#include "quakedef.h"
+typedef struct
+{
+ unsigned short tex;
+ unsigned short type;
+ int indices;
+}
+rendertranspoly_t;
+
transvert_t *transvert;
transpoly_t *transpoly;
-unsigned short *transpolyindex;
+rendertranspoly_t *rendertranspoly;
+int *transpolyindex;
+int *transvertindex;
wallvert_t *wallvert;
wallvertcolor_t *wallvertcolor;
wallpoly_t *wallpoly;
int currentskypoly;
int currentskyvert;
+
void LoadSky_f(void);
cvar_t r_multitexture = {0, "r_multitexture", "1"};
cvar_t r_skyquality = {CVAR_SAVE, "r_skyquality", "2"};
cvar_t r_mergesky = {CVAR_SAVE, "r_mergesky", "0"};
+cvar_t gl_transpolytris = {0, "gl_transpolytris", "0"};
static char skyworldname[1024];
static rtexture_t *mergeskytexture;
static qboolean skyavailable_quake;
static qboolean skyavailable_box;
-void R_BuildSky (int scrollupper, int scrolllower);
+static void R_BuildSky (int scrollupper, int scrolllower);
typedef struct translistitem_s
{
float transreciptable[256];
-void gl_poly_start(void)
+static void gl_poly_start(void)
{
int i;
transvert = qmalloc(MAX_TRANSVERTS * sizeof(transvert_t));
transpoly = qmalloc(MAX_TRANSPOLYS * sizeof(transpoly_t));
- transpolyindex = qmalloc(MAX_TRANSPOLYS * sizeof(unsigned short));
+ rendertranspoly = qmalloc(MAX_TRANSPOLYS * sizeof(rendertranspoly_t));
+ transpolyindex = qmalloc(MAX_TRANSPOLYS * sizeof(int));
+ transvertindex = qmalloc(MAX_TRANSVERTS * sizeof(int));
wallvert = qmalloc(MAX_WALLVERTS * sizeof(wallvert_t));
wallvertcolor = qmalloc(MAX_WALLVERTS * sizeof(wallvertcolor_t));
wallpoly = qmalloc(MAX_WALLPOLYS * sizeof(wallpoly_t));
transreciptable[i] = 1.0f / i;
}
-void gl_poly_shutdown(void)
+static void gl_poly_shutdown(void)
{
qfree(transvert);
qfree(transpoly);
+ qfree(rendertranspoly);
qfree(transpolyindex);
+ qfree(transvertindex);
qfree(wallvert);
qfree(wallvertcolor);
qfree(wallpoly);
qfree(skypoly);
}
-void gl_poly_newmap(void)
+static void gl_poly_newmap(void)
{
skyavailable_box = false;
skyavailable_quake = false;
Cvar_RegisterVariable (&r_multitexture);
Cvar_RegisterVariable (&r_skyquality);
Cvar_RegisterVariable (&r_mergesky);
+ Cvar_RegisterVariable (&gl_transpolytris);
R_RegisterModule("GL_Poly", gl_poly_start, gl_poly_shutdown, gl_poly_newmap);
}
transviewdist = DotProduct(r_origin, vpn);
}
-// turned into a #define
-/*
-void transpolybegin(int texnum, int glowtexnum, int fogtexnum, int transpolytype)
-{
- if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
- return;
- transpoly[currenttranspoly].texnum = (unsigned short) texnum;
- transpoly[currenttranspoly].glowtexnum = (unsigned short) glowtexnum;
- transpoly[currenttranspoly].fogtexnum = (unsigned short) fogtexnum;
- transpoly[currenttranspoly].transpolytype = (unsigned short) transpolytype;
- transpoly[currenttranspoly].firstvert = currenttransvert;
- transpoly[currenttranspoly].verts = 0;
-// transpoly[currenttranspoly].ndist = 0; // clear the normal
-}
-*/
-
-// turned into a #define
-/*
-void transpolyvert(float x, float y, float z, float s, float t, int r, int g, int b, int a)
-{
- int i;
- if (currenttranspoly >= MAX_TRANSPOLYS || currenttransvert >= MAX_TRANSVERTS)
- return;
- transvert[currenttransvert].s = s;
- transvert[currenttransvert].t = t;
