2 Copyright (C) 1996-1997 Id Software, Inc.
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
13 See the GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
24 entity_t r_worldentity;
26 qboolean r_cache_thrash; // compatability
28 vec3_t modelorg, r_entorigin;
29 entity_t *currententity;
31 int r_visframecount; // bumped when going to a new PVS
32 int r_framecount; // used for dlight push checking
36 int c_brush_polys, c_alias_polys;
38 qboolean envmap; // true during envmap command capture
40 // LordHavoc: moved all code related to particles into r_part.c
41 //int particletexture; // little dot for particles
42 int playertextures; // up to 16 color translated skins
44 extern qboolean isG200, isRagePro; // LordHavoc: special card hacks
54 float r_world_matrix[16];
55 float r_base_world_matrix[16];
62 mleaf_t *r_viewleaf, *r_oldviewleaf;
64 texture_t *r_notexture_mip;
66 int d_lightstylevalue[256]; // 8.8 fraction of base light value
69 void R_MarkLeaves (void);
71 //cvar_t r_norefresh = {"r_norefresh","0"};
72 cvar_t r_drawentities = {"r_drawentities","1"};
73 cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
74 cvar_t r_speeds = {"r_speeds","0"};
75 cvar_t r_speeds2 = {"r_speeds2","0"};
76 cvar_t r_fullbright = {"r_fullbright","0"};
77 //cvar_t r_lightmap = {"r_lightmap","0"};
78 cvar_t r_shadows = {"r_shadows","0"};
79 cvar_t r_wateralpha = {"r_wateralpha","1"};
80 cvar_t r_dynamic = {"r_dynamic","1"};
81 cvar_t r_novis = {"r_novis","0"};
82 cvar_t r_waterripple = {"r_waterripple","0"};
83 cvar_t r_fullbrights = {"r_fullbrights", "1"};
85 //cvar_t gl_cull = {"gl_cull","1"};
86 //cvar_t gl_affinemodels = {"gl_affinemodels","0"};
87 //cvar_t gl_polyblend = {"gl_polyblend","1"};
88 //cvar_t gl_flashblend = {"gl_flashblend","0"};
89 cvar_t gl_playermip = {"gl_playermip","0"};
90 //cvar_t gl_nocolors = {"gl_nocolors","0"};
91 //cvar_t gl_keeptjunctions = {"gl_keeptjunctions","1"};
92 //cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"};
93 cvar_t contrast = {"contrast", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
94 cvar_t brightness = {"brightness", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
95 cvar_t gl_lightmode = {"gl_lightmode", "1", TRUE}; // LordHavoc: overbright lighting
96 //cvar_t r_dynamicwater = {"r_dynamicwater", "1"};
97 //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...
98 cvar_t r_farclip = {"r_farclip", "6144"};
100 cvar_t gl_fogenable = {"gl_fogenable", "0"};
101 cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
102 cvar_t gl_fogred = {"gl_fogred","0.3"};
103 cvar_t gl_foggreen = {"gl_foggreen","0.3"};
104 cvar_t gl_fogblue = {"gl_fogblue","0.3"};
105 cvar_t gl_fogstart = {"gl_fogstart", "0"};
106 cvar_t gl_fogend = {"gl_fogend","0"};
107 cvar_t glfog = {"glfog", "0"};
111 void makechrometextures()
113 int x, y, g, g2, amplitude, noise[64][64], min, max;
114 byte data[64][64][4];
118 chrometexture = texture_extension_number++;
119 glBindTexture(GL_TEXTURE_2D, chrometexture);
121 #define n(x,y) noise[(y)&63][(x)&63]
123 amplitude = 16777215;
126 for (;(g = g2 >> 1) >= 1;g2 >>= 1)
128 // subdivide, diamond-square algorythm (really this has little to do with squares)
130 for (y = 0;y < 64;y += g2)
131 for (x = 0;x < 64;x += g2)
132 n(x+g,y+g) = (n(x,y) + n(x+g2,y) + n(x,y+g2) + n(x+g2,y+g2)) >> 2;
134 for (y = 0;y < 64;y += g2)
135 for (x = 0;x < 64;x += g2)
137 n(x+g,y) = (n(x,y) + n(x+g2,y) + n(x+g,y-g) + n(x+g,y+g)) >> 2;
138 n(x,y+g) = (n(x,y) + n(x,y+g2) + n(x-g,y+g) + n(x+g,y+g)) >> 2;
140 // brownian motion theory
142 for (y = 0;y < 64;y += g)
143 for (x = 0;x < 64;x += g)
144 noise[y][x] += rand()&litude;
146 // normalize the noise range
148 for (y = 0;y < 64;y++)
149 for (x = 0;x < 64;x++)
151 if (n(x,y) < min) min = n(x,y);
152 if (n(x,y) > max) max = n(x,y);
155 for (y = 0;y < 64;y++)
156 for (x = 0;x < 64;x++)
157 n(x,y) = (n(x,y) - min) * 255 / max;
161 // convert to RGBA data
162 for (y = 0;y < 64;y++)
163 for (x = 0;x < 64;x++)
165 data[y][x][0] = data[y][x][1] = data[y][x][2] = (byte) noise[y][x];
169 glTexImage2D (GL_TEXTURE_2D, 0, 4, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
171 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
173 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
174 glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
177 extern qboolean isRagePro;
