModels(void) { - 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 - // disabled as well. - // rotate VPN right by FOV_X/2 degrees - RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); - // rotate VPN left by FOV_X/2 degrees - RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); - // rotate VPN up by FOV_X/2 degrees - RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 ); - // rotate VPN down by FOV_X/2 degrees - RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) ); + int i; + entity_render_t *ent; + if (!r_drawentities.integer) + return; - for (i=0 ; i<4 ; i++) + for (i = 0;i < r_refdef.numentities;i++) { - frustum[i].type = PLANE_ANYZ; - frustum[i].dist = DotProduct (r_origin, frustum[i].normal); - PlaneClassify(&frustum[i]); + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount) + { + if (ent->model && ent->model->Draw != NULL) + ent->model->Draw(ent); + else + R_DrawNoModel(ent); + } } } -/* -=============== -R_SetupFrame -=============== -*/ -static void R_SetupFrame (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) { -// don't allow cheats in multiplayer - if (cl.maxclients > 1) + 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]))) { - if (r_fullbright.integer != 0) - Cvar_Set ("r_fullbright", "0"); - if (r_ambient.value != 0) - Cvar_Set ("r_ambient", "0"); + Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin); + ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius); } - if (r_multitexture.integer && gl_textureunits < 2) - Cvar_SetValue("r_multitexture", 0); - - r_framecount++; - -// build the transformation matrix for the given view angles - VectorCopy (r_refdef.vieworg, r_origin); +} - AngleVectors (r_refdef.viewangles, vpn, vright, vup); +void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light); -// current viewleaf - r_oldviewleaf = r_viewleaf; - r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); +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); + } + } + } + } + } + } - R_AnimateLight (); + 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); + VectorNegate(r_viewleft, r_viewright); -static int blendviewpolyindex[3] = {0, 1, 2}; + // 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 R_VIEWFORWARD right by FOV_X/2 degrees + RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_refdef.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)); + 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)); + 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)); + frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); + PlaneClassify(&frustum[3]); +} static void R_BlendView(void) { - rmeshinfo_t m; - float tvxyz[3][4], r; - - if (!r_render.integer) - return; + rmeshstate_t m; + float r; + float vertex3f[3*3]; if (r_refdef.viewblend[3] < 0.01f) return; + R_Mesh_Matrix(&r_identitymatrix); + memset(&m, 0, sizeof(m)); - m.transparent = false; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE; - m.depthdisable = true; // magic - m.numtriangles = 1; - m.numverts = 3; - m.index = blendviewpolyindex; - m.vertex = &tvxyz[0][0]; - m.vertexstep = sizeof(float[4]); - m.cr = r_refdef.viewblend[0]; - m.cg = r_refdef.viewblend[1]; - m.cb = r_refdef.viewblend[2]; - m.ca = r_refdef.viewblend[3]; - r = 64000; - tvxyz[0][0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r; - tvxyz[0][1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r; - tvxyz[0][2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r; - r *= 3; - tvxyz[1][0] = tvxyz[0][0] + vup[0] * r; - tvxyz[1][1] = tvxyz[0][1] + vup[1] * r; - tvxyz[1][2] = tvxyz[0][2] + vup[2] * r; - tvxyz[2][0] = tvxyz[0][0] + vright[0] * r; - tvxyz[2][1] = tvxyz[0][1] + vright[1] * r; - tvxyz[2][2] = tvxyz[0][2] + vright[2] * r; - R_Mesh_Draw(&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 = 64; + vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r; + vertex3f[1] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r - r_viewup[1] * r; + vertex3f[2] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r - r_viewup[2] * r; + vertex3f[3] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r + r_viewup[0] * r * 3; + vertex3f[4] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r + r_viewup[1] * r * 3; + vertex3f[5] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r + r_viewup[2] * r * 3; + vertex3f[6] = r_vieworigin[0] + r_viewforward[0] * 1.5 - r_viewleft[0] * r * 3 - r_viewup[0] * r; + vertex3f[7] = r_vieworigin[1] + r_viewforward[1] * 1.5 - r_viewleft[1] * r * 3 - r_viewup[1] * r; + vertex3f[8] = r_vieworigin[2] + r_viewforward[2] * 1.5 - r_viewleft[2] * r * 3 - r_viewup[2] * r; + R_Mesh_Draw(3, 1, polygonelements); +} + +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"); + Cvar_SetValueQuick(&r_shadow_realtime_world, 0); + } + + // don't allow cheats in multiplayer + if (!cl.islocalgame) + { + if (r_fullbright.integer != 0) + Cvar_Set ("r_fullbright", "0"); + if (r_ambient.value != 0) + Cvar_Set ("r_ambient", "0"); + } + + R_Textures_Frame(); + R_UpdateFog(); + R_UpdateLights(); } +void R_RenderScene(void); + /* ================ R_RenderView - -r_refdef must be set before the first call ================ */ -void R_RenderView (void) +void R_RenderView(void) { - if (!cl.worldmodel) + 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); + GL_ScissorTest(true); + R_ClearScreen(); - // FIXME: move to client - R_MoveExplosions(); - R_TimeReport("mexplosion"); - - R_SetupFrame(); R_SetFrustum(); - R_SetupFog(); - R_SkyStartFrame(); - if (r_ser.integer) - R_Clip_StartFrame(); - R_BuildLightList(); + r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f; - R_Mesh_Start(); + 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"); - R_DrawWorld(); - R_TimeReport("worldnode"); + R_RenderScene(); + + R_BlendView(); + R_TimeReport("blendview"); + + GL_Scissor(0, 0, vid.realwidth, vid.realheight); + GL_ScissorTest(false); +} + +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_SkyStartFrame(); + + if (cl.worldmodel && cl.worldmodel->brush.FatPVS) + cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); + world = &cl_entities[0].render; + R_WorldVisibility(world); + R_TimeReport("worldvis"); R_MarkEntities(); R_TimeReport("markentity"); - if (r_ser.integer) - { - R_Clip_EndFrame(); - R_TimeReport("hiddensurf"); - } + qglDepthFunc(GL_LEQUAL); + qglPolygonOffset(0, 0); + qglEnable(GL_POLYGON_OFFSET_FILL); - R_MarkWorldLights(); - R_TimeReport("marklights"); + R_Mesh_Start(); + R_MeshQueue_BeginScene(); - if (skyrendermasked) - { - if (R_DrawBModelSky()) - R_TimeReport("bmodelsky"); - } - else - { - R_DrawViewModel(); - R_TimeReport("viewmodel"); - } + R_Shadow_UpdateWorldLightSelection(); - R_SetupForWorldRendering(); - R_PrepareSurfaces(); - R_TimeReport("surfprep"); + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); - R_DrawSurfaces(SHADERSTAGE_SKY); - R_DrawSurfaces(SHADERSTAGE_NORMAL); - R_TimeReport("surfdraw"); + if (R_DrawBrushModelsSky()) + R_TimeReport("bmodelsky"); - 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"); + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); + + R_ShadowVolumeLighting(false); + R_TimeReport("rtlights"); + + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); + + R_DrawLightningBeams(); + R_TimeReport("lightning"); + R_DrawParticles(); R_TimeReport("particles"); 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"); - R_BlendView(); - R_TimeReport("blendview"); + R_DrawWorldCrosshair(); + R_TimeReport("crosshair"); + + R_MeshQueue_Render(); + R_MeshQueue_EndScene(); + + if (r_shadow_visiblevolumes.integer) + { + R_ShadowVolumeLighting(true); + R_TimeReport("shadowvolume"); + } - // render any queued meshs R_Mesh_Finish(); R_TimeReport("meshfinish"); + + qglPolygonOffset(0, 0); + qglDisable(GL_POLYGON_OFFSET_FILL); + + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); +} + +/* +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], vertex3f[8*3], color4f[8*4]; + rmeshstate_t m; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + 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]; + 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, cg, cb, ca); + if (fogenabled) + { + for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) + { + VectorSubtract(v, r_vieworigin, diff); + f2 = exp(fogdensity/DotProduct(diff, diff)); + f1 = 1 - f2; + 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); +} +*/ + +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) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + } + else if (ent->alpha < 1) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + } + else + { + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + } + GL_DepthTest(true); + GL_VertexPointer(nomodelvertex3f); + if (fogenabled) + { + memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); + GL_ColorPointer(color4f); + VectorSubtract(ent->origin, r_vieworigin, diff); + f2 = exp(fogdensity/DotProduct(diff, diff)); + f1 = 1 - f2; + for (i = 0, c = color4f;i < 6;i++, c += 4) + { + c[0] = (c[0] * f1 + fogcolor[0] * f2); + c[1] = (c[1] * f1 + fogcolor[1] * f2); + c[2] = (c[2] * f1 + fogcolor[2] * f2); + c[3] *= ent->alpha; + } + } + else if (ent->alpha != 1) + { + memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); + GL_ColorPointer(color4f); + for (i = 0, c = color4f;i < 6;i++, c += 4) + c[3] *= ent->alpha; + } + else + GL_ColorPointer(nomodelcolor4f); + R_Mesh_Draw(6, 8, nomodelelements); +} + +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); +} + +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_vieworigin, org1, diff); + VectorNormalizeFast (diff); + CrossProduct (normal, diff, right1); + + // calculate 'right' vector for end + VectorSubtract (r_vieworigin, 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_vieworigin, diff); + ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); + } + + 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; + 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); }