- transvert[currenttransvert].r = bound(0, r, 255);
- transvert[currenttransvert].g = bound(0, g, 255);
- transvert[currenttransvert].b = bound(0, b, 255);
- transvert[currenttransvert].a = bound(0, a, 255);
- transvert[currenttransvert].v[0] = x;
- transvert[currenttransvert].v[1] = y;
- transvert[currenttransvert].v[2] = z;
- currenttransvert++;
- transpoly[currenttranspoly].verts++;
-}
-*/
+// transpolybegin and transpolyvert are #define macros
void transpolyend(void)
{
currenttranspoly++;
}
-int transpolyindices;
+void transpolyparticle(vec3_t org, vec3_t right, vec3_t up, vec_t scale, unsigned short texnum, unsigned short transpolytype, int ir, int ig, int ib, float alphaf, float s1, float t1, float s2, float t2)
+{
+ float center, scale2;
+ int i;
+ vec3_t corner;
+ byte br, bg, bb, ba;
+ transpoly_t *p;
+ transvert_t *v;
+ center = DotProduct(org, vpn) - transviewdist;
+ if (center < 4.0f || currenttranspoly >= MAX_TRANSPOLYS || (currenttransvert + 4) > MAX_TRANSVERTS)
+ return;
+
+ p = transpoly + (currenttranspoly++);
+ v = transvert + currenttransvert;
+
+ if (lighthalf)
+ {
+ ir >>= 1;
+ ig >>= 1;
+ ib >>= 1;
+ }
+ ir = bound(0, ir, 255);
+ ig = bound(0, ig, 255);
+ ib = bound(0, ib, 255);
+ br = (byte) ir;
+ bg = (byte) ig;
+ bb = (byte) ib;
+
+#if SLOWMATH
+ i = (int) alphaf;
+ if (i > 255)
+ i = 255;
+ ba = (byte) i;
+
+ i = (int) center;
+#else
+ alphaf += 8388608.0f;
+ i = *((long *)&alphaf) & 0x007FFFFF;
+ if (i > 255)
+ i = 255;
+ ba = (byte) i;
+
+ center += 8388608.0f;
+ i = *((long *)¢er) & 0x007FFFFF;
+#endif
+ i = bound(0, i, 4095);
+ currenttranslist->next = translisthash[i];
+ currenttranslist->poly = p;
+ translisthash[i] = currenttranslist++;
+
+ p->texnum = p->fogtexnum = texnum;
+ p->glowtexnum = 0;
+ p->transpolytype = transpolytype;
+ p->firstvert = currenttransvert;
+ p->verts = 4;
+ currenttransvert += 4;
+
+ scale2 = scale * -0.5f;
+ corner[0] = org[0] + (up[0] + right[0]) * scale2;
+ corner[1] = org[1] + (up[1] + right[1]) * scale2;
+ corner[2] = org[2] + (up[2] + right[2]) * scale2;
+ v->s = s1;
+ v->t = t1;
+ v->r = br;
+ v->g = bg;
+ v->b = bb;
+ v->a = ba;
+ v->v[0] = corner[0];
+ v->v[1] = corner[1];
+ v->v[2] = corner[2];
+ v++;
+ v->s = s1;
+ v->t = t2;
+ v->r = br;
+ v->g = bg;
+ v->b = bb;
+ v->a = ba;
+ v->v[0] = corner[0] + up[0] * scale;
+ v->v[1] = corner[1] + up[1] * scale;
+ v->v[2] = corner[2] + up[2] * scale;
+ v++;
+ v->s = s2;
+ v->t = t2;
+ v->r = br;
+ v->g = bg;
+ v->b = bb;
+ v->a = ba;
+ v->v[0] = corner[0] + (up[0] + right[0]) * scale;
+ v->v[1] = corner[1] + (up[1] + right[1]) * scale;
+ v->v[2] = corner[2] + (up[2] + right[2]) * scale;
+ v++;
+ v->s = s2;
+ v->t = t1;
+ v->r = br;
+ v->g = bg;
+ v->b = bb;
+ v->a = ba;
+ v->v[0] = corner[0] + right[0] * scale;
+ v->v[1] = corner[1] + right[1] * scale;
+ v->v[2] = corner[2] + right[2] * scale;
+ v++;
+}
void transpolyrender(void)
{
- int i, j, tpolytype, texnum;
- transpoly_t *p;
+ int i, j, k, l, tpolytype, texnum, transvertindices, alpha, currentrendertranspoly;
+ byte fogr, fogg, fogb;
+ vec3_t diff;
+ transpoly_t *p;
+ rendertranspoly_t *r, *rend;
+ translistitem *item;
+
if (!r_render.value)
return;
if (currenttranspoly < 1)
return;
-// transpolyrenderminmax();