183 float fog_density, fog_red, fog_green, fog_blue;
185 qboolean oldgl_fogenable;
186 void FOG_framebegin()
190 // if (!Nehahrademcompatibility)
191 // gl_fogenable.value = 0;
192 if (gl_fogenable.value)
194 oldgl_fogenable = true;
195 fog_density = gl_fogdensity.value;
196 fog_red = gl_fogred.value;
197 fog_green = gl_foggreen.value;
198 fog_blue = gl_fogblue.value;
200 else if (oldgl_fogenable)
202 oldgl_fogenable = false;
213 // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
214 //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
217 colors[1] = fog_green;
218 colors[2] = fog_blue;
227 glFogi (GL_FOG_MODE, GL_EXP2);
228 glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
229 glFogfv (GL_FOG_COLOR, colors);
240 fogdensity = -4000.0f / (fog_density * fog_density);
241 fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
242 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
243 fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
266 Cvar_Set("gl_fogenable", "0");
267 Cvar_Set("gl_fogdensity", "0.2");
268 Cvar_Set("gl_fogred", "0.3");
269 Cvar_Set("gl_foggreen", "0.3");
270 Cvar_Set("gl_fogblue", "0.3");
272 fog_density = fog_red = fog_green = fog_blue = 0.0f;
275 void FOG_registercvars()
277 Cvar_RegisterVariable (&glfog);
280 Cvar_RegisterVariable (&gl_fogenable);
281 Cvar_RegisterVariable (&gl_fogdensity);
282 Cvar_RegisterVariable (&gl_fogred);
283 Cvar_RegisterVariable (&gl_foggreen);
284 Cvar_RegisterVariable (&gl_fogblue);
285 Cvar_RegisterVariable (&gl_fogstart);
286 Cvar_RegisterVariable (&gl_fogend);
294 // LordHavoc: vertex array
296 float *aliasvertnorm;
297 byte *aliasvertcolor;
299 void rmain_registercvars()
301 // allocate vertex processing arrays
302 aliasvert = malloc(sizeof(float[MD2MAX_VERTS][3]));
303 aliasvertnorm = malloc(sizeof(float[MD2MAX_VERTS][3]));
304 aliasvertcolor = malloc(sizeof(byte[MD2MAX_VERTS][4]));
307 Cvar_RegisterVariable (&r_speeds2);
308 Cvar_RegisterVariable (&contrast);
309 Cvar_RegisterVariable (&brightness);
310 Cvar_RegisterVariable (&gl_lightmode);
311 // Cvar_RegisterVariable (&r_dynamicwater);
312 // Cvar_RegisterVariable (&r_dynamicbothsides);
313 Cvar_RegisterVariable (&r_fullbrights);
315 Cvar_SetValue("r_fullbrights", 0);
316 // if (gl_vendor && strstr(gl_vendor, "3Dfx"))
317 // gl_lightmode.value = 0;
318 Cvar_RegisterVariable (&r_fullbright);
319 makechrometextures();
326 void R_RotateForEntity (entity_t *e)
328 glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
330 glRotatef (e->angles[1], 0, 0, 1);
331 glRotatef (-e->angles[0], 0, 1, 0);
332 glRotatef (e->angles[2], 1, 0, 0);
334 glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
338 // LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed...
339 #define NUMVERTEXNORMALS 162
341 float r_avertexnormals[NUMVERTEXNORMALS][3] = {
345 // LordHavoc: moved this shading stuff up because the sprites need shading stuff
351 void R_LightPoint (vec3_t color, vec3_t p);
352 void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits);
353 void R_DynamicLightPointNoMask(vec3_t color, vec3_t org);
355 float R_CalcAnimLerp(int pose, float lerpscale)
357 if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart <= cl.time)
359 if (pose != currententity->draw_pose)
361 currententity->draw_lastpose = currententity->draw_pose;
362 currententity->draw_pose = pose;
363 currententity->draw_lerpstart = cl.time;
367 return ((cl.time - currententity->draw_lerpstart) * lerpscale);
369 else // uninitialized
371 currententity->draw_lastmodel = currententity->model;
372 currententity->draw_lastpose = currententity->draw_pose = pose;
373 currententity->draw_lerpstart = cl.time;
379 =============================================================
383 =============================================================
391 void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp)
394 mspritegroup_t *pspritegroup;
395 int i, j, numframes, frame;
396 float *pintervals, fullinterval, targettime, time, jtime, jinterval;
398 psprite = currententity->model->cache.data;
399 frame = currententity->frame;
401 if ((frame >= psprite->numframes) || (frame < 0))
403 Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
407 if (psprite->frames[frame].type == SPR_SINGLE)
409 if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time)
