#include "quakedef.h"
-entity_render_t *currentrenderentity;
-
// used for dlight push checking and other things
int r_framecount;
cvar_t r_fullbright = {0, "r_fullbright","0"};
cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"};
cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"};
-cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"};
cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
cvar_t gl_fogstart = {0, "gl_fogstart", "0"};
cvar_t gl_fogend = {0, "gl_fogend","0"};
-cvar_t r_multitexture = {0, "r_multitexture", "1"};
+cvar_t r_textureunits = {0, "r_textureunits", "32"};
+
+void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
+{
+ int i;
+ for (i = 0;i < verts;i++)
+ {
+ out[0] = in[0] * r;
+ out[1] = in[1] * g;
+ out[2] = in[2] * b;
+ out[3] = in[3];
+ in += 4;
+ out += 4;
+ }
+}
+
+void R_FillColors(float *out, int verts, float r, float g, float b, float a)
+{
+ int i;
+ for (i = 0;i < verts;i++)
+ {
+ out[0] = r;
+ out[1] = g;
+ out[2] = b;
+ out[3] = a;
+ out += 4;
+ }
+}
/*
====================
Cvar_RegisterVariable (&r_fullbrights);
Cvar_RegisterVariable (&r_wateralpha);
Cvar_RegisterVariable (&r_dynamic);
- Cvar_RegisterVariable (&r_waterripple);
Cvar_RegisterVariable (&r_fullbright);
- Cvar_RegisterVariable (&r_multitexture);
+ Cvar_RegisterVariable (&r_textureunits);
if (gamemode == GAME_NEHAHRA)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
R_Textures_Init();
Mod_RenderInit();
gl_backend_init();
+ R_MeshQueue_Init();
GL_Draw_Init();
GL_Main_Init();
GL_Models_Init();
{
int i;
vec3_t v;
+ entity_render_t *ent;
+
+ ent = &cl_entities[0].render;
+ Matrix4x4_CreateIdentity(&ent->matrix);
+ Matrix4x4_CreateIdentity(&ent->inversematrix);
R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
for (i = 0;i < r_refdef.numentities;i++)
{
- currentrenderentity = r_refdef.entities[i];
- Mod_CheckLoaded(currentrenderentity->model);
+ ent = r_refdef.entities[i];
+ Mod_CheckLoaded(ent->model);
// move view-relative models to where they should be
- if (currentrenderentity->flags & RENDER_VIEWMODEL)
+ if (ent->flags & RENDER_VIEWMODEL)
{
// remove flag so it will not be repeated incase RelinkEntities is not called again for a while
- currentrenderentity->flags -= RENDER_VIEWMODEL;
+ ent->flags -= RENDER_VIEWMODEL;
// transform origin
- VectorCopy(currentrenderentity->origin, v);
- currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
- currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
- currentrenderentity->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
+ VectorCopy(ent->origin, v);
+ ent->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0];
+ ent->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1];
+ ent->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2];
// adjust angles
- VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles);
+ VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
}
- if (currentrenderentity->angles[0] || currentrenderentity->angles[2])
+ if (ent->angles[0] || ent->angles[2])
{
- VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins);
- VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs);
+ VectorMA(ent->origin, ent->scale, ent->model->rotatedmins, ent->mins);
+ VectorMA(ent->origin, ent->scale, ent->model->rotatedmaxs, ent->maxs);
}
- else if (currentrenderentity->angles[1])
+ else if (ent->angles[1])
{
- VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins);
- VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs);
+ VectorMA(ent->origin, ent->scale, ent->model->yawmins, ent->mins);
+ VectorMA(ent->origin, ent->scale, ent->model->yawmaxs, ent->maxs);
}
else
{
- VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins);
- VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs);
+ VectorMA(ent->origin, ent->scale, ent->model->normalmins, ent->mins);
+ VectorMA(ent->origin, ent->scale, ent->model->normalmaxs, ent->maxs);
}
- if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs))
+ if (R_VisibleCullBox(ent->mins, ent->maxs))
continue;
- R_LerpAnimation(currentrenderentity);
- currentrenderentity->visframe = r_framecount;
+ VectorCopy(ent->angles, v);
+ if (ent->model->type != mod_brush)
+ v[0] = -v[0];
+ Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], v[0], v[1], v[2], ent->scale);
+ Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+ R_LerpAnimation(ent);
+ ent->visframe = r_framecount;
+
+ R_FarClip_Box(ent->mins, ent->maxs);
- R_FarClip_Box(currentrenderentity->mins, currentrenderentity->maxs);
+ R_UpdateEntLights(ent);
}
}
int R_DrawBModelSky (void)
{
int i, sky;
+ entity_render_t *ent;
if (!r_drawentities.integer)
return false;
sky = false;
for (i = 0;i < r_refdef.numentities;i++)
{
- currentrenderentity = r_refdef.entities[i];
- if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky)
