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, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights;
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
52 float r_world_matrix[16];
53 float r_base_world_matrix[16];
60 mleaf_t *r_viewleaf, *r_oldviewleaf;
62 texture_t *r_notexture_mip;
64 unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
67 void R_MarkLeaves (void);
69 //cvar_t r_norefresh = {"r_norefresh","0"};
70 cvar_t r_drawentities = {"r_drawentities","1"};
71 cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
72 cvar_t r_speeds = {"r_speeds","0"};
73 cvar_t r_speeds2 = {"r_speeds2","0"};
74 cvar_t r_fullbright = {"r_fullbright","0"};
75 //cvar_t r_lightmap = {"r_lightmap","0"};
76 cvar_t r_shadows = {"r_shadows","0"};
77 cvar_t r_wateralpha = {"r_wateralpha","1"};
78 cvar_t r_dynamic = {"r_dynamic","1"};
79 cvar_t r_novis = {"r_novis","0"};
80 cvar_t r_waterripple = {"r_waterripple","0"};
81 cvar_t r_fullbrights = {"r_fullbrights", "1"};
83 cvar_t contrast = {"contrast", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
84 cvar_t brightness = {"brightness", "1.0", TRUE}; // LordHavoc: a method of operating system independent color correction
85 cvar_t gl_lightmode = {"gl_lightmode", "1", TRUE}; // LordHavoc: overbright lighting
86 //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...
87 cvar_t r_farclip = {"r_farclip", "6144"};
89 cvar_t gl_fogenable = {"gl_fogenable", "0"};
90 cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"};
91 cvar_t gl_fogred = {"gl_fogred","0.3"};
92 cvar_t gl_foggreen = {"gl_foggreen","0.3"};
93 cvar_t gl_fogblue = {"gl_fogblue","0.3"};
94 cvar_t gl_fogstart = {"gl_fogstart", "0"};
95 cvar_t gl_fogend = {"gl_fogend","0"};
96 cvar_t glfog = {"glfog", "0"};
102 float fog_density, fog_red, fog_green, fog_blue;
104 qboolean oldgl_fogenable;
105 void FOG_framebegin()
109 // if (!Nehahrademcompatibility)
110 // gl_fogenable.value = 0;
111 if (gl_fogenable.value)
113 oldgl_fogenable = true;
114 fog_density = gl_fogdensity.value;
115 fog_red = gl_fogred.value;
116 fog_green = gl_foggreen.value;
117 fog_blue = gl_fogblue.value;
119 else if (oldgl_fogenable)
121 oldgl_fogenable = false;
130 fogcolor[0] = fog_red = bound(0.0f, fog_red , 1.0f);
131 fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
132 fogcolor[2] = fog_blue = bound(0.0f, fog_blue , 1.0f);
146 // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
147 //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
150 colors[1] = fog_green;
151 colors[2] = fog_blue;
160 glFogi (GL_FOG_MODE, GL_EXP2);
161 glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
162 glFogfv (GL_FOG_COLOR, colors);
173 fogdensity = -4000.0f / (fog_density * fog_density);
174 // fog color was already set
191 Cvar_Set("gl_fogenable", "0");
192 Cvar_Set("gl_fogdensity", "0.2");
193 Cvar_Set("gl_fogred", "0.3");
194 Cvar_Set("gl_foggreen", "0.3");
195 Cvar_Set("gl_fogblue", "0.3");
197 fog_density = fog_red = fog_green = fog_blue = 0.0f;
200 void FOG_registercvars()
202 Cvar_RegisterVariable (&glfog);
205 Cvar_RegisterVariable (&gl_fogenable);
206 Cvar_RegisterVariable (&gl_fogdensity);
207 Cvar_RegisterVariable (&gl_fogred);
208 Cvar_RegisterVariable (&gl_foggreen);
209 Cvar_RegisterVariable (&gl_fogblue);
210 Cvar_RegisterVariable (&gl_fogstart);
211 Cvar_RegisterVariable (&gl_fogend);
219 void glmain_shutdown()
226 Cvar_RegisterVariable (&r_drawentities);
227 Cvar_RegisterVariable (&r_drawviewmodel);
228 Cvar_RegisterVariable (&r_shadows);
229 Cvar_RegisterVariable (&r_speeds);
230 Cvar_RegisterVariable (&r_speeds2);
231 Cvar_RegisterVariable (&contrast);
232 Cvar_RegisterVariable (&brightness);
233 Cvar_RegisterVariable (&gl_lightmode);