411 if (frame != currententity->draw_pose)
413 currententity->draw_lastpose = currententity->draw_pose;
414 currententity->draw_pose = frame;
415 currententity->draw_lerpstart = cl.time;
419 *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0;
421 else // uninitialized
423 currententity->draw_lastmodel = currententity->model;
424 currententity->draw_lastpose = currententity->draw_pose = frame;
425 currententity->draw_lerpstart = cl.time;
428 *oldframe = psprite->frames[currententity->draw_lastpose].frameptr;
429 *newframe = psprite->frames[frame].frameptr;
433 pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
434 pintervals = pspritegroup->intervals;
435 numframes = pspritegroup->numframes;
436 fullinterval = pintervals[numframes-1];
438 time = cl.time + currententity->syncbase;
440 // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
441 // are positive, so we don't have to worry about division by 0
442 targettime = time - ((int)(time / fullinterval)) * fullinterval;
444 // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0,
445 // I instead measure the time of the first frame, hoping it is consistent
446 j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0];
447 for (i=0 ; i<(numframes-1) ; i++)
449 if (pintervals[i] > targettime)
451 j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i];
453 *framelerp = (targettime - jtime) / jinterval;
455 *oldframe = pspritegroup->frames[j];
456 *newframe = pspritegroup->frames[i];
460 void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
462 // LordHavoc: rewrote this to use the transparent poly system
463 transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
464 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);
465 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);
466 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);
467 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);
471 extern qboolean isG200, isRagePro, lighthalf;
479 void R_DrawSpriteModel (entity_t *e)
481 mspriteframe_t *oldframe, *newframe;
482 float *up, *right, lerp, ilerp;
483 vec3_t v_forward, v_right, v_up, org;
486 // don't even bother culling, because it's just a single
487 // polygon without a surface cache
488 R_GetSpriteFrame (e, &oldframe, &newframe, &lerp);
489 if (lerp < 0) lerp = 0;
490 if (lerp > 1) lerp = 1;
491 if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK!
494 psprite = e->model->cache.data;
496 if (psprite->type == SPR_ORIENTED)
497 { // bullet marks on walls
498 AngleVectors (e->angles, v_forward, v_right, v_up);
501 VectorSubtract(e->origin, vpn, org);
507 VectorCopy(e->origin, org);
511 VectorScale(up, e->scale, up);
512 VectorScale(right, e->scale, right);
515 if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
519 shadecolor[0] = e->colormod[0] * 128;
520 shadecolor[1] = e->colormod[1] * 128;
521 shadecolor[2] = e->colormod[2] * 128;
525 shadecolor[0] = e->colormod[0] * 255;
526 shadecolor[1] = e->colormod[1] * 255;
527 shadecolor[2] = e->colormod[2] * 255;
532 R_LightPoint (shadecolor, e->origin);
533 R_DynamicLightPointNoMask(shadecolor, e->origin);
536 shadecolor[0] *= e->colormod[0] * 0.5;
537 shadecolor[1] *= e->colormod[1] * 0.5;
538 shadecolor[2] *= e->colormod[2] * 0.5;
542 // LordHavoc: interpolated sprite rendering
544 GL_DrawSpriteImage(oldframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*ilerp);
546 GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp);
550 =============================================================
554 =============================================================
557 extern vec3_t softwaretransform_x;
558 extern vec3_t softwaretransform_y;
559 extern vec3_t softwaretransform_z;
560 extern vec_t softwaretransform_scale;
561 extern vec3_t softwaretransform_offset;
562 void R_AliasLerpVerts(int vertcount, float lerp, trivert2 *verts1, vec3_t scale1, vec3_t translate1, trivert2 *verts2, vec3_t scale2, vec3_t translate2)
565 vec3_t point, matrix_x, matrix_y, matrix_z;
569 if (lerp < 0) lerp = 0;
570 if (lerp > 1) lerp = 1;
573 float ilerp, ilerp127, lerp127, scalex1, scalex2, translatex, scaley1, scaley2, translatey, scalez1, scalez2, translatez;
574 if (lerp < 0) lerp = 0;
575 if (lerp > 1) lerp = 1;
577 ilerp127 = ilerp * (1.0 / 127.0);
578 lerp127 = lerp * (1.0 / 127.0);
579 VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