-// if (transpolyindices < 1)
-// return;
- // testing
-// Con_DPrintf("transpolyrender: %i polys %i infront %i vertices\n", currenttranspoly, transpolyindices, currenttransvert);
-// if (transpolyindices >= 2)
-// transpolysort();
+
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glEnable(GL_BLEND);
- glShadeModel(GL_SMOOTH);
+// glShadeModel(GL_SMOOTH);
glDepthMask(0); // disable zbuffer updates
- glDisable(GL_ALPHA_TEST);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- tpolytype = TPOLYTYPE_ALPHA;
- texnum = -1;
- /*
- if (gl_vertexarrays.value)
+
+ // set up the vertex array
+ glInterleavedArrays(GL_T2F_C4UB_V3F, sizeof(transvert[0]), transvert);
+
+ currentrendertranspoly = 0;
+ transvertindices = 0;
+ fogr = (byte) bound(0, (int) (fogcolor[0] * 255.0f), 255);
+ fogg = (byte) bound(0, (int) (fogcolor[1] * 255.0f), 255);
+ fogb = (byte) bound(0, (int) (fogcolor[2] * 255.0f), 255);
+ if (gl_transpolytris.value)
{
- // set up the vertex array
- glInterleavedArrays(GL_T2F_C4UB_V3F, 0, transvert);
- for (i = 0;i < transpolyindices;i++)
+ int glowtexnum, fogtexnum;
+ for (i = 4095;i >= 0;i--)
{
- p = &transpoly[transpolyindex[i]];
- if (p->texnum != texnum || p->transpolytype != tpolytype)
+ item = translisthash[i];
+ while(item)
{
- if (p->texnum != texnum)
+ p = item->poly;
+ item = item->next;
+ glowtexnum = p->glowtexnum;
+ fogtexnum = p->fogtexnum;
+
+#define POLYTOTRI(pfirstvert, ptexnum, ptranspolytype) \
+ l = pfirstvert;\
+ r = &rendertranspoly[currentrendertranspoly++];\
+ r->tex = ptexnum;\
+ r->type = ptranspolytype;\
+ if (p->verts == 4)\
+ {\
+ transvertindex[transvertindices] = l;\
+ transvertindex[transvertindices + 1] = l + 1;\
+ transvertindex[transvertindices + 2] = l + 2;\
+ transvertindex[transvertindices + 3] = l;\
+ transvertindex[transvertindices + 4] = l + 2;\
+ transvertindex[transvertindices + 5] = l + 3;\
+ transvertindices += 6;\
+ r->indices = 6;\
+ }\
+ else if (p->verts == 3)\
+ {\
+ transvertindex[transvertindices] = l;\
+ transvertindex[transvertindices + 1] = l + 1;\
+ transvertindex[transvertindices + 2] = l + 2;\
+ transvertindices += 3;\
+ r->indices = 3;\
+ }\
+ else\
+ {\
+ for (j = l + p->verts, k = l + 2;k < j;k++)\
+ {\
+ transvertindex[transvertindices] = l;\
+ transvertindex[transvertindices + 1] = k - 1;\
+ transvertindex[transvertindices + 2] = k;\
+ transvertindices += 3;\
+ }\
+ r->indices = (p->verts - 2) * 3;\
+ }
+
+ POLYTOTRI(p->firstvert, p->texnum, p->transpolytype)
+
+ if (p->glowtexnum)
{
- texnum = p->texnum;
- glBindTexture(GL_TEXTURE_2D, texnum);
+ // make another poly for glow effect
+ if (currenttranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
+ {
+ memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
+ POLYTOTRI(currenttransvert, p->glowtexnum, TPOLYTYPE_ADD)
+ for (j = 0;j < p->verts;j++)
+ {
+ transvert[currenttransvert].r = transvert[currenttransvert].g = transvert[currenttransvert].b = 255;
+ currenttransvert++;
+ }
+ }
}
- if (p->transpolytype != tpolytype)
+
+ if (fogenabled)
{
- tpolytype = p->transpolytype;
- if (tpolytype == TPOLYTYPE_ADD) // additive
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- else // alpha