234 // Cvar_RegisterVariable (&r_dynamicwater);
235 // Cvar_RegisterVariable (&r_dynamicbothsides);
236 Cvar_RegisterVariable (&r_fullbrights);
237 Cvar_RegisterVariable (&r_wateralpha);
238 Cvar_RegisterVariable (&r_dynamic);
239 Cvar_RegisterVariable (&r_novis);
240 Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple
242 Cvar_SetValue("r_fullbrights", 0);
243 // if (gl_vendor && strstr(gl_vendor, "3Dfx"))
244 // gl_lightmode.value = 0;
245 Cvar_RegisterVariable (&r_fullbright);
246 R_RegisterModule("GL_Main", glmain_start, glmain_shutdown);
249 extern void GL_Draw_Init();
250 extern void GL_Main_Init();
251 extern void GL_Models_Init();
252 extern void GL_Poly_Init();
253 extern void GL_Surf_Init();
254 extern void GL_Screen_Init();
255 extern void GL_Misc_Init();
256 extern void R_Crosshairs_Init();
257 extern void R_Light_Init();
258 extern void R_Particles_Init();
281 extern char *QSG_EXTENSIONS;
284 gl_vendor = glGetString (GL_VENDOR);
285 Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
286 gl_renderer = glGetString (GL_RENDERER);
287 Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
289 gl_version = glGetString (GL_VERSION);
290 Con_Printf ("GL_VERSION: %s\n", gl_version);
291 gl_extensions = glGetString (GL_EXTENSIONS);
292 Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
294 // Con_Printf ("%s %s\n", gl_renderer, gl_version);
296 VID_CheckMultitexture();
297 VID_CheckVertexArrays();
299 // LordHavoc: report supported extensions
300 Con_Printf ("\nQSG extensions: %s\n", QSG_EXTENSIONS);
302 glCullFace(GL_FRONT);
303 glEnable(GL_TEXTURE_2D);
304 // glDisable(GL_ALPHA_TEST);
305 glAlphaFunc(GL_GREATER, 0.5);
307 // glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
314 void R_RotateForEntity (entity_t *e)
316 glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
318 glRotatef (e->angles[1], 0, 0, 1);
319 glRotatef (-e->angles[0], 0, 1, 0);
320 glRotatef (e->angles[2], 1, 0, 0);
322 glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
326 // LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed...
327 #define NUMVERTEXNORMALS 162
329 float r_avertexnormals[NUMVERTEXNORMALS][3] = {
333 // LordHavoc: shading stuff
339 //==================================================================================
341 void R_DrawBrushModel (entity_t *e);
342 void R_DrawSpriteModel (entity_t *e);
349 // LordHavoc: split so bmodels are rendered before any other objects
350 void R_DrawEntitiesOnList1 (void)
354 if (!r_drawentities.value)
357 for (i=0 ; i<cl_numvisedicts ; i++)
359 if (cl_visedicts[i]->model->type != mod_brush)
361 currententity = cl_visedicts[i];
362 modelalpha = currententity->alpha;
364 R_DrawBrushModel (currententity);
368 void R_DrawEntitiesOnList2 (void)
372 if (!r_drawentities.value)
375 for (i=0 ; i<cl_numvisedicts ; i++)
377 currententity = cl_visedicts[i];
378 modelalpha = currententity->alpha;
380 switch (currententity->model->type)
383 R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
387 R_DrawSpriteModel (currententity);
401 void R_DrawViewModel (void)
403 if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
406 currententity = &cl.viewent;
407 currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
408 currententity->effects = cl_entities[cl.viewentity].effects;
409 currententity->scale = 1;
410 VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
412 // hack the depth range to prevent view model from poking into walls
413 glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
414 R_DrawAliasModel (currententity, FALSE, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap);
415 glDepthRange (gldepthmin, gldepthmax);
418 void R_DrawBrushModel (entity_t *e);