580 VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
581 VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
582 // calculate combined interpolation variables
583 scalex1 = scale1[0] * ilerp;scalex2 = scale2[0] * lerp;translatex = translate1[0] * ilerp + translate2[0] * lerp;
584 scaley1 = scale1[1] * ilerp;scaley2 = scale2[1] * lerp;translatey = translate1[1] * ilerp + translate2[1] * lerp;
585 scalez1 = scale1[2] * ilerp;scalez2 = scale2[2] * lerp;translatez = translate1[2] * ilerp + translate2[2] * lerp;
587 for (i = 0;i < vertcount;i++)
589 // rotate, scale, and translate the vertex locations
590 point[0] = verts1->v[0] * scalex1 + verts2->v[0] * scalex2 + translatex;
591 point[1] = verts1->v[1] * scaley1 + verts2->v[1] * scaley2 + translatey;
592 point[2] = verts1->v[2] * scalez1 + verts2->v[2] * scalez2 + translatez;
593 *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
594 *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
595 *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
596 // rotate the normals
597 point[0] = verts1->n[0] * ilerp127 + verts2->n[0] * lerp127;
598 point[1] = verts1->n[1] * ilerp127 + verts2->n[1] * lerp127;
599 point[2] = verts1->n[2] * ilerp127 + verts2->n[2] * lerp127;
600 *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
601 *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
602 *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
609 i127 = 1.0f / 127.0f;
610 VectorScale(softwaretransform_x, softwaretransform_scale, matrix_x);
611 VectorScale(softwaretransform_y, softwaretransform_scale, matrix_y);
612 VectorScale(softwaretransform_z, softwaretransform_scale, matrix_z);
614 for (i = 0;i < vertcount;i++)
616 // rotate, scale, and translate the vertex locations
617 point[0] = verts1->v[0] * scale1[0] + translate1[0];
618 point[1] = verts1->v[1] * scale1[1] + translate1[1];
619 point[2] = verts1->v[2] * scale1[2] + translate1[2];
620 *av++ = point[0] * matrix_x[0] + point[1] * matrix_y[0] + point[2] * matrix_z[0] + softwaretransform_offset[0];
621 *av++ = point[0] * matrix_x[1] + point[1] * matrix_y[1] + point[2] * matrix_z[1] + softwaretransform_offset[1];
622 *av++ = point[0] * matrix_x[2] + point[1] * matrix_y[2] + point[2] * matrix_z[2] + softwaretransform_offset[2];
623 // rotate the normals
624 point[0] = verts1->n[0] * i127;
625 point[1] = verts1->n[1] * i127;
626 point[2] = verts1->n[2] * i127;
627 *avn++ = point[0] * softwaretransform_x[0] + point[1] * softwaretransform_y[0] + point[2] * softwaretransform_z[0];
628 *avn++ = point[0] * softwaretransform_x[1] + point[1] * softwaretransform_y[1] + point[2] * softwaretransform_z[1];
629 *avn++ = point[0] * softwaretransform_x[2] + point[1] * softwaretransform_y[2] + point[2] * softwaretransform_z[2];
641 extern vec3_t lightspot;
642 void R_LightModel(int numverts, vec3_t center);
643 extern cvar_t gl_vertexarrays;
644 void R_DrawAliasFrame (aliashdr_t *paliashdr)
646 int i, pose, frame = currententity->frame;
647 float lerpscale, lerp;
649 softwaretransformforentity(currententity);
651 if ((frame >= paliashdr->numframes) || (frame < 0))
653 Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
657 pose = paliashdr->frames[frame].firstpose;
659 if (paliashdr->frames[frame].numposes > 1)
661 lerpscale = 1.0 / paliashdr->frames[frame].interval;
662 pose += (int)(cl.time * lerpscale) % paliashdr->frames[frame].numposes;
667 lerp = R_CalcAnimLerp(pose, lerpscale);
669 R_AliasLerpVerts(paliashdr->numverts, lerp, (trivert2 *)((byte *)paliashdr + paliashdr->posedata) + currententity->draw_lastpose * paliashdr->numverts, paliashdr->scale, paliashdr->scale_origin, (trivert2 *)((byte *)paliashdr + paliashdr->posedata) + currententity->draw_pose * paliashdr->numverts, paliashdr->scale, paliashdr->scale_origin);
671 R_LightModel(paliashdr->numverts, currententity->origin);
673 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
674 glShadeModel(GL_SMOOTH);
675 if (currententity->effects & EF_ADDITIVE)
677 glBlendFunc(GL_SRC_ALPHA, GL_ONE); // additive rendering
681 else if (modelalpha != 1.0)
683 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
693 if (gl_vertexarrays.value)
695 // LordHavoc: I would use InterleavedArrays here,
696 // but the texture coordinates are a seperate array,
697 // and it would be wasteful to copy them into the main array...
