X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=f11072eb68f8b08172ad354c7dd510e7c50c0c52;hp=e880dbd5dfcef5e92b96301a7d0c340540a39778;hb=be8d986d89e9ac7408134d9570ec398e535536e8;hpb=855932aeb5707c5efb2858c3e51b913d8203ebbe diff --git a/gl_rmain.c b/gl_rmain.c index e880dbd5..f11072eb 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -21,28 +21,23 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -entity_t r_worldentity; - qboolean r_cache_thrash; // compatability vec3_t modelorg, r_entorigin; entity_t *currententity; -int r_visframecount; // bumped when going to a new PVS int r_framecount; // used for dlight push checking mplane_t frustum[4]; -int c_brush_polys, c_alias_polys, c_light_polys, c_nodes, c_leafs; +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; -qboolean envmap; // true during envmap command capture +qboolean envmap; // true during envmap command capture // 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 -extern qboolean isG200, isRagePro; // LordHavoc: special card hacks - // // view origin // @@ -61,43 +56,83 @@ refdef_t r_refdef; mleaf_t *r_viewleaf, *r_oldviewleaf; -texture_t *r_notexture_mip; +unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value -int d_lightstylevalue[256]; // 8.8 fraction of base light value +void R_MarkLeaves (void); +//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_speeds2 = {0, "r_speeds2","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 r_farclip = {0, "r_farclip", "6144"}; // FIXME: make this go away (calculate based on farthest visible object/polygon) + +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 glfog = {0, "glfog", "0"}; + +cvar_t r_ser = {CVAR_SAVE, "r_ser", "1"}; -void R_MarkLeaves (void); +/* +int R_VisibleCullBox (vec3_t mins, vec3_t maxs) +{ + int sides; + mnode_t *nodestack[8192], *node; + int stack = 0; -//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_shadows = {"r_shadows","0"}; -cvar_t r_wateralpha = {"r_wateralpha","1"}; -cvar_t r_dynamic = {"r_dynamic","1"}; -cvar_t r_novis = {"r_novis","0"}; -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"}; - -extern qboolean isRagePro; + node = cl.worldmodel->nodes; +loc0: + if (node->contents < 0) + { + if (((mleaf_t *)node)->visframe == r_framecount) + { + if (R_CullBox(mins, maxs)) + return true; + 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; @@ -106,7 +141,7 @@ vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; -void FOG_framebegin() +void FOG_framebegin(void) { if (nehahra) { @@ -129,8 +164,22 @@ void FOG_framebegin() fog_blue = 0; } } + 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; + } + } if (glfog.value) { + if (!r_render.value) + return; if(fog_density) { // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler... @@ -161,28 +210,20 @@ void FOG_framebegin() { fogenabled = true; fogdensity = -4000.0f / (fog_density * 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; - } + // fog color was already set } else fogenabled = false; } } -void FOG_frameend() +void FOG_frameend(void) { if (glfog.value) glDisable(GL_FOG); } -void FOG_clear() +void FOG_clear(void) { if (nehahra) { @@ -195,7 +236,7 @@ void FOG_clear() fog_density = fog_red = fog_green = fog_blue = 0.0f; } -void FOG_registercvars() +void FOG_registercvars(void) { Cvar_RegisterVariable (&glfog); if (nehahra) @@ -203,53 +244,68 @@ void FOG_registercvars() 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 glmain_start() +void gl_main_start(void) +{ +} + +void gl_main_shutdown(void) { } -void glmain_shutdown() +void gl_main_newmap(void) { } -void GL_Main_Init() +void GL_Main_Init(void) { 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); + Cvar_RegisterVariable (&r_farclip); if (nehahra) Cvar_SetValue("r_fullbrights", 0); // if (gl_vendor && strstr(gl_vendor, "3Dfx")) // gl_lightmode.value = 0; Cvar_RegisterVariable (&r_fullbright); - R_RegisterModule("GL_Main", glmain_start, glmain_shutdown); + Cvar_RegisterVariable (&r_ser); + 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(); - -void Render_Init() +extern void GL_Draw_Init(void); +extern void GL_Main_Init(void); +extern void GL_Models_Init(void); +extern void GL_Poly_Init(void); +extern void GL_Surf_Init(void); +extern void GL_Screen_Init(void); +extern void GL_Misc_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 CL_Effects_Init(void); +extern void R_Clip_Init(void); +extern void ui_init(void); + +void Render_Init(void) { - R_ShutdownModules(); + R_Modules_Shutdown(); + R_Clip_Init(); GL_Draw_Init(); GL_Main_Init(); GL_Models_Init(); @@ -260,9 +316,48 @@ void Render_Init() R_Crosshairs_Init(); R_Light_Init(); R_Particles_Init(); - R_StartModules(); + R_Explosion_Init(); + CL_Effects_Init(); + R_Decals_Init(); + ui_init(); + R_Modules_Start(); +} + +/* +=============== +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(); + + // 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); } + /* void R_RotateForEntity (entity_t *e) { @@ -276,189 +371,137 @@ void R_RotateForEntity (entity_t *e) } */ -// LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed... -#define NUMVERTEXNORMALS 162 - -float r_avertexnormals[NUMVERTEXNORMALS][3] = { -#include "anorms.h" -}; - -// LordHavoc: moved this shading stuff up because the sprites need shading stuff +// LordHavoc: shading stuff vec3_t shadevector; vec3_t shadecolor; float modelalpha; -extern void R_LightPoint (vec3_t color, vec3_t p); -extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); -extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org); - -/* -============================================================= - - SPRITE MODELS - -============================================================= -*/ +//================================================================================== -/* -================ -R_GetSpriteFrame -================ -*/ -void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp) +void R_LerpUpdate(entity_t *ent) { - msprite_t *psprite; - mspritegroup_t *pspritegroup; - int i, j, numframes, frame; - float *pintervals, fullinterval, targettime, time, jtime, jinterval; - - psprite = currententity->model->cache.data; - frame = currententity->frame; - - if ((frame >= psprite->numframes) || (frame < 0)) + int frame; + frame = ent->render.frame; + if (ent->render.model && ent->render.frame >= ent->render.model->numframes) { - Con_Printf ("R_DrawSprite: no such frame %d\n", frame); + Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name); frame = 0; } - if (psprite->frames[frame].type == SPR_SINGLE) + if (ent->render.lerp_model != ent->render.model) { - if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time) - { - if (frame != currententity->draw_pose) - { - currententity->draw_lastpose = currententity->draw_pose; - currententity->draw_pose = frame; - currententity->draw_lerpstart = cl.time; - *framelerp = 0; - } - else - *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0; - } - else // uninitialized - { - currententity->draw_lastmodel = currententity->model; - currententity->draw_lastpose = currententity->draw_pose = frame; - currententity->draw_lerpstart = cl.time; - *framelerp = 0; - } - *oldframe = psprite->frames[currententity->draw_lastpose].frameptr; - *newframe = psprite->frames[frame].frameptr; + // 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 { - pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; - pintervals = pspritegroup->intervals; - numframes = pspritegroup->numframes; - fullinterval = pintervals[numframes-1]; + // lerp_starttime < 0 is used to prevent changing of framelerp + if (ent->render.lerp_starttime >= 0) + { + // update transition + ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10; + ent->render.framelerp = bound(0, ent->render.framelerp, 