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ // make another poly for fog
+ if (currenttranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
+ {
+ memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
+ POLYTOTRI(currenttransvert, p->fogtexnum, TPOLYTYPE_ALPHA)
+ for (j = 0, k = p->firstvert;j < p->verts;j++, k++)
+ {
+ transvert[currenttransvert].r = fogr;
+ transvert[currenttransvert].g = fogg;
+ transvert[currenttransvert].b = fogb;
+ VectorSubtract(transvert[currenttransvert].v, r_origin, diff);
+ alpha = transvert[currenttransvert].a * exp(fogdensity / DotProduct(diff, diff));
+ transvert[currenttransvert].a = (byte) bound(0, alpha, 255);
+ currenttransvert++;
+ }
+ }
}
}
- glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
- if (p->glowtexnum)
- {
- texnum = p->glowtexnum; // highly unlikely to match next poly, but...
- glBindTexture(GL_TEXTURE_2D, texnum);
- tpolytype = TPOLYTYPE_ADD; // might match next poly
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- glDrawArrays(GL_POLYGON, p->firstvert, p->verts);
- }
}
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_COLOR_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
}
else
- */
{
- int points = -1;
- translistitem *item;
- transvert_t *vert;
for (i = 4095;i >= 0;i--)
{
item = translisthash[i];
- while (item)
+ while(item)
{
p = item->poly;
item = item->next;
- if (p->texnum != texnum || p->verts != points || p->transpolytype != tpolytype)
- {
- glEnd();
- if (isG200)
- {
- // LordHavoc: Matrox G200 cards can't handle per pixel alpha
- if (p->fogtexnum)
- glEnable(GL_ALPHA_TEST);
- else
- glDisable(GL_ALPHA_TEST);
- }
- if (p->texnum != texnum)
- {
- texnum = p->texnum;
- glBindTexture(GL_TEXTURE_2D, texnum);
- }
- if (p->transpolytype != tpolytype)
- {
- tpolytype = p->transpolytype;
- if (tpolytype == TPOLYTYPE_ADD) // additive
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- else // alpha
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- points = p->verts;
- switch (points)
- {
- case 3:
- glBegin(GL_TRIANGLES);
- break;
- case 4:
- glBegin(GL_QUADS);
- break;
- default:
- glBegin(GL_POLYGON);
- points = -1; // to force a reinit on the next poly
- break;
- }
- }
- for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
- {
- // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
- glTexCoord2f(vert->s, vert->t);
- // again, vector version isn't supported I think
- glColor4ub(vert->r, vert->g, vert->b, vert->a);
- glVertex3fv(vert->v);
- }
+
+ l = p->firstvert;
+ r = &rendertranspoly[currentrendertranspoly++];
+ r->tex = p->texnum;
+ r->type = p->transpolytype;
+ r->indices = p->verts;
+
+ for (j = l + p->verts, k = l;k < j;k++)
+ transvertindex[transvertindices++] = k;
+
if (p->glowtexnum)
{
- glEnd();
- texnum = p->glowtexnum; // highly unlikely to match next poly, but...
- glBindTexture(GL_TEXTURE_2D, texnum);
- if (tpolytype != TPOLYTYPE_ADD)
- {
- tpolytype = TPOLYTYPE_ADD; // might match next poly
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- }
- points = -1;
- glBegin(GL_POLYGON);
- for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
- {
- glColor4ub(255,255,255,vert->a);
- // would be 2fv, but windoze Matrox G200 and probably G400 drivers don't support that (dumb...)