698 // glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
699 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
700 qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
701 glEnableClientState(GL_VERTEX_ARRAY);
702 glEnableClientState(GL_COLOR_ARRAY);
704 // draw the front faces
705 qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + (int) paliashdr));
706 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
707 qglDrawElements(GL_TRIANGLES, paliashdr->frontfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
708 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
710 // draw the back faces
711 qglTexCoordPointer(2, GL_FLOAT, 0, (void *)((int) paliashdr->texcoords + sizeof(float[2]) * paliashdr->numverts + (int) paliashdr));
712 glEnableClientState(GL_TEXTURE_COORD_ARRAY);
713 qglDrawElements(GL_TRIANGLES, paliashdr->backfaces * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + sizeof(unsigned short[3]) * paliashdr->frontfaces + (int) paliashdr));
714 glDisableClientState(GL_TEXTURE_COORD_ARRAY);
716 glDisableClientState(GL_COLOR_ARRAY);
717 glDisableClientState(GL_VERTEX_ARRAY);
721 unsigned short *in, index;
723 in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
724 glBegin(GL_TRIANGLES);
725 // draw the front faces
726 tex = (void *)((int) paliashdr->texcoords + (int) paliashdr);
729 for (i = 0;i < paliashdr->frontfaces * 3;i++)
732 glTexCoord2f(tex[index*2], tex[index*2+1]);
733 glColor4f(aliasvertcolor[index*4] * (1.0f / 255.0f), aliasvertcolor[index*4+1] * (1.0f / 255.0f), aliasvertcolor[index*4+2] * (1.0f / 255.0f), aliasvertcolor[index*4+3] * (1.0f / 255.0f));
734 glVertex3fv(&aliasvert[index*3]);
740 for (i = 0;i < paliashdr->frontfaces * 3;i++)
743 glTexCoord2f(tex[index*2], tex[index*2+1]);
744 glColor4ub(aliasvertcolor[index*4], aliasvertcolor[index*4+1], aliasvertcolor[index*4+2], aliasvertcolor[index*4+3]);
745 glVertex3fv(&aliasvert[index*3]);
749 // draw the back faces
750 tex += 2 * paliashdr->numverts;
753 for (i = 0;i < paliashdr->backfaces * 3;i++)
756 glTexCoord2f(tex[index*2], tex[index*2+1]);
757 glColor4f(aliasvertcolor[index*4] * (1.0f / 255.0f), aliasvertcolor[index*4+1] * (1.0f / 255.0f), aliasvertcolor[index*4+2] * (1.0f / 255.0f), aliasvertcolor[index*4+3] * (1.0f / 255.0f));
758 glVertex3fv(&aliasvert[index*3]);
764 for (i = 0;i < paliashdr->backfaces * 3;i++)
767 glTexCoord2f(tex[index*2], tex[index*2+1]);
768 glColor4ub(aliasvertcolor[index*4], aliasvertcolor[index*4+1], aliasvertcolor[index*4+2], aliasvertcolor[index*4+3]);
769 glVertex3fv(&aliasvert[index*3]);
779 glDisable (GL_TEXTURE_2D);
780 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
782 glDepthMask(0); // disable zbuffer updates
784 VectorSubtract(currententity->origin, r_refdef.vieworg, diff);
785 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
787 if (gl_vertexarrays.value)
789 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
790 glEnableClientState(GL_VERTEX_ARRAY);
791 qglDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
792 glDisableClientState(GL_VERTEX_ARRAY);
797 in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
798 glBegin(GL_TRIANGLES);
799 for (i = 0;i < paliashdr->numtris * 3;i++)
800 glVertex3fv(&aliasvert[*in++ * 3]);
804 glEnable (GL_TEXTURE_2D);
808 if (!fogenabled && r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
810 // flatten it to make a shadow
811 float *av = aliasvert + 2, l = lightspot[2] + 0.125;
813 for (i = 0;i < paliashdr->numverts;i++, av+=3)
816 glDisable (GL_TEXTURE_2D);
817 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
819 glDepthMask(0); // disable zbuffer updates
820 glColor4f (0,0,0,0.5 * modelalpha);
822 if (gl_vertexarrays.value)
824 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
825 glEnableClientState(GL_VERTEX_ARRAY);
826 qglDrawElements(GL_TRIANGLES, paliashdr->numtris * 3, GL_UNSIGNED_SHORT, (void *)((int) paliashdr->vertindices + (int) paliashdr));
827 glDisableClientState(GL_VERTEX_ARRAY);
832 in = (void *)((int) paliashdr->vertindices + (int) paliashdr);
833 glBegin(GL_TRIANGLES);
834 for (i = 0;i < paliashdr->numtris * 3;i++)
835 glVertex3fv(&aliasvert[*in++ * 3]);
839 glEnable (GL_TEXTURE_2D);
843 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
854 void R_DrawQ2AliasFrame (md2mem_t *pheader)
856 int *order, count, frame = currententity->frame;
858 md2memframe_t *frame1, *frame2;
860 softwaretransformforentity(currententity);
862 if ((frame >= pheader->num_frames) || (frame < 0))
864 Con_DPrintf ("R_SetupQ2AliasFrame: no such frame %d\n", frame);
868 lerp = R_CalcAnimLerp(frame, 10);
870 frame1 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * currententity->draw_lastpose));
871 frame2 = (void *)((int) pheader + pheader->ofs_frames + (pheader->framesize * currententity->draw_pose));
872 R_AliasLerpVerts(pheader->num_xyz, lerp, frame1->verts, frame1->scale, frame1->translate, frame2->verts, frame2->scale, frame2->translate);
874 R_LightModel(pheader->num_xyz, currententity->origin);
876 if (gl_vertexarrays.value)
878 // LordHavoc: big mess...