1); + } + } +} - time = cl.time + currententity->syncbase; - // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values - // are positive, so we don't have to worry about division by 0 - targettime = time - ((int)(time / fullinterval)) * fullinterval; +void R_PrepareEntities (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]; - // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0, - // I instead measure the time of the first frame, hoping it is consistent - j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0]; - for (i=0 ; i<(numframes-1) ; i++) + if (ent->render.flags & RENDER_VIEWMODEL) { - if (pintervals[i] > targettime) - break; - j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i]; + // 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_origin[0]; + ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1]; + ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2]; + // adjust angles + VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles); } - *framelerp = (targettime - jtime) / jinterval; - - *oldframe = pspritegroup->frames[j]; - *newframe = pspritegroup->frames[i]; } } -void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha) +void R_Entity_Callback(void *data, void *junk) { - // LordHavoc: rewrote this to use the transparent poly system - transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA); - transpolyvert(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alpha); - transpolyvert(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alpha); - transpolyvert(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alpha); - transpolyvert(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alpha); - transpolyend(); + ((entity_t *)data)->render.visframe = r_framecount; } -extern qboolean isG200, isRagePro, lighthalf; - -/* -================= -R_DrawSpriteModel - -================= -*/ -void R_DrawSpriteModel (entity_t *e) +void R_AddModelEntities (void) { - mspriteframe_t *oldframe, *newframe; - float *up, *right, lerp, ilerp; - vec3_t v_forward, v_right, v_up, org; - msprite_t *psprite; - - // don't even bother culling, because it's just a single - // polygon without a surface cache - R_GetSpriteFrame (e, &oldframe, &newframe, &lerp); - if (lerp < 0) lerp = 0; - if (lerp > 1) lerp = 1; - if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK! - lerp = 1; - ilerp = 1.0 - lerp; - psprite = e->model->cache.data; - - if (psprite->type == SPR_ORIENTED) - { // bullet marks on walls - AngleVectors (e->angles, v_forward, v_right, v_up); - up = v_up; - right = v_right; - VectorSubtract(e->origin, vpn, org); - } - else - { // normal sprite - up = vup; - right = vright; - VectorCopy(e->origin, org); - } - if (e->scale != 1) - { - VectorScale(up, e->scale, up); - VectorScale(right, e->scale, right); - } + int i; + vec3_t mins, maxs; + frameblend_t blend[4]; - if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT) - { - shadecolor[0] = e->colormod[0] * 255; - shadecolor[1] = e->colormod[1] * 255; - shadecolor[2] = e->colormod[2] * 255; - } - else + if (!r_drawentities.value) + return; + + for (i = 0;i < cl_numvisedicts;i++) { - R_LightPoint (shadecolor, e->origin); - R_DynamicLightPointNoMask(shadecolor, e->origin); + currententity = cl_visedicts[i]; + if (currententity->render.model->type == mod_brush) + { + modelalpha = currententity->render.alpha; + R_DrawBrushModel (currententity); + } + else if (currententity->render.model->type == mod_alias) + { + VectorAdd(currententity->render.origin, currententity->render.model->mins, mins); + VectorAdd(currententity->render.origin, currententity->render.model->maxs, maxs); + if (r_ser.value) + R_Clip_AddBox(mins, maxs, R_Entity_Callback, currententity, NULL); + else if (R_NotCulledBox(mins, maxs)) + currententity->render.visframe = r_framecount; + } + else if (currententity->render.model->type == mod_sprite) + { + R_LerpUpdate(currententity); + if (r_ser.value) + { + R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend); + R_ClipSprite(currententity, blend); + } + else + { + VectorAdd(currententity->render.origin, currententity->render.model->mins, mins); + VectorAdd(currententity->render.origin, currententity->render.model->maxs, maxs); + if (R_NotCulledBox(mins, maxs)) + currententity->render.visframe = r_framecount; + } + } } - - // LordHavoc: interpolated sprite rendering - if (ilerp != 0) - GL_DrawSpriteImage(oldframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*ilerp); - if (lerp != 0) - GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp); } -//================================================================================== - -void R_DrawBrushModel (entity_t *e); - /* ============= R_DrawEntitiesOnList ============= */ -// LordHavoc: split so bmodels are rendered before any other objects +/* void R_DrawEntitiesOnList1 (void) { int i; @@ -466,42 +509,67 @@ void R_DrawEntitiesOnList1 (void) if (!r_drawentities.value) return; - for (i=0 ; imodel->type != mod_brush) + if (cl_visedicts[i]->render.visframe != r_framecount) + continue; + if (cl_visedicts[i]->render.model->type != mod_brush) continue; currententity = cl_visedicts[i]; - modelalpha = currententity->alpha; + modelalpha = currententity->render.alpha; R_DrawBrushModel (currententity); } } +*/ -void R_DrawEntitiesOnList2 (void) +void R_DrawModels (void) { int i; + frameblend_t blend[4]; +// vec3_t mins, maxs; if (!r_drawentities.value) return; - for (i=0 ; irender.visframe != r_framecount) + continue; currententity = cl_visedicts[i]; - modelalpha = currententity->alpha; + if (currententity->render.model->type != mod_alias && currententity->render.model->type != mod_sprite) + continue; - switch (currententity->model->type) + modelalpha = currententity->render.alpha; + + if (currententity->render.model->type == mod_alias) + { + // only lerp models here because sprites were already lerped for their clip polygon + 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); + } + else //if (currententity->render.model->type == mod_sprite) + { + // build blend array + 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); + } + + /* + VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->mins, mins); + VectorAdd(cl_visedicts[i]->render.origin, cl_visedicts[i]->render.model->maxs, maxs); + + switch (cl_visedicts[i]->render.model->type) { case mod_alias: - R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap); + R_Clip_AddBox(mins, maxs, R_DrawModelCallback, cl_visedicts[i], NULL); break; - case mod_sprite: - R_DrawSpriteModel (currententity); - break; - - default: + R_Clip_AddBox(mins, maxs, R_DrawSpriteCallback, cl_visedicts[i], NULL); break; } + */ } } @@ -512,18 +580,23 @@ R_DrawViewModel */ void R_DrawViewModel (void) { - if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model) + frameblend_t blend[4]; + + if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model) return; currententity = &cl.viewent; - currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun - currententity->effects = cl_entities[cl.viewentity].effects; - currententity->scale = 1; - VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod); + 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); + + R_LerpUpdate(currententity); + R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend); // 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->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap); + 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); } @@ -535,7 +608,11 @@ void R_SetFrustum (void) { int i; - if (r_refdef.fov_x == 90) + // LordHavoc: note to all quake engine coders, this code was making the + // view frustum taller than it should have been (it assumed the view is + // square; it is not square), so I disabled it + /* + if (r_refdef.fov_x == 90) { // front side is visible @@ -547,6 +624,7 @@ void R_SetFrustum (void) } else { + */ // 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 @@ -555,14 +633,14 @@ void R_SetFrustum (void) 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 ) ); - } + //} for (i=0 ; i<4 ; i++) { frustum[i].type = PLANE_ANYZ; frustum[i].dist = DotProduct (r_origin, frustum[i].normal); // frustum[i].signbits = SignbitsForPlane (&frustum[i]); - BoxOnPlaneSideClassify(&frustum[i]); + PlaneClassify(&frustum[i]); } } @@ -583,8 +661,6 @@ void R_SetupFrame (void) Cvar_Set ("r_ambient", "0"); } - R_AnimateLight (); - r_framecount++; // build the transformation matrix for the given view angles @@ -604,9 +680,16 @@ void R_SetupFrame (void) 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; + R_AnimateLight (); } @@ -624,8 +707,6 @@ void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble } -extern char skyname[]; - /* ============= R_SetupGL @@ -634,9 +715,10 @@ R_SetupGL void R_SetupGL (void) { float screenaspect; - extern int glwidth, glheight; int x, x2, y2, y, w, h; + if (!r_render.value) + return; // // set up viewpoint // @@ -669,10 +751,7 @@ void R_SetupGL (void) 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); + MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value); glCullFace(GL_FRONT); @@ -704,10 +783,6 @@ void R_SetupGL (void) glShadeModel(GL_SMOOTH); } -void R_DrawWorld (void); -//void R_RenderDlights (void); -void R_DrawParticles (void); - /* ============= R_Clear @@ -715,6 +790,8 @@ 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; @@ -724,8 +801,10 @@ void R_Clear (void) } // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :) -void GL_Brighten() +void GL_Brighten(void) { + if (!r_render.value) + return; glMatrixMode(GL_PROJECTION); glLoadIdentity (); glOrtho (0, vid.width, vid.height, 0, -99999, 99999); @@ -749,12 +828,14 @@ void GL_Brighten() glEnable (GL_CULL_FACE); } -extern cvar_t contrast; -extern cvar_t brightness; -extern cvar_t gl_lightmode; - -void GL_BlendView() +void GL_BlendView(void) { + if (!r_render.value) + return; + + if (v_blend[3] < 0.01f) + return; + glMatrixMode(GL_PROJECTION); glLoadIdentity (); glOrtho (0, vid.width, vid.height, 0, -99999, 99999); @@ -764,27 +845,16 @@ void GL_BlendView() 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); + glBegin (GL_TRIANGLES); + if (lighthalf) + glColor4f (v_blend[0] * 0.5f, v_blend[1] * 0.5f, v_blend[2] * 0.5f, v_blend[3]); + else glColor4fv (v_blend); - glVertex2f (-5000, -5000); - glVertex2f (10000, -5000); - glVertex2f (-5000, 10000); - glEnd (); - } + glVertex2f (-5000, -5000); + glVertex2f (10000, -5000); + glVertex2f (-5000, 10000); + glEnd (); glEnable (GL_CULL_FACE); glEnable (GL_DEPTH_TEST); @@ -792,15 +862,6 @@ void GL_BlendView() glEnable(GL_TEXTURE_2D); } -#define TIMEREPORT(DESC) \ - if (r_speeds2.value)\ - {\ - temptime = -currtime;\ - currtime = Sys_FloatTime();\ - temptime += currtime;\ - Con_Printf(DESC " %.4fms ", temptime * 1000.0);\ - } - /* ================ R_RenderView @@ -808,64 +869,153 @@ R_RenderView r_refdef must be set before the first call ================ */ -extern qboolean intimerefresh; -extern qboolean skyisvisible; -extern void R_Sky(); -extern void UploadLightmaps(); +extern void R_Sky(void); +extern void UploadLightmaps(void); +extern void R_DrawSurfaces(void); +extern void R_DrawPortals(void); +char r_speeds2_string[1024]; +int speedstringcount; + +void timestring(int t, char *desc) +{ + char tempbuf[256]; + int length; + if (t < 1000000) + sprintf(tempbuf, " %6ius %s", t, desc); + else + sprintf(tempbuf, " %6ims %s", t / 1000, desc); + length = strlen(tempbuf); +// while (length < 20) +// tempbuf[length++] = ' '; +// tempbuf[length] = 0; + if (speedstringcount + length > 80) + { + strcat(r_speeds2_string, "\n"); + speedstringcount = 0; + } + // skip