- glTexCoord2f(vert->s, vert->t);
- glVertex3fv(vert->v);
- }
- glEnd();
- }
- if (fogenabled && p->transpolytype == TPOLYTYPE_ALPHA)
- {
- vec3_t diff;
- glEnd();
- points = -1; // to force a reinit on the next poly
- if (tpolytype != TPOLYTYPE_ALPHA)
+ // make another poly for glow effect
+ if (currentrendertranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
{
- tpolytype = TPOLYTYPE_ALPHA; // probably matchs next poly
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- if (p->fogtexnum)
- {
- if (texnum != p->fogtexnum) // highly unlikely to match next poly, but...
- {
- texnum = p->fogtexnum;
- glBindTexture(GL_TEXTURE_2D, texnum);
- }
- glBegin(GL_POLYGON);
- for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
+ l = currenttransvert;
+ r = &rendertranspoly[currentrendertranspoly++];
+ r->tex = p->glowtexnum;
+ r->type = TPOLYTYPE_ADD;
+ r->indices = p->verts;
+
+ memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
+ for (j = 0;j < p->verts;j++)
{
- VectorSubtract(vert->v, r_origin, diff);
- glTexCoord2f(vert->s, vert->t);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
- glVertex3fv(vert->v);
+ transvert[currenttransvert].r = transvert[currenttransvert].g = transvert[currenttransvert].b = 255;
+ transvertindex[transvertindices++] = currenttransvert++;
}
- glEnd ();
}
- else
+ }
+ if (fogenabled)
+ {
+ // make another poly for fog
+ if (currentrendertranspoly < MAX_TRANSPOLYS && currenttransvert + p->verts <= MAX_TRANSVERTS)
{
- glDisable(GL_TEXTURE_2D);
- glBegin(GL_POLYGON);
- for (j = 0,vert = &transvert[p->firstvert];j < p->verts;j++, vert++)
+ l = currenttransvert;
+ r = &rendertranspoly[currentrendertranspoly++];
+ r->tex = p->fogtexnum;
+ r->type = TPOLYTYPE_ALPHA;
+ r->indices = p->verts;
+
+ memcpy(&transvert[currenttransvert], &transvert[p->firstvert], sizeof(transvert_t) * p->verts);
+ for (j = 0;j < p->verts;j++)
{
- VectorSubtract(vert->v, r_origin, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], vert->a*(1.0f/255.0f)*exp(fogdensity/DotProduct(diff,diff)));
- glVertex3fv(vert->v);
+ transvert[currenttransvert].r = fogr;
+ transvert[currenttransvert].g = fogg;
+ transvert[currenttransvert].b = fogb;
+ VectorSubtract(transvert[currenttransvert].v, r_origin, diff);
+ alpha = transvert[currenttransvert].a * exp(fogdensity / DotProduct(diff, diff));
+ transvert[currenttransvert].a = (byte) bound(0, alpha, 255);
+ transvertindex[transvertindices++] = currenttransvert++;
}
- glEnd ();
- glEnable(GL_TEXTURE_2D);
}
}
}
}
- glEnd();
}
+ GL_LockArray(0, currenttransvert);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ tpolytype = TPOLYTYPE_ALPHA;
+ texnum = -1;
+ transvertindices = 0;
+ r = rendertranspoly;
+ rend = r + currentrendertranspoly;
+ while(r < rend)
+ {
+ if (texnum != r->tex)
+ {
+ texnum = r->tex;
+ glBindTexture(GL_TEXTURE_2D, texnum);
+ }
+ if (tpolytype != r->type)
+ {
+ tpolytype = r->type;
+ if (tpolytype == TPOLYTYPE_ADD) // additive
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else // alpha
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ }
+ k = transvertindices;
+ if (gl_transpolytris.value)
+ {
+ do
+ transvertindices += r->indices, r++;
+ while (r < rend && r->tex == texnum && r->type == tpolytype);
+ glDrawElements(GL_TRIANGLES, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
+ }
+ else
+ {