879 // using arrays only slightly, although it is enough to prevent duplicates
880 // (saving half the transforms)
881 //glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
882 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
883 qglColorPointer(4, GL_UNSIGNED_BYTE, 0, aliasvertcolor);
884 glEnableClientState(GL_VERTEX_ARRAY);
885 glEnableClientState(GL_COLOR_ARRAY);
887 order = (int *)((int)pheader + pheader->ofs_glcmds);
890 if (!(count = *order++))
893 glBegin(GL_TRIANGLE_STRIP);
896 glBegin(GL_TRIANGLE_FAN);
901 glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
902 qglArrayElement(order[2]);
908 glDisableClientState(GL_COLOR_ARRAY);
909 glDisableClientState(GL_VERTEX_ARRAY);
913 order = (int *)((int)pheader + pheader->ofs_glcmds);
916 if (!(count = *order++))
919 glBegin(GL_TRIANGLE_STRIP);
922 glBegin(GL_TRIANGLE_FAN);
929 glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
930 glColor4f(aliasvertcolor[order[2] * 4] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 1] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 2] * (1.0f / 255.0f), aliasvertcolor[order[2] * 4 + 3] * (1.0f / 255.0f));
931 glVertex3fv(&aliasvert[order[2] * 3]);
941 glTexCoord2f(((float *)order)[0], ((float *)order)[1]);
942 glColor4ub(aliasvertcolor[order[2] * 4], aliasvertcolor[order[2] * 4 + 1], aliasvertcolor[order[2] * 4 + 2], aliasvertcolor[order[2] * 4 + 3]);
943 glVertex3fv(&aliasvert[order[2] * 3]);
954 glDisable (GL_TEXTURE_2D);
955 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
957 glDepthMask(0); // disable zbuffer updates
960 VectorSubtract(currententity->origin, r_refdef.vieworg, diff);
961 glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
964 if (gl_vertexarrays.value)
966 // LordHavoc: big mess...
967 // using arrays only slightly, although it is enough to prevent duplicates
968 // (saving half the transforms)
969 //glColor4f(shadecolor[0], shadecolor[1], shadecolor[2], modelalpha);
970 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
971 glEnableClientState(GL_VERTEX_ARRAY);
973 order = (int *)((int)pheader + pheader->ofs_glcmds);
976 if (!(count = *order++))
979 glBegin(GL_TRIANGLE_STRIP);
982 glBegin(GL_TRIANGLE_FAN);
987 qglArrayElement(order[2]);
993 glDisableClientState(GL_VERTEX_ARRAY);
997 order = (int *)((int)pheader + pheader->ofs_glcmds);
1000 if (!(count = *order++))
1003 glBegin(GL_TRIANGLE_STRIP);
1006 glBegin(GL_TRIANGLE_FAN);
1011 glVertex3fv(&aliasvert[order[2] * 3]);
1018 glEnable (GL_TEXTURE_2D);
1022 if (!fogenabled && r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
1025 float *av = aliasvert + 2, l = lightspot[2] + 0.125;
1027 for (i = 0;i < pheader->num_xyz;i++, av+=3)
1030 glDisable (GL_TEXTURE_2D);
1031 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1032 glEnable (GL_BLEND);
1033 glDepthMask(0); // disable zbuffer updates
1034 glColor4f (0,0,0,0.5 * modelalpha);
1036 if (gl_vertexarrays.value)
1038 qglVertexPointer(3, GL_FLOAT, 0, aliasvert);
1039 glEnableClientState(GL_VERTEX_ARRAY);
1043 if (!(count = *order++))
1046 glBegin(GL_TRIANGLE_STRIP);
1049 glBegin(GL_TRIANGLE_FAN);
1054 qglArrayElement(order[2]);
1060 glDisableClientState(GL_VERTEX_ARRAY);
1066 if (!(count = *order++))
1069 glBegin(GL_TRIANGLE_STRIP);
1072 glBegin(GL_TRIANGLE_FAN);
1077 glVertex3fv(&aliasvert[order[2] * 3]);
1084 glEnable (GL_TEXTURE_2D);
1088 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1089 glEnable (GL_BLEND);
1099 void R_DrawAliasModel (entity_t *e, int cull)
1104 aliashdr_t *paliashdr = NULL;
1105 md2mem_t *pheader = NULL;
1108 if (modelalpha < (1.0 / 64.0))
1109 return; // basically completely transparent
1111 clmodel = currententity->model;
1113 VectorAdd (currententity->origin, clmodel->mins, mins);
1114 VectorAdd (currententity->origin, clmodel->maxs, maxs);
1116 if (cull && R_CullBox (mins, maxs))
1119 VectorCopy (currententity->origin, r_entorigin);
1120 VectorSubtract (r_origin, r_entorigin, modelorg);
1122 // get lighting information
1124 if (currententity->model->flags & EF_FULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
1126 shadecolor[0] = currententity->colormod[0] * 256;
1127 shadecolor[1] = currententity->colormod[1] * 256;
1128 shadecolor[2] = currententity->colormod[2] * 256;
1132 R_LightPoint (shadecolor, currententity->origin);
1134 // HACK HACK HACK -- no fullbright colors, so make torches full light
1135 if (!strcmp (currententity->model->name, "progs/flame2.mdl") || !strcmp (currententity->model->name, "progs/flame.mdl") )
1136 shadecolor[0] = shadecolor[1] = shadecolor[2] = 128;
1138 shadecolor[0] *= currententity->colormod[0];
1139 shadecolor[1] *= currententity->colormod[1];
1140 shadecolor[2] *= currententity->colormod[2];
1143 // locate the proper data
1144 if (clmodel->aliastype == ALIASTYPE_MD2)
1146 pheader = (void *)Mod_Extradata (currententity->model);
1147 c_alias_polys += pheader->num_tris;
1151 paliashdr = (void *)Mod_Extradata (currententity->model);
1152 c_alias_polys += paliashdr->numtris;
1155 // draw all the triangles
1157 if (clmodel->aliastype == ALIASTYPE_MD2)
1159 if (currententity->skinnum < 0 || currententity->skinnum >= pheader->num_skins)
1161 currententity->skinnum = 0;
1162 Con_DPrintf("invalid skin number %d for model %s\n", currententity->skinnum, clmodel->name);
1164 glBindTexture(GL_TEXTURE_2D, pheader->gl_texturenum[currententity->skinnum]);
1168 if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins)
1170 currententity->skinnum = 0;
1171 Con_DPrintf("invalid skin number %d for model %s\n", currententity->skinnum, clmodel->name);
1173 anim = (int)(cl.time*10) & 3;
1174 glBindTexture(GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->skinnum][anim]);
1176 glDisable(GL_ALPHA_TEST);
1177 glEnable (GL_TEXTURE_2D);
1179 // we can't dynamically colormap textures, so they are cached
1180 // seperately for the players. Heads are just uncolored.