the space at the beginning if it's the first on the line + if (speedstringcount == 0) + { + strcat(r_speeds2_string, tempbuf + 1); + speedstringcount = length - 1; + } + else + { + strcat(r_speeds2_string, tempbuf); + speedstringcount += length; + } +} + +#define TIMEREPORT(NAME) \ + if (r_speeds2.value)\ + {\ + temptime = currtime;\ + currtime = Sys_DoubleTime();\ + timestring((int) ((currtime - temptime) * 1000000.0), NAME);\ + } + void R_RenderView (void) { -// double currtime, temptime; + double starttime, currtime, temptime; // if (r_norefresh.value) // return; - if (!r_worldentity.model || !cl.worldmodel) - Sys_Error ("R_RenderView: NULL worldmodel"); + if (!cl.worldmodel) + Host_Error ("R_RenderView: NULL worldmodel"); + + if (r_speeds2.value) + { + starttime = currtime = Sys_DoubleTime(); + + speedstringcount = 0; + sprintf(r_speeds2_string, "org:'%c%6.2f %c%6.2f %c%6.2f' ang:'%c%3.0f %c%3.0f %c%3.0f' dir:'%c%2.3f %c%2.3f %c%2.3f'\n%6i walls %6i dlitwalls %7i modeltris %7i transpoly\nBSP: %6i faces %6i nodes %6i leafs\n%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", + r_origin[0] < 0 ? '-' : ' ', fabs(r_origin[0]), r_origin[1] < 0 ? '-' : ' ', fabs(r_origin[1]), r_origin[2] < 0 ? '-' : ' ', fabs(r_origin[2]), r_refdef.viewangles[0] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[0]), r_refdef.viewangles[1] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[1]), r_refdef.viewangles[2] < 0 ? '-' : ' ', fabs(r_refdef.viewangles[2]), vpn[0] < 0 ? '-' : ' ', fabs(vpn[0]), vpn[1] < 0 ? '-' : ' ', fabs(vpn[1]), vpn[2] < 0 ? '-' : ' ', fabs(vpn[2]), + c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly, + c_faces, c_nodes, c_leafs, + c_models, c_bmodels, c_sprites, c_particles, c_dlights); + } + else + starttime = currtime = 0; + + R_MoveParticles (); + R_MoveExplosions(); lighthalf = gl_lightmode.value; FOG_framebegin(); -// if (r_speeds2.value) -// { -// currtime = Sys_FloatTime(); -// Con_Printf("render time: "); -// } R_Clear(); -// TIMEREPORT("R_Clear") + TIMEREPORT("clear ") // render normal view R_SetupFrame (); R_SetFrustum (); R_SetupGL (); + R_Clip_StartFrame(); + + R_PrepareEntities(); skypolyclear(); wallpolyclear(); transpolyclear(); - skyisvisible = false; - R_MarkLeaves (); // done here so we know if we're in water - R_DrawWorld (); // adds static entities to the list - if (!intimerefresh) - S_ExtraUpdate (); // don't let sound get messed up if going slow - R_DrawEntitiesOnList1 (); // BSP models + TIMEREPORT("setup ") + + R_DrawWorld (); + TIMEREPORT("world ") + + R_AddModelEntities(); + TIMEREPORT("addmodels") - skypolyrender(); // fogged sky polys, affects depth - if (skyname[0] && skyisvisible && !fogenabled) - R_Sky(); // does not affect depth, draws over the sky polys + R_Clip_EndFrame(); + TIMEREPORT("scanedge ") + + // now mark the lit surfaces + R_PushDlights (); + // yes this does add the world surfaces after the brush models + R_DrawSurfaces (); + R_DrawPortals (); + TIMEREPORT("surfaces "); UploadLightmaps(); + TIMEREPORT("uploadlmap") + + // fogged sky polys, affects depth + skypolyrender(); + + // does not affect depth, draws over the sky polys + if (currentskypoly) + R_Sky(); + TIMEREPORT("skypoly ") + wallpolyrender(); + TIMEREPORT("wallpoly ") + + GL_DrawDecals(); + TIMEREPORT("ddecal ") + + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds2.value) + S_ExtraUpdate (); - R_DrawEntitiesOnList2 (); // other models -// R_RenderDlights (); R_DrawViewModel (); + R_DrawModels (); + TIMEREPORT("models ") + R_DrawParticles (); + TIMEREPORT("dparticles") + R_DrawExplosions(); + TIMEREPORT("dexplosion") transpolyrender(); + TIMEREPORT("transpoly ") FOG_frameend(); + GL_BlendView(); -// if (r_speeds2.value) -// Con_Printf("\n"); + TIMEREPORT("blend ") + + if (r_speeds2.value) + timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total "); }