420 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
422 void R_SetFrustum (void)
426 if (r_refdef.fov_x == 90)
428 // front side is visible
430 VectorAdd (vpn, vright, frustum[0].normal);
431 VectorSubtract (vpn, vright, frustum[1].normal);
433 VectorAdd (vpn, vup, frustum[2].normal);
434 VectorSubtract (vpn, vup, frustum[3].normal);
438 // rotate VPN right by FOV_X/2 degrees
439 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
440 // rotate VPN left by FOV_X/2 degrees
441 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
442 // rotate VPN up by FOV_X/2 degrees
443 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
444 // rotate VPN down by FOV_X/2 degrees
445 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
448 for (i=0 ; i<4 ; i++)
450 frustum[i].type = PLANE_ANYZ;
451 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
452 // frustum[i].signbits = SignbitsForPlane (&frustum[i]);
453 BoxOnPlaneSideClassify(&frustum[i]);
457 void R_AnimateLight (void);
458 void V_CalcBlend (void);
465 void R_SetupFrame (void)
467 // don't allow cheats in multiplayer
468 if (cl.maxclients > 1)
470 Cvar_Set ("r_fullbright", "0");
471 Cvar_Set ("r_ambient", "0");
478 // build the transformation matrix for the given view angles
479 VectorCopy (r_refdef.vieworg, r_origin);
481 AngleVectors (r_refdef.viewangles, vpn, vright, vup);
484 r_oldviewleaf = r_viewleaf;
485 r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
487 V_SetContentsColor (r_viewleaf->contents);
490 r_cache_thrash = false;
507 void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
509 GLdouble xmin, xmax, ymin, ymax;
511 ymax = zNear * tan( fovy * M_PI / 360.0 );
514 xmin = ymin * aspect;
515 xmax = ymax * aspect;
517 glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
521 extern char skyname[];
528 void R_SetupGL (void)
531 extern int glwidth, glheight;
532 int x, x2, y2, y, w, h;
539 glMatrixMode(GL_PROJECTION);
541 x = r_refdef.vrect.x * glwidth/vid.width;
542 x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
543 y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
544 y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
546 // fudge around because of frac screen scale
565 glViewport (glx + x, gly + y2, w, h);
566 screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
567 // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
568 // if (skyname[0]) // skybox enabled?
569 // MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
571 MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value);
573 glCullFace(GL_FRONT);
575 glMatrixMode(GL_MODELVIEW);
578 glRotatef (-90, 1, 0, 0); // put Z going up
579 glRotatef (90, 0, 0, 1); // put Z going up
580 glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
581 glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
582 glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
583 glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
585 glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
590 // if (gl_cull.value)
591 glEnable(GL_CULL_FACE);
593 // glDisable(GL_CULL_FACE);
595 glEnable(GL_BLEND); // was Disable
596 glDisable(GL_ALPHA_TEST);
597 glAlphaFunc(GL_GREATER, 0.5);
598 glEnable(GL_DEPTH_TEST);
600 glShadeModel(GL_SMOOTH);
612 // glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
615 glDepthFunc (GL_LEQUAL);
617 glDepthRange (gldepthmin, gldepthmax);
620 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
625 glMatrixMode(GL_PROJECTION);
627 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
628 glMatrixMode(GL_MODELVIEW);
630 glDisable (GL_DEPTH_TEST);
631 glDisable (GL_CULL_FACE);
632 glDisable(GL_TEXTURE_2D);
634 glBlendFunc (GL_DST_COLOR, GL_ONE);
