X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=cae6f82dcfd72c0ea39270287575ea5d82701d5c;hp=9a4d9333b47289422e30e2d9bcca1562e1d4cd72;hb=a1b49de12c089c9690446445059dd957d56de33d;hpb=d7035ef4229a2462ad59a67160494593fbd8f2e0 diff --git a/gl_rmain.c b/gl_rmain.c index 9a4d9333..61971ea1 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of -MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. @@ -20,134 +20,143 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_main.c #include "quakedef.h" +#include "r_shadow.h" -entity_t r_worldentity; +// used for dlight push checking and other things +int r_framecount; -qboolean r_cache_thrash; // compatability +// used for visibility checking +qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3]; -vec3_t modelorg, r_entorigin; -entity_t *currententity; +mplane_t frustum[4]; -int r_framecount; // used for dlight push checking +matrix4x4_t r_identitymatrix; -mplane_t frustum[4]; +int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights; -int c_brush_polys, c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights; +// true during envmap command capture +qboolean envmap; -qboolean envmap; // true during envmap command capture +float r_farclip; -// LordHavoc: moved all code related to particles into r_part.c -//int particletexture; // little dot for particles -//int playertextures; // up to 16 color translated skins +// forces all rendering to draw triangle outlines +int r_showtrispass; -// // 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_vieworigin; +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_width; +int r_view_height; +float r_view_fov_x; +float r_view_fov_y; +matrix4x4_t r_view_matrix; // // 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 - - -void R_MarkLeaves (void); - -//cvar_t r_norefresh = {"r_norefresh","0"}; -cvar_t r_drawentities = {"r_drawentities","1"}; -cvar_t r_drawviewmodel = {"r_drawviewmodel","1"}; -cvar_t r_speeds = {"r_speeds","0"}; -cvar_t r_speeds2 = {"r_speeds2","0"}; -cvar_t r_fullbright = {"r_fullbright","0"}; -//cvar_t r_lightmap = {"r_lightmap","0"}; -cvar_t r_wateralpha = {"r_wateralpha","1"}; -cvar_t r_dynamic = {"r_dynamic","1"}; -cvar_t r_waterripple = {"r_waterripple","0"}; -cvar_t r_fullbrights = {"r_fullbrights", "1"}; - -cvar_t contrast = {"contrast", "1.0", true}; // LordHavoc: a method of operating system independent color correction -cvar_t brightness = {"brightness", "1.0", true}; // LordHavoc: a method of operating system independent color correction -cvar_t gl_lightmode = {"gl_lightmode", "1", true}; // LordHavoc: overbright lighting -//cvar_t r_dynamicbothsides = {"r_dynamicbothsides", "1"}; // LordHavoc: can disable dynamic lighting of backfaces, but quake maps are weird so it doesn't always work right... -cvar_t r_farclip = {"r_farclip", "6144"}; - -cvar_t gl_fogenable = {"gl_fogenable", "0"}; -cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"}; -cvar_t gl_fogred = {"gl_fogred","0.3"}; -cvar_t gl_foggreen = {"gl_foggreen","0.3"}; -cvar_t gl_fogblue = {"gl_fogblue","0.3"}; -cvar_t gl_fogstart = {"gl_fogstart", "0"}; -cvar_t gl_fogend = {"gl_fogend","0"}; -cvar_t glfog = {"glfog", "0"}; - -int R_VisibleCullBox (vec3_t mins, vec3_t maxs) -{ - 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) +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_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_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++) { - if (((mleaf_t *)node)->visframe == r_framecount) - return false; - if (!stack) - return true; - node = nodestack[--stack]; - goto loc0; + out[0] = in[0] * r; + out[1] = in[1] * g; + out[2] = in[2] * b; + out[3] = in[3]; + in += 4; + out += 4; } - - sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane); - -// recurse down the contacted sides - if (sides & 1) +} + +void R_FillColors(float *out, int verts, float r, float g, float b, float a) +{ + int i; + for (i = 0;i < verts;i++) { - if (sides & 2) // 3 - { - // put second child on the stack for later examination - nodestack[stack++] = node->children[1]; - node = node->children[0]; - goto loc0; - } - else // 1 - { - node = node->children[0]; - goto loc0; - } + out[0] = r; + out[1] = g; + out[2] = b; + out[3] = a; + out += 4; } - // 2 - node = node->children[1]; - goto loc0; } -qboolean lighthalf; +/* +==================== +R_TimeRefresh_f + +For program optimization +==================== +*/ +qboolean intimerefresh = 0; +static void R_TimeRefresh_f (void) +{ + int i; + float timestart, timedelta, oldangles[3]; + + intimerefresh = 1; + VectorCopy(cl.viewangles, oldangles); + VectorClear(cl.viewangles); + + timestart = Sys_DoubleTime(); + for (i = 0;i < 128;i++) + { + 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; + + VectorCopy(oldangles, cl.viewangles); + intimerefresh = 0; + Con_Printf ("%f seconds (%f fps)\n", timedelta, 128/timedelta); +} vec3_t fogcolor; vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; -void FOG_framebegin() +void R_UpdateFog(void) { - if (nehahra) + if (gamemode == GAME_NEHAHRA) { -// if (!Nehahrademcompatibility) -// gl_fogenable.value = 0; - if (gl_fogenable.value) + if (gl_fogenable.integer) { oldgl_fogenable = true; fog_density = gl_fogdensity.value; @@ -166,66 +175,24 @@ void FOG_framebegin() } if (fog_density) { - fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f); - fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f); - fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f); - if (lighthalf) - { - fogcolor[0] *= 0.5f; - fogcolor[1] *= 0.5f; - fogcolor[2] *= 0.5f; - } + fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f); + fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f); + fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f); } - if (glfog.value) + if (fog_density) { - if (!r_render.value) - return; - if(fog_density) - { - // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler... - //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1}; - GLfloat colors[4]; - colors[0] = fog_red; - colors[1] = fog_green; - colors[2] = fog_blue; - colors[3] = 1; - if (lighthalf) - { - colors[0] *= 0.5f; - colors[1] *= 0.5f; - colors[2] *= 0.5f; - } - - glFogi (GL_FOG_MODE, GL_EXP2); - glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100); - glFogfv (GL_FOG_COLOR, colors); - glEnable (GL_FOG); - } - else - glDisable(GL_FOG); + fogenabled = true; + fogdensity = -4000.0f / (fog_density * fog_density); + // fog color was already set } else - { - if (fog_density) - { - fogenabled = true; - fogdensity = -4000.0f / (fog_density * fog_density); - // fog color was already set - } - else - fogenabled = false; - } + fogenabled = false; } -void FOG_frameend() +// FIXME: move this to client? +void FOG_clear(void) { - if (glfog.value) - glDisable(GL_FOG); -} - -void FOG_clear() -{ - if (nehahra) + if (gamemode == GAME_NEHAHRA) { Cvar_Set("gl_fogenable", "0"); Cvar_Set("gl_fogdensity", "0.2"); @@ -236,87 +203,156 @@ void FOG_clear() fog_density = fog_red = fog_green = fog_blue = 0.0f; } -void FOG_registercvars() +// FIXME: move this to client? +void FOG_registercvars(void) { - Cvar_RegisterVariable (&glfog); - if (nehahra) + if (gamemode == GAME_NEHAHRA) { Cvar_RegisterVariable (&gl_fogenable); Cvar_RegisterVariable (&gl_fogdensity); Cvar_RegisterVariable (&gl_fogred); - Cvar_RegisterVariable (&gl_foggreen); + Cvar_RegisterVariable (&gl_foggreen); Cvar_RegisterVariable (&gl_fogblue); Cvar_RegisterVariable (&gl_fogstart); Cvar_RegisterVariable (&gl_fogend); } } -void gl_main_start() +void gl_main_start(void) { } -void gl_main_shutdown() +void gl_main_shutdown(void) { } -void gl_main_newmap() +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 GL_Main_Init(void) { + Matrix4x4_CreateIdentity(&r_identitymatrix); +// FIXME: move this to client? FOG_registercvars(); - Cvar_RegisterVariable (&r_drawentities); - Cvar_RegisterVariable (&r_drawviewmodel); - Cvar_RegisterVariable (&r_speeds); - Cvar_RegisterVariable (&r_speeds2); - Cvar_RegisterVariable (&contrast); - Cvar_RegisterVariable (&brightness); - 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); // LordHavoc: added waterripple - if (nehahra) + Cmd_AddCommand("timerefresh", R_TimeRefresh_f); + Cvar_RegisterVariable(&r_showtris); + Cvar_RegisterVariable(&r_drawentities); + Cvar_RegisterVariable(&r_drawviewmodel); + Cvar_RegisterVariable(&r_speeds); + Cvar_RegisterVariable(&r_fullbrights); + Cvar_RegisterVariable(&r_wateralpha); + Cvar_RegisterVariable(&r_dynamic); + Cvar_RegisterVariable(&r_fullbright); + Cvar_RegisterVariable(&r_textureunits); + 