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model->DrawSky)
{
- currentrenderentity->model->DrawSky();
+ ent->model->DrawSky(ent);
sky = true;
}
}
void R_DrawModels (void)
{
int i;
+ entity_render_t *ent;
if (!r_drawentities.integer)
return;
for (i = 0;i < r_refdef.numentities;i++)
{
- currentrenderentity = r_refdef.entities[i];
- if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw)
- currentrenderentity->model->Draw();
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model->Draw)
+ ent->model->Draw(ent);
}
}
*/
void R_DrawViewModel (void)
{
+ entity_render_t *ent;
+
// FIXME: move these checks to client
if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
return;
- currentrenderentity = &cl.viewent.render;
- Mod_CheckLoaded(currentrenderentity->model);
-
- R_LerpAnimation(currentrenderentity);
-
- currentrenderentity->model->Draw();
+ ent = &cl.viewent.render;
+ Mod_CheckLoaded(ent->model);
+ R_LerpAnimation(ent);
+ Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale);
+ Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix);
+ R_UpdateEntLights(ent);
+ ent->model->Draw(ent);
}
static void R_SetFrustum (void)
if (r_ambient.value != 0)
Cvar_Set ("r_ambient", "0");
}
- if (r_multitexture.integer && gl_textureunits < 2)
- Cvar_SetValue("r_multitexture", 0);
r_framecount++;
}
-static int blendviewpolyindex[3] = {0, 1, 2};
-
static void R_BlendView(void)
{
- rmeshinfo_t m;
- float tvxyz[3][4], r;
+ rmeshbufferinfo_t m;
+ float r;
if (r_refdef.viewblend[3] < 0.01f)
return;
memset(&m, 0, sizeof(m));
- m.transparent = false;
m.blendfunc1 = GL_SRC_ALPHA;
m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
m.depthdisable = true; // magic
m.numtriangles = 1;
m.numverts = 3;
- m.index = blendviewpolyindex;
- m.vertex = &tvxyz[0][0];
- m.vertexstep = sizeof(float[4]);
- m.cr = r_refdef.viewblend[0];
- m.cg = r_refdef.viewblend[1];
- m.cb = r_refdef.viewblend[2];
- m.ca = r_refdef.viewblend[3];
- r = 64000;
- tvxyz[0][0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
- tvxyz[0][1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
- tvxyz[0][2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
- r *= 3;
- tvxyz[1][0] = tvxyz[0][0] + vup[0] * r;
- tvxyz[1][1] = tvxyz[0][1] + vup[1] * r;
- tvxyz[1][2] = tvxyz[0][2] + vup[2] * r;
- tvxyz[2][0] = tvxyz[0][0] + vright[0] * r;
- tvxyz[2][1] = tvxyz[0][1] + vright[1] * r;
- tvxyz[2][2] = tvxyz[0][2] + vright[2] * r;
- R_Mesh_Draw(&m);
+ Matrix4x4_CreateIdentity(&m.matrix);
+ if (R_Mesh_Draw_GetBuffer(&m, false))
+ {
+ m.index[0] = 0;
+ m.index[1] = 1;
+ m.index[2] = 2;
+ m.color[0] = m.color[4] = m.color[8] = r_refdef.viewblend[0];
+ m.color[1] = m.color[5] = m.color[9] = r_refdef.viewblend[1];
+ m.color[2] = m.color[6] = m.color[10] = r_refdef.viewblend[2];
+ m.color[3] = m.color[7] = m.color[11] = r_refdef.viewblend[3];
+ r = 64000;
+ m.vertex[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r;
+ m.vertex[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r;
+ m.vertex[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r;
+ r *= 3;
+ m.vertex[4] = m.vertex[0] + vup[0] * r;
+ m.vertex[5] = m.vertex[1] + vup[1] * r;
+ m.vertex[6] = m.vertex[2] + vup[2] * r;
+ m.vertex[8] = m.vertex[0] + vright[0] * r;
+ m.vertex[9] = m.vertex[1] + vright[1] * r;
+ m.vertex[10] = m.vertex[2] + vright[2] * r;
+ R_Mesh_Render();
+ }
}
/*
*/
void R_RenderView (void)
{
+ entity_render_t *world = &cl_entities[0].render;
if (!cl.worldmodel)
return; //Host_Error ("R_RenderView: NULL worldmodel");
R_TimeReport("setup");
- R_DrawWorld();
+ R_DrawWorld(world);
R_TimeReport("worldnode");
R_MarkEntities();
R_TimeReport("markentity");
- R_MarkWorldLights();
+ R_SurfMarkLights(world);
R_TimeReport("marklights");
r_farclip = R_FarClip_Finish() + 256.0f;
R_Mesh_Start(r_farclip);
+ R_MeshQueue_BeginScene();
+
+
if (skyrendermasked)
{
if (R_DrawBModelSky())
R_TimeReport("viewmodel");
}
- R_SetupForWorldRendering();
- R_PrepareSurfaces();
+ R_PrepareSurfaces(world);
R_TimeReport("surfprep");
- R_DrawSurfaces(SHADERSTAGE_SKY);
- R_DrawSurfaces(SHADERSTAGE_NORMAL);
+ R_DrawSurfaces(world, SHADERSTAGE_SKY);
+ R_DrawSurfaces(world, SHADERSTAGE_NORMAL);
R_TimeReport("surfdraw");
if (r_drawportals.integer)
{
- R_DrawPortals();
+ R_DrawPortals(world);
R_TimeReport("portals");
}
R_DrawExplosions();
R_TimeReport("explosions");
- // draw transparent meshs
- R_Mesh_AddTransparent();
+ R_MeshQueue_RenderTransparent();
R_TimeReport("addtrans");
R_DrawCoronas();
R_TimeReport("coronas");
+ R_DrawCrosshair();
+ R_TimeReport("crosshair");
+
R_BlendView();
R_TimeReport("blendview");
- R_DrawCrosshair();
- R_TimeReport("crosshair");
+ R_MeshQueue_Render();
+
+ R_MeshQueue_EndScene();
- // render any queued meshs
R_Mesh_Finish();
R_TimeReport("meshfinish");
}