+ if (r->indices == 4)
+ {
+ do
+ transvertindices += 4, r++;
+ while (r < rend && r->indices == 4 && r->tex == texnum && r->type == tpolytype);
+ glDrawElements(GL_QUADS, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
+ }
+ else if (r->indices == 3)
+ {
+ do
+ transvertindices += 3, r++;
+ while (r < rend && r->indices == 3 && r->tex == texnum && r->type == tpolytype);
+ glDrawElements(GL_TRIANGLES, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
+ }
+ else
+ {
+ transvertindices += r->indices, r++;
+ glDrawElements(GL_POLYGON, transvertindices - k, GL_UNSIGNED_INT, &transvertindex[k]);
+ }
+ }
+ }
+
+ GL_UnlockArray();
+
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glDepthMask(1); // enable zbuffer updates
- glDisable(GL_ALPHA_TEST);
+ glDisable(GL_BLEND);
+ glColor3f(1,1,1);
+
+ glDisableClientState(GL_TEXTURE_COORD_ARRAY);
+ glDisableClientState(GL_COLOR_ARRAY);
+ glDisableClientState(GL_VERTEX_ARRAY);
+
}
void wallpolyclear(void)
{
+ if (!gl_mtexable)
+ r_multitexture.value = 0;
currentwallpoly = currentwallvert = 0;
}
-void wallpolyrender(void)
+// render walls and fullbrights, but not fog
+void wallpolyrender1(void)
{
int i, j, texnum, lighttexnum;
wallpoly_t *p;
c_brush_polys += currentwallpoly;
// testing
//Con_DPrintf("wallpolyrender: %i polys %i vertices\n", currentwallpoly, currentwallvert);
- if (!gl_mtexable)
- r_multitexture.value = 0;
glDisable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glShadeModel(GL_FLAT);
+// glShadeModel(GL_FLAT);
// make sure zbuffer is enabled
glEnable(GL_DEPTH_TEST);
// glDisable(GL_ALPHA_TEST);
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
texnum = -1;
- for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
+ for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
{
if (p->texnum != texnum)
{
}
texnum = -1;
lighttexnum = -1;
- for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
+ for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
{
if (p->texnum != texnum)
{
// first do the textures
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
texnum = -1;
- for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
+ for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
{
if (p->texnum != texnum)
{
// switch to additive mode settings
glDepthMask(0);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ glBlendFunc(GL_ONE, GL_ONE);
glEnable(GL_BLEND);
// glDisable(GL_ALPHA_TEST);
- glShadeModel(GL_SMOOTH);
+// glShadeModel(GL_SMOOTH);
// render vertex lit overlays ontop
texnum = -1;
for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
glEnd();
}
// render glow textures
- glShadeModel(GL_FLAT);
- glBlendFunc(GL_ONE, GL_ONE);
+// glShadeModel(GL_FLAT);
if (lighthalf)
glColor3f(0.5,0.5,0.5);
else
glColor3f(1,1,1);
texnum = -1;
- for (i = 0,p = wallpoly;i < currentwallpoly;i++, p++)
+ for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
{
if (!p->glowtexnum)
continue;
}
glColor3f(1,1,1);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glShadeModel(GL_SMOOTH);
+// glDisable(GL_ALPHA_TEST);
+// glShadeModel(GL_SMOOTH);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+}
+
+// render fog
+void wallpolyrender2(void)
+{
+ if (!r_render.value)
+ return;
+ if (currentwallpoly < 1)
+ return;
if (fogenabled)
{
+ int i, j, alpha, fogr, fogg, fogb;
+ wallpoly_t *p;
+ wallvert_t *vert;
vec3_t diff;