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 || gamemode == GAME_TENEBRAE) Cvar_SetValue("r_fullbrights", 0); -// if (gl_vendor && strstr(gl_vendor, "3Dfx")) -// gl_lightmode.value = 0; - Cvar_RegisterVariable (&r_fullbright); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } -extern void GL_Draw_Init(); -extern void GL_Main_Init(); -extern void GL_Models_Init(); -extern void GL_Poly_Init(); -extern void GL_Surf_Init(); -extern void GL_Screen_Init(); -extern void GL_Misc_Init(); -extern void R_Crosshairs_Init(); -extern void R_Light_Init(); -extern void R_Particles_Init(); -extern void R_Explosion_Init(); -extern void CL_Effects_Init(); - -void Render_Init() -{ - R_Modules_Shutdown(); +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; + +// 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; +} + +// 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); +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 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_Textures_Init(); + Mod_RenderInit(); + gl_backend_init(); + R_MeshQueue_Init(); GL_Draw_Init(); GL_Main_Init(); + R_Shadow_Init(); GL_Models_Init(); - GL_Poly_Init(); + R_Sky_Init(); GL_Surf_Init(); - GL_Screen_Init(); - GL_Misc_Init(); R_Crosshairs_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - CL_Effects_Init(); - R_Decals_Init(); - R_Modules_Start(); + //ui_init(); + UI_Init(); + Sbar_Init(); + R_LightningBeams_Init(); } /* @@ -327,181 +363,110 @@ GL_Init extern char *ENGINE_EXTENSIONS; void GL_Init (void) { - gl_vendor = glGetString (GL_VENDOR); - Con_Printf ("GL_VENDOR: %s\n", gl_vendor); - gl_renderer = glGetString (GL_RENDERER); - Con_Printf ("GL_RENDERER: %s\n", gl_renderer); - - gl_version = glGetString (GL_VERSION); - Con_Printf ("GL_VERSION: %s\n", gl_version); - gl_extensions = glGetString (GL_EXTENSIONS); - Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions); - -// Con_Printf ("%s %s\n", gl_renderer, gl_version); - - VID_CheckMultitexture(); - VID_CheckCVA(); + VID_CheckExtensions(); // LordHavoc: report supported extensions - Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS); - - glCullFace(GL_FRONT); - glEnable(GL_TEXTURE_2D); -// glDisable(GL_ALPHA_TEST); - glAlphaFunc(GL_GREATER, 0.5); - -// glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); - - Palette_Init(); + Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS); } - -/* -void R_RotateForEntity (entity_t *e) +int R_CullBox(const vec3_t mins, const vec3_t maxs) { - glTranslatef (e->origin[0], e->origin[1], e->origin[2]); - - glRotatef (e->angles[1], 0, 0, 1); - glRotatef (-e->angles[0], 0, 1, 0); - glRotatef (e->angles[2], 1, 0, 0); - - glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale -} -*/ - -// LordHavoc: shading stuff -vec3_t shadevector; -vec3_t shadecolor; - -float modelalpha; - -//================================================================================== - -void R_DrawBrushModel (entity_t *e); -void R_DrawSpriteModel (entity_t *e, frameblend_t *blend); - -void R_LerpUpdate(entity_t *ent) -{ - int frame; - frame = ent->render.frame; - if (ent->render.model && ent->render.frame >= ent->render.model->numframes) - { - Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name); - frame = 0; - } - - if (ent->render.lerp_model != ent->render.model) - { - // reset all interpolation information - ent->render.lerp_model = ent->render.model; - ent->render.frame1 = ent->render.frame2 = frame; - ent->render.frame1start = ent->render.frame2start = cl.time; - ent->render.framelerp = 1; - ent->render.lerp_starttime = 0; - } - else if (ent->render.frame2 != frame) - { - // transition to new frame - ent->render.frame1 = ent->render.frame2; - ent->render.frame1start = ent->render.frame2start; - ent->render.frame2 = frame; - ent->render.frame2start = cl.time; - ent->render.framelerp = 0; - ent->render.lerp_starttime = cl.time; - } - else + int i; + mplane_t *p; + for (i = 0;i < 4;i++) { - // lerp_starttime < 0 is used to prevent changing of framelerp - if (ent->render.lerp_starttime >= 0) + p = frustum + i; + switch(p->signbits) { - // update transition - ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10; - ent->render.framelerp = bound(0, ent->render.framelerp, 1); + 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; } +//================================================================================== -void R_PrepareEntities (void) +static void R_MarkEntities (void) { int i; - entity_t *ent; - vec3_t v; - // this updates entities that are supposed to be view relative - for (i = 0;i < cl_numvisedicts;i++) - { - ent = cl_visedicts[i]; + entity_render_t *ent; - if (ent->render.flags & RENDER_VIEWMODEL) - { - // remove flag so it will not be repeated incase RelinkEntities is not called again for a while - ent->render.flags -= RENDER_VIEWMODEL; - // transform origin - VectorCopy(ent->render.origin, v); - ent->render.origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_refdef.vieworg[0]; - ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_refdef.vieworg[1]; - ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_refdef.vieworg[2]; - // adjust angles - VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles); - } - } -} + ent = &cl_entities[0].render; + Matrix4x4_CreateIdentity(&ent->matrix); + Matrix4x4_CreateIdentity(&ent->inversematrix); -/* -============= -R_DrawEntitiesOnList -============= -*/ -// LordHavoc: split so bmodels are rendered before any other objects -void R_DrawEntitiesOnList1 (void) -{ - int i; - - if (!r_drawentities.value) + if (!r_drawentities.integer) return; - for (i = 0;i < cl_numvisedicts;i++) + for (i = 0;i < r_refdef.numentities;i++) { - if (cl_visedicts[i]->render.model->type != mod_brush) - continue; - currententity = cl_visedicts[i]; - modelalpha = currententity->render.alpha; - - R_DrawBrushModel (currententity); + 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; } } -void R_DrawEntitiesOnList2 (void) +// only used if skyrendermasked, and normally returns false +int R_DrawBrushModelsSky (void) { - int i; - frameblend_t blend[4]; + int i, sky; + entity_render_t *ent; - if (!r_drawentities.value) - return; + if (!r_drawentities.integer) + return false; - for (i = 0;i < cl_numvisedicts;i++) + sky = false; + for (i = 0;i < r_refdef.numentities;i++) { - currententity = cl_visedicts[i]; - modelalpha = currententity->render.alpha; - - switch (currententity->render.model->type) + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky) { - case mod_alias: - R_LerpUpdate(currententity); - R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend); - R_DrawAliasModel (currententity, true, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap); - break; - - case mod_sprite: - R_LerpUpdate(currententity); - R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend); - R_DrawSpriteModel (currententity, blend); - break; - - default: - break; + ent->model->DrawSky(ent); + sky = true; } } + return sky; } /* @@ -509,412 +474,489 @@ void R_DrawEntitiesOnList2 (void) R_DrawViewModel ============= */ +/* void R_DrawViewModel (void) { - frameblend_t blend[4]; + entity_render_t *ent; - if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model) + // 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; - currententity = &cl.viewent; - currententity->render.alpha = modelalpha = cl_entities[cl.viewentity].render.alpha; // LordHavoc: if the player is transparent, so is the gun - currententity->render.effects = cl_entities[cl.viewentity].render.effects; - currententity->render.scale = 1; - VectorCopy(cl_entities[cl.viewentity].render.colormod, currententity->render.colormod); + 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); +} +*/ - R_LerpUpdate(currententity); - R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend); +void R_DrawNoModel(entity_render_t *ent); +void R_DrawModels(void) +{ + int i; + entity_render_t *ent; - // hack the depth range to prevent view model from poking into walls - glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); - R_DrawAliasModel (currententity, false, modelalpha, currententity->render.model, blend, currententity->render.skinnum, currententity->render.origin, currententity->render.angles, currententity->render.scale, currententity->render.effects, currententity->render.model->flags, currententity->render.colormap); - glDepthRange (gldepthmin, gldepthmax); -} + if (!r_drawentities.integer) + return; -void R_DrawBrushModel (entity_t *e); + for (i = 0;i < r_refdef.numentities;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); + } + } +} -void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ); +static void R_SetFrustum(void) +{ + // 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 + // 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_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_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_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_view_fov_y / 2)); + frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); + PlaneClassify(&frustum[3]); +} -void R_SetFrustum (void) +static void R_BlendView(void) { - int i; + rmeshstate_t m; + float r; + float vertex3f[3*3]; - if (r_refdef.fov_x == 90) - { - // front side is visible + if (r_refdef.viewblend[3] < 0.01f) + return; - VectorAdd (vpn, vright, frustum[0].normal); - VectorSubtract (vpn, vright, frustum[1].normal); + R_Mesh_Matrix(&r_identitymatrix); + + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(true); + GL_DepthTest(false); // magic + GL_VertexPointer(vertex3f); + GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + r = 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); +} - VectorAdd (vpn, vup, frustum[2].normal); - VectorSubtract (vpn, vup, frustum[3].normal); - } - else +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) { - // 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 ) ); + 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); } - for (i=0 ; i<4 ; i++) + // don't allow cheats in multiplayer + if (!cl.islocalgame) { - frustum[i].type = PLANE_ANYZ; - frustum[i].dist = DotProduct (r_origin, frustum[i].normal); -// frustum[i].signbits = SignbitsForPlane (&frustum[i]); - BoxOnPlaneSideClassify(&frustum[i]); + 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_AnimateLight (void); -void V_CalcBlend (void); +void R_RenderScene(void); /* -=============== -R_SetupFrame -=============== +================ +R_RenderView +================ */ -void R_SetupFrame (void) +void R_RenderView(void) { -// don't allow cheats in multiplayer - if (cl.maxclients > 1) - { - Cvar_Set ("r_fullbright", "0"); - Cvar_Set ("r_ambient", "0"); - } + if (!r_refdef.entities/* || !cl.worldmodel*/) + return; //Host_Error ("R_RenderView: NULL worldmodel"); + + r_view_width = bound(0, r_refdef.width, vid.realwidth); + r_view_height = bound(0, r_refdef.height, vid.realheight); + 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_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 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); + R_ClearScreen(); + 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"); + + GL_Scissor(0, 0, vid.realwidth, vid.realheight); + GL_ScissorTest(false); +} - R_AnimateLight (); +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++; -// build the transformation matrix for the given view angles - VectorCopy (r_refdef.vieworg, r_origin); + GL_ShowTrisColor(0.05, 0.05, 0.05, 1); - AngleVectors (r_refdef.viewangles, vpn, vright, vup); + R_SetFrustum(); -// current viewleaf - r_oldviewleaf = r_viewleaf; - r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); + 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_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); - V_SetContentsColor (r_viewleaf->contents); - V_CalcBlend (); + GL_SetupView_Orientation_FromEntity(&r_view_matrix); - r_cache_thrash = false; + R_SkyStartFrame(); - c_brush_polys = 0; - c_alias_polys = 0; - c_light_polys = 0; - c_faces = 0; - c_nodes = 0; - c_leafs = 0; - c_models = 0; - c_bmodels = 0; - c_sprites = 0; - c_particles = 0; -// c_dlights = 0; -} + 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"); -void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) -{ - GLdouble xmin, xmax, ymin, ymax; + R_MeshQueue_BeginScene(); - ymax = zNear * tan( fovy * M_PI / 360.0 ); - ymin = -ymax; + R_Shadow_UpdateWorldLightSelection(); - xmin = ymin * aspect; - xmax = ymax * aspect; + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); - glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); -} + if (R_DrawBrushModelsSky()) + R_TimeReport("bmodelsky"); + // must