1181 if (currententity->colormap != 0 /*vid.colormap*/ /* && !gl_nocolors.value*/)
1183 i = currententity - cl_entities;
1184 if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
1185 glBindTexture(GL_TEXTURE_2D, playertextures - 1 + i);
1188 // if (gl_affinemodels.value)
1189 // glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
1190 if (clmodel->aliastype == ALIASTYPE_MD2)
1191 R_DrawQ2AliasFrame (pheader);
1193 R_DrawAliasFrame (paliashdr);
1195 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
1198 //==================================================================================
1200 void R_DrawBrushModel (entity_t *e);
1204 R_DrawEntitiesOnList
1207 // LordHavoc: split so bmodels are rendered before any other objects
1208 void R_DrawEntitiesOnList1 (void)
1212 if (!r_drawentities.value)
1215 for (i=0 ; i<cl_numvisedicts ; i++)
1217 if (cl_visedicts[i]->model->type != mod_brush)
1219 currententity = cl_visedicts[i];
1220 modelalpha = currententity->alpha;
1222 R_DrawBrushModel (currententity);
1226 void R_DrawEntitiesOnList2 (void)
1230 if (!r_drawentities.value)
1233 for (i=0 ; i<cl_numvisedicts ; i++)
1235 currententity = cl_visedicts[i];
1236 modelalpha = currententity->alpha;
1238 switch (currententity->model->type)
1241 R_DrawAliasModel (currententity, true);
1245 R_DrawSpriteModel (currententity);
1259 void R_DrawViewModel (void)
1261 if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
1264 currententity = &cl.viewent;
1265 currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
1266 currententity->effects = cl_entities[cl.viewentity].effects;
1267 currententity->scale = 1;
1268 VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
1270 // hack the depth range to prevent view model from poking into walls
1271 glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
1272 R_DrawAliasModel (currententity, FALSE);
1273 glDepthRange (gldepthmin, gldepthmax);
1276 void R_DrawBrushModel (entity_t *e);
1278 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
1280 void R_SetFrustum (void)
1284 if (r_refdef.fov_x == 90)
1286 // front side is visible
1288 VectorAdd (vpn, vright, frustum[0].normal);
1289 VectorSubtract (vpn, vright, frustum[1].normal);
1291 VectorAdd (vpn, vup, frustum[2].normal);
1292 VectorSubtract (vpn, vup, frustum[3].normal);
1296 // rotate VPN right by FOV_X/2 degrees
1297 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
1298 // rotate VPN left by FOV_X/2 degrees
1299 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
1300 // rotate VPN up by FOV_X/2 degrees
1301 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
1302 // rotate VPN down by FOV_X/2 degrees
1303 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
1306 for (i=0 ; i<4 ; i++)
1308 frustum[i].type = PLANE_ANYZ;
1309 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
1310 // frustum[i].signbits = SignbitsForPlane (&frustum[i]);
1311 BoxOnPlaneSideClassify(&frustum[i]);
1315 void R_AnimateLight (void);
1316 void V_CalcBlend (void);
1323 void R_SetupFrame (void)
1325 // don't allow cheats in multiplayer
1326 if (cl.maxclients > 1)
1328 Cvar_Set ("r_fullbright", "0");
1329 Cvar_Set ("r_ambient", "0");
1336 // build the transformation matrix for the given view angles
1337 VectorCopy (r_refdef.vieworg, r_origin);
1339 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
1342 r_oldviewleaf = r_viewleaf;
1343 r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
1345 V_SetContentsColor (r_viewleaf->contents);
1348 r_cache_thrash = false;
1356 void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
1358 GLdouble xmin, xmax, ymin, ymax;
1360 ymax = zNear * tan( fovy * M_PI / 360.0 );
1363 xmin = ymin * aspect;
1364 xmax = ymax * aspect;
1366 glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
1370 extern char skyname[];
1377 void R_SetupGL (void)
1380 extern int glwidth, glheight;
1381 int x, x2, y2, y, w, h;
1386 glMatrixMode(GL_PROJECTION);
1388 x = r_refdef.vrect.x * glwidth/vid.width;
1389 x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
1390 y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
1391 y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
1393 // fudge around because of frac screen scale
1412 glViewport (glx + x, gly + y2, w, h);
1413 screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
1414 // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
1415 // if (skyname[0]) // skybox enabled?