+ glEnable(GL_DEPTH_TEST);
+ glDepthMask(0);
+ glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+// glShadeModel(GL_SMOOTH);
glDisable(GL_TEXTURE_2D);
- for (i = 0,p = &wallpoly[0];i < currentwallpoly;i++, p++)
+ fogr = (byte) bound(0, (int) (fogcolor[0] * 255.0f), 255);
+ fogg = (byte) bound(0, (int) (fogcolor[1] * 255.0f), 255);
+ fogb = (byte) bound(0, (int) (fogcolor[2] * 255.0f), 255);
+ for (i = 0, p = wallpoly;i < currentwallpoly;i++, p++)
{
vert = &wallvert[p->firstvert];
glBegin(GL_POLYGON);
for (j=0 ; j<p->numverts ; j++, vert++)
{
VectorSubtract(vert->vert, r_origin, diff);
- glColor4f(fogcolor[0], fogcolor[1], fogcolor[2], exp(fogdensity/DotProduct(diff,diff)));
+ alpha = 255.0f * exp(fogdensity/DotProduct(diff,diff));
+ alpha = bound(0, alpha, 255);
+ glColor4ub(fogr, fogg, fogb, (byte) alpha);
glVertex3fv (vert->vert);
}
glEnd ();
}
glEnable(GL_TEXTURE_2D);
+ glColor3f(1,1,1);
+ glDisable(GL_BLEND);
+ glDepthMask(1);
}
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-// glDisable(GL_ALPHA_TEST);
- glShadeModel(GL_SMOOTH);
- glDisable(GL_BLEND);
- glDepthMask(1);
}
static int skyrendersphere;
}
+static void R_Sky(void);
+
void skypolyrender(void)
{
int i, j;
}
GL_UnlockArray();
glDisableClientState(GL_VERTEX_ARRAY);
+
+ R_Sky();
}
static char skyname[256];
R_SetSkyBox
==================
*/
-char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
-rtexture_t *skyboxside[6];
+static char *suf[6] = {"rt", "bk", "lf", "ft", "up", "dn"};
+static rtexture_t *skyboxside[6];
int R_SetSkyBox(char *sky)
{
int i;
sprintf (name, "gfx/env/%s%s", sky, suf[i]);
if (!(image_rgba = loadimagepixels(name, false, 0, 0)))
{
- Con_Printf ("Couldn't load %s\n", name);
+ Con_Printf ("Couldn't load env/%s%s or gfx/env/%s%s\n", sky, suf[i], sky, suf[i]);
continue;
}
}
glTexCoord2f((s) * (254.0f/256.0f) + (1.0f/256.0f), (t) * (254.0f/256.0f) + (1.0f/256.0f));\
glVertex3f((x) * 1024.0 + r_origin[0], (y) * 1024.0 + r_origin[1], (z) * 1024.0 + r_origin[2]);
-void R_SkyBox(void)
+static void R_SkyBox(void)
{
glDisable(GL_DEPTH_TEST);
glDepthMask(0);
glColor3f (1,1,1);
}
-float skysphere[33*33*5];
-int skysphereindices[32*32*6];
-void skyspherecalc(float *sphere, float dx, float dy, float dz)
+static float skysphere[33*33*5];
+static int skysphereindices[32*32*6];
+static void skyspherecalc(float *sphere, float dx, float dy, float dz)
{
float a, b, x, ax, ay, v[3], length;
int i, j, *index;
}
}
-void skyspherearrays(float *vert, float *tex, float *tex2, float *source, float s, float s2)
+static void skyspherearrays(float *vert, float *tex, float *tex2, float *source, float s, float s2)
{
float *v, *t, *t2;
int i;
}
}
-void R_SkySphere(void)
+static void R_SkySphere(void)
{
float speedscale, speedscale2;
float vert[33*33*4], tex[33*33*2], tex2[33*33*2];
glColor3f (1,1,1);
}
-void R_Sky(void)
+static void R_Sky(void)
{
if (!r_render.value)
return;
//===============================================================
-byte skyupperlayerpixels[128*128*4];
-byte skylowerlayerpixels[128*128*4];
-byte skymergedpixels[128*128*4];
+static byte skyupperlayerpixels[128*128*4];
+static byte skylowerlayerpixels[128*128*4];
+static byte skymergedpixels[128*128*4];
-void R_BuildSky (int scrollupper, int scrolllower)
+static void R_BuildSky (int scrollupper, int scrolllower)
{
int x, y, ux, uy, lx, ly;
byte *m, *u, *l;