occur early because it can draw sky + R_DrawWorld(world); + R_TimeReport("world"); -extern char skyname[]; + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); -/* -============= -R_SetupGL -============= -*/ -void R_SetupGL (void) -{ - float screenaspect; - extern int glwidth, glheight; - int x, x2, y2, y, w, h; + GL_ShowTrisColor(0, 0.015, 0, 1); - if (!r_render.value) - return; - // - // set up viewpoint - // - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - x = r_refdef.vrect.x * glwidth/vid.width; - x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width; - y = (vid.height-r_refdef.vrect.y) * glheight/vid.height; - y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height; - - // fudge around because of frac screen scale - if (x > 0) - x--; - if (x2 < glwidth) - x2++; - if (y2 < 0) - y2--; - if (y < glheight) - y++; - - w = x2 - x; - h = y - y2; - - if (envmap) - { - x = y2 = 0; - w = h = 256; - } - - glViewport (glx + x, gly + y2, w, h); - screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height; -// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI; -// if (skyname[0]) // skybox enabled? -// MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256 -// else - MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value); - - glCullFace(GL_FRONT); - - glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); - - glRotatef (-90, 1, 0, 0); // put Z going up - glRotatef (90, 0, 0, 1); // put Z going up - glRotatef (-r_refdef.viewangles[2], 1, 0, 0); - glRotatef (-r_refdef.viewangles[0], 0, 1, 0); - glRotatef (-r_refdef.viewangles[1], 0, 0, 1); - glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); - - glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); - - // - // set drawing parms - // -// if (gl_cull.value) - glEnable(GL_CULL_FACE); -// else -// glDisable(GL_CULL_FACE); - - glEnable(GL_BLEND); // was Disable - glDisable(GL_ALPHA_TEST); - glAlphaFunc(GL_GREATER, 0.5); - glEnable(GL_DEPTH_TEST); - glDepthMask(1); - glShadeModel(GL_SMOOTH); -} - -/* -============= -R_Clear -============= -*/ -void R_Clear (void) -{ - if (!r_render.value) - return; -// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen - gldepthmin = 0; - gldepthmax = 1; - glDepthFunc (GL_LEQUAL); + R_DrawModels(); + R_TimeReport("models"); - glDepthRange (gldepthmin, gldepthmax); -} + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); -// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :) -void GL_Brighten() -{ - if (!r_render.value) - return; - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - glOrtho (0, vid.width, vid.height, 0, -99999, 99999); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); - glDisable (GL_DEPTH_TEST); - glDisable (GL_CULL_FACE); - glDisable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc (GL_DST_COLOR, GL_ONE); - glBegin (GL_TRIANGLES); - glColor3f (1, 1, 1); - glVertex2f (-5000, -5000); - glVertex2f (10000, -5000); - glVertex2f (-5000, 10000); - glEnd (); - glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glEnable (GL_DEPTH_TEST); - glEnable (GL_CULL_FACE); -} + GL_ShowTrisColor(0, 0, 0.033, 1); + R_ShadowVolumeLighting(false); + R_TimeReport("rtlights"); -extern cvar_t contrast; -extern cvar_t brightness; -extern cvar_t gl_lightmode; + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); -void GL_BlendView() -{ - if (!r_render.value) - return; - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - glOrtho (0, vid.width, vid.height, 0, -99999, 99999); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); - glDisable (GL_DEPTH_TEST); - glDisable (GL_CULL_FACE); - glDisable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - if (lighthalf) - { - glBlendFunc (GL_DST_COLOR, GL_ONE); - glBegin (GL_TRIANGLES); - glColor3f (1, 1, 1); - glVertex2f (-5000, -5000); - glVertex2f (10000, -5000); - glVertex2f (-5000, 10000); - glEnd (); - } - glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - contrast.value = bound(0.2, contrast.value, 1.0); - if (/*gl_polyblend.value && */v_blend[3]) - { - glBegin (GL_TRIANGLES); - glColor4fv (v_blend); - glVertex2f (-5000, -5000); - glVertex2f (10000, -5000); - glVertex2f (-5000, 10000); - glEnd (); - } + GL_ShowTrisColor(0.1, 0, 