1416 // MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
1418 MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value);
1420 glCullFace(GL_FRONT);
1422 glMatrixMode(GL_MODELVIEW);
1425 glRotatef (-90, 1, 0, 0); // put Z going up
1426 glRotatef (90, 0, 0, 1); // put Z going up
1427 glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
1428 glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
1429 glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
1430 glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
1432 glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
1435 // set drawing parms
1437 // if (gl_cull.value)
1438 glEnable(GL_CULL_FACE);
1440 // glDisable(GL_CULL_FACE);
1442 glEnable(GL_BLEND); // was Disable
1443 glDisable(GL_ALPHA_TEST);
1444 glAlphaFunc(GL_GREATER, 0.5);
1445 glEnable(GL_DEPTH_TEST);
1447 glShadeModel(GL_SMOOTH);
1450 void R_DrawWorld (void);
1451 //void R_RenderDlights (void);
1452 void R_DrawParticles (void);
1461 // glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
1464 glDepthFunc (GL_LEQUAL);
1466 glDepthRange (gldepthmin, gldepthmax);
1469 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
1472 glMatrixMode(GL_PROJECTION);
1474 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
1475 glMatrixMode(GL_MODELVIEW);
1477 glDisable (GL_DEPTH_TEST);
1478 glDisable (GL_CULL_FACE);
1479 glDisable(GL_TEXTURE_2D);
1481 glBlendFunc (GL_DST_COLOR, GL_ONE);
1482 glBegin (GL_TRIANGLES);
1483 glColor3f (1, 1, 1);
1484 glVertex2f (-5000, -5000);
1485 glVertex2f (10000, -5000);
1486 glVertex2f (-5000, 10000);
1488 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1489 glDisable(GL_BLEND);
1490 glEnable(GL_TEXTURE_2D);
1491 glEnable (GL_DEPTH_TEST);
1492 glEnable (GL_CULL_FACE);
1495 extern cvar_t contrast;
1496 extern cvar_t brightness;
1497 extern cvar_t gl_lightmode;
1501 glMatrixMode(GL_PROJECTION);
1503 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
1504 glMatrixMode(GL_MODELVIEW);
1506 glDisable (GL_DEPTH_TEST);
1507 glDisable (GL_CULL_FACE);
1508 glDisable(GL_TEXTURE_2D);
1512 glBlendFunc (GL_DST_COLOR, GL_ONE);
1513 glBegin (GL_TRIANGLES);
1514 glColor3f (1, 1, 1);
1515 glVertex2f (-5000, -5000);
1516 glVertex2f (10000, -5000);
1517 glVertex2f (-5000, 10000);
1520 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
1521 contrast.value = bound(0.2, contrast.value, 1.0);
1522 if (/*gl_polyblend.value && */v_blend[3])
1524 glBegin (GL_TRIANGLES);
1525 glColor4fv (v_blend);
1526 glVertex2f (-5000, -5000);
1527 glVertex2f (10000, -5000);
1528 glVertex2f (-5000, 10000);
1532 glEnable (GL_CULL_FACE);
1533 glEnable (GL_DEPTH_TEST);
1534 glDisable(GL_BLEND);
1535 glEnable(GL_TEXTURE_2D);
1538 #define TIMEREPORT(DESC) \
1539 if (r_speeds2.value)\
1541 temptime = -currtime;\
1542 currtime = Sys_FloatTime();\
1543 temptime += currtime;\
1544 Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
1551 r_refdef must be set before the first call
1554 void R_RenderView (void)
1556 // double currtime, temptime;
1557 // if (r_norefresh.value)
1560 if (!r_worldentity.model || !cl.worldmodel)
1561 Sys_Error ("R_RenderView: NULL worldmodel");
1563 lighthalf = gl_lightmode.value;
1568 // if (r_speeds2.value)
1570 // currtime = Sys_FloatTime();
1571 // Con_Printf("render time: ");
1574 // TIMEREPORT("R_Clear")
1576 // render normal view
1581 R_MarkLeaves (); // done here so we know if we're in water
1582 R_DrawWorld (); // adds static entities to the list
1583 S_ExtraUpdate (); // don't let sound get messed up if going slow
1585 R_DrawEntitiesOnList1 (); // BSP models
1587 R_DrawEntitiesOnList2 (); // other models
1588 // R_RenderDlights ();
1595 // if (r_speeds2.value)
1596 // Con_Printf("\n");