635 glBegin (GL_TRIANGLES);
637 glVertex2f (-5000, -5000);
638 glVertex2f (10000, -5000);
639 glVertex2f (-5000, 10000);
641 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
643 glEnable(GL_TEXTURE_2D);
644 glEnable (GL_DEPTH_TEST);
645 glEnable (GL_CULL_FACE);
648 extern cvar_t contrast;
649 extern cvar_t brightness;
650 extern cvar_t gl_lightmode;
656 glMatrixMode(GL_PROJECTION);
658 glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
659 glMatrixMode(GL_MODELVIEW);
661 glDisable (GL_DEPTH_TEST);
662 glDisable (GL_CULL_FACE);
663 glDisable(GL_TEXTURE_2D);
667 glBlendFunc (GL_DST_COLOR, GL_ONE);
668 glBegin (GL_TRIANGLES);
670 glVertex2f (-5000, -5000);
671 glVertex2f (10000, -5000);
672 glVertex2f (-5000, 10000);
675 glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
676 contrast.value = bound(0.2, contrast.value, 1.0);
677 if (/*gl_polyblend.value && */v_blend[3])
679 glBegin (GL_TRIANGLES);
680 glColor4fv (v_blend);
681 glVertex2f (-5000, -5000);
682 glVertex2f (10000, -5000);
683 glVertex2f (-5000, 10000);
687 glEnable (GL_CULL_FACE);
688 glEnable (GL_DEPTH_TEST);
690 glEnable(GL_TEXTURE_2D);
694 #define TIMEREPORT(DESC) \
695 if (r_speeds2.value)\
697 temptime = -currtime;\
698 currtime = Sys_FloatTime();\
699 temptime += currtime;\
700 Con_Printf(DESC " %.4fms ", temptime * 1000.0);\
703 #define TIMEREPORT(VAR) \
704 if (r_speeds2.value)\
706 temptime = currtime;\
707 currtime = Sys_FloatTime();\
708 VAR = (int) ((currtime - temptime) * 1000000.0);\
715 r_refdef must be set before the first call
718 extern qboolean intimerefresh;
719 extern qboolean skyisvisible;
721 extern void UploadLightmaps();
722 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];
723 void R_RenderView (void)
725 double starttime, currtime, temptime;
726 int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_transpoly, time_blend, time_total;
727 // double currtime, temptime;
728 // if (r_norefresh.value)
731 if (!r_worldentity.model || !cl.worldmodel)
732 Sys_Error ("R_RenderView: NULL worldmodel");
734 lighthalf = gl_lightmode.value;
740 starttime = currtime = Sys_FloatTime();
741 // Con_Printf("render time: ");
747 skyisvisible = false;
748 TIMEREPORT(time_clear)
750 // render normal view
755 TIMEREPORT(time_setup)
757 R_MarkLeaves (); // done here so we know if we're in water
758 R_DrawWorld (); // adds static entities to the list
759 TIMEREPORT(time_world)
760 R_DrawEntitiesOnList1 (); // BSP models
761 TIMEREPORT(time_bmodels)
764 TIMEREPORT(time_upload)
766 skypolyrender(); // fogged sky polys, affects depth
768 if (skyname[0] && skyisvisible && !fogenabled)
769 R_Sky(); // does not affect depth, draws over the sky polys
773 TIMEREPORT(time_wall)
775 // if (!intimerefresh)
776 // S_ExtraUpdate (); // don't let sound get messed up if going slow
778 R_DrawEntitiesOnList2 (); // other models
779 // R_RenderDlights ();
781 TIMEREPORT(time_models)
783 TIMEREPORT(time_moveparticles)
785 TIMEREPORT(time_drawparticles)
788 TIMEREPORT(time_transpoly)
793 TIMEREPORT(time_blend)
796 time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0);
798 sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
799 sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
800 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);
801 sprintf(r_speeds2_string4, "%6ius clear %6ius setup %6ius world %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
802 sprintf(r_speeds2_string5, "%6ius sky %6ius wall %6ius models %6ius mpart %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
803 sprintf(r_speeds2_string6, "%6ius trans %6ius blend %6ius total %6ius permdl", time_transpoly, time_blend, time_total, time_models / max(c_models, 1));