0, 1); - glEnable (GL_CULL_FACE); - glEnable (GL_DEPTH_TEST); - glDisable(GL_BLEND); - glEnable(GL_TEXTURE_2D); -} + R_DrawLightningBeams(); + R_TimeReport("lightning"); -#define TIMEREPORT(VAR) \ - if (r_speeds2.value)\ - {\ - temptime = currtime;\ - currtime = Sys_FloatTime();\ - VAR = (int) ((currtime - temptime) * 1000000.0);\ - }\ - else\ - VAR = 0; + R_DrawParticles(); + R_TimeReport("particles"); -/* -================ -R_RenderView + R_DrawExplosions(); + R_TimeReport("explosions"); -r_refdef must be set before the first call -================ -*/ -extern qboolean intimerefresh; -extern void R_Sky(); -extern void UploadLightmaps(); -char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81], r_speeds2_string7[81]; -void R_RenderView (void) -{ - double starttime, currtime, temptime; - int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend, time_total; -// if (r_norefresh.value) -// return; + R_MeshQueue_RenderTransparent(); + R_TimeReport("drawtrans"); - if (!r_worldentity.render.model || !cl.worldmodel) - Host_Error ("R_RenderView: NULL worldmodel"); + R_DrawCoronas(); + R_TimeReport("coronas"); - lighthalf = gl_lightmode.value; + R_DrawWorldCrosshair(); + R_TimeReport("crosshair"); - FOG_framebegin(); + R_MeshQueue_Render(); + R_MeshQueue_EndScene(); - if (r_speeds2.value) + if (r_shadow_visiblevolumes.integer && !r_showtrispass) { - starttime = currtime = Sys_FloatTime(); + R_ShadowVolumeLighting(true); + R_TimeReport("shadowvolume"); } - else - starttime = currtime = 0; - R_Clear(); - TIMEREPORT(time_clear) - // render normal view + GL_ShowTrisColor(0.05, 0.05, 0.05, 1); - R_SetupFrame (); - R_SetFrustum (); - R_SetupGL (); - - R_PrepareEntities(); - - skypolyclear(); - wallpolyclear(); - transpolyclear(); - - TIMEREPORT(time_setup) - - R_DrawWorld (); - TIMEREPORT(time_world) - R_DrawEntitiesOnList1 (); // BSP models - TIMEREPORT(time_bmodels) - - UploadLightmaps(); - TIMEREPORT(time_upload) + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); +} - skypolyrender(); // fogged sky polys, affects depth +/* +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); +} +*/ - if (skyname[0] && currentskypoly && !fogenabled) - R_Sky(); // does not affect depth, draws over the sky polys - TIMEREPORT(time_sky) +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); - wallpolyrender(); - TIMEREPORT(time_wall) + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); - GL_DrawDecals(); - TIMEREPORT(time_drawdecals) + 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); +} - if (!intimerefresh && !r_speeds2.value) - S_ExtraUpdate (); // don't let sound get messed up if going slow +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); +} - R_DrawEntitiesOnList2 (); // other models -// R_RenderDlights (); - R_DrawViewModel (); - TIMEREPORT(time_models) - R_MoveParticles (); - TIMEREPORT(time_moveparticles) - R_DrawParticles (); - TIMEREPORT(time_drawparticles) - R_MoveExplosions(); - TIMEREPORT(time_moveexplosions) - R_DrawExplosions(); - TIMEREPORT(time_drawexplosions) +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]; +} - transpolyrender(); - TIMEREPORT(time_transpoly) +float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; - FOG_frameend(); +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; - GL_BlendView(); - TIMEREPORT(time_blend) - if (r_speeds2.value) + if (fogenabled) { - time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0); - sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly); - sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs); - sprintf(r_speeds2_string3, "%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights); - sprintf(r_speeds2_string4, "%6ius clear %6ius setup %6ius world %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload); - sprintf(r_speeds2_string5, "%6ius sky %6ius wall %6ius models %6ius mpart %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles); - sprintf(r_speeds2_string6, "%6ius mexplo %6ius dexplo %6ius decals %6ius trans %6ius blend ", time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend); - sprintf(r_speeds2_string7, "%6ius permdl %6ius total ", time_models / max(c_models, 1), time_total); + 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); } +