This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
#include "quakedef.h"
-qboolean r_cache_thrash; // compatability
+// used for dlight push checking and other things
+int r_framecount;
-vec3_t modelorg, r_entorigin;
-entity_t *currententity;
+mplane_t frustum[4];
-int r_framecount; // used for dlight push checking
+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;
-mplane_t frustum[4];
+// true during envmap command capture
+qboolean envmap;
-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;
+float r_farclip;
-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
-
-//
// view origin
-//
-vec3_t vup;
-vec3_t vpn;
-vec3_t vright;
-vec3_t r_origin;
-
-float r_world_matrix[16];
-float r_base_world_matrix[16];
+vec3_t r_origin;
+vec3_t vpn;
+vec3_t vright;
+vec3_t vup;
//
// screen size info
//
-refdef_t r_refdef;
+refdef_t r_refdef;
-mleaf_t *r_viewleaf, *r_oldviewleaf;
+mleaf_t *r_viewleaf, *r_oldviewleaf;
-unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value
+// 8.8 fraction of base light value
+unsigned short d_lightstylevalue[256];
-float ixtable[4096];
+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_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_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"};
-void R_MarkLeaves (void);
+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 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 r_textureunits = {0, "r_textureunits", "32"};
-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)
+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;
+ }
+}
-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"};
+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;
+ }
+}
/*
+====================
+R_TimeRefresh_f
+
+For program optimization
+====================
+*/
+qboolean intimerefresh = 0;
+static void R_TimeRefresh_f (void)
+{
+ int i;
+ float start, stop, time;
+
+ intimerefresh = 1;
+ start = Sys_DoubleTime ();
+ for (i = 0;i < 128;i++)
+ {
+ r_refdef.viewangles[0] = 0;
+ r_refdef.viewangles[1] = i/128.0*360.0;
+ r_refdef.viewangles[2] = 0;
+ CL_UpdateScreen();
+ }
+
+ stop = Sys_DoubleTime ();
+ intimerefresh = 0;
+ time = stop-start;
+ Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
+}
+
+extern cvar_t r_drawportals;
+
int R_VisibleCullBox (vec3_t mins, vec3_t maxs)
{
int sides;
mnode_t *nodestack[8192], *node;
int stack = 0;
+ if (R_CullBox(mins, maxs))
+ return true;
+
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];
node = node->children[1];
goto loc0;
}
-*/
-
-qboolean lighthalf;
vec3_t fogcolor;
vec_t fogdensity;
float fog_density, fog_red, fog_green, fog_blue;
qboolean fogenabled;
qboolean oldgl_fogenable;
-void FOG_framebegin(void)
+void R_SetupFog(void)
{
- if (nehahra)
+ if (gamemode == GAME_NEHAHRA)
{
-// if (!Nehahrademcompatibility)
-// gl_fogenable.value = 0;
- if (gl_fogenable.value)
+ if (gl_fogenable.integer)
{
oldgl_fogenable = true;
fog_density = gl_fogdensity.value;
}
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;
- }
+ 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 (glfog.value)
+ if (fog_density)
{
- if (!r_render.value)
- return;
- if(fog_density)
- {
- // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
- //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
- GLfloat colors[4];
- colors[0] = fog_red;
- colors[1] = fog_green;
- colors[2] = fog_blue;
- colors[3] = 1;
- if (lighthalf)
- {
- colors[0] *= 0.5f;
- colors[1] *= 0.5f;
- colors[2] *= 0.5f;
- }
-
- glFogi (GL_FOG_MODE, GL_EXP2);
- glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100);
- glFogfv (GL_FOG_COLOR, colors);
- glEnable (GL_FOG);
- }
- else
- glDisable(GL_FOG);
+ fogenabled = true;
+ fogdensity = -4000.0f / (fog_density * fog_density);
+ // fog color was already set
}
else
- {
- if (fog_density)
- {
- fogenabled = true;
- fogdensity = -4000.0f / (fog_density * fog_density);
- // fog color was already set
- }
- else
- fogenabled = false;
- }
-}
-
-void FOG_frameend(void)
-{
- if (glfog.value)
- glDisable(GL_FOG);
+ fogenabled = false;
}
+// FIXME: move this to client?
void FOG_clear(void)
{
- if (nehahra)
+ if (gamemode == GAME_NEHAHRA)
{
Cvar_Set("gl_fogenable", "0");
Cvar_Set("gl_fogdensity", "0.2");
fog_density = fog_red = fog_green = fog_blue = 0.0f;
}
+// FIXME: move this to client?
void FOG_registercvars(void)
{
- Cvar_RegisterVariable (&glfog);
- if (nehahra)
+ if (gamemode == GAME_NEHAHRA)
{
Cvar_RegisterVariable (&gl_fogenable);
Cvar_RegisterVariable (&gl_fogdensity);
void gl_main_newmap(void)
{
+ r_framecount = 1;
}
void GL_Main_Init(void)
{
- int a;
+// FIXME: move this to client?
FOG_registercvars();
- // LordHavoc: setup 1.0f / N table for quick recipricols of integers
- ixtable[0] = 0;
- for (a = 1;a < 4096;a++)
- ixtable[a] = 1.0f / a;
+ Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
Cvar_RegisterVariable (&r_drawentities);
Cvar_RegisterVariable (&r_drawviewmodel);
Cvar_RegisterVariable (&r_speeds);
- Cvar_RegisterVariable (&r_speeds2);
- 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);
+ 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);
}
+vec3_t r_farclip_origin;
+vec3_t r_farclip_direction;
+vec_t r_farclip_directiondist;
+vec_t r_farclip_meshfarclip;
+int r_farclip_directionbit0;
+int r_farclip_directionbit1;
+int r_farclip_directionbit2;
+
+// start a farclip measuring session
+void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip)
+{
+ VectorCopy(origin, r_farclip_origin);
+ VectorCopy(direction, r_farclip_direction);
+ r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction);
+ r_farclip_directionbit0 = r_farclip_direction[0] < 0;
+ r_farclip_directionbit1 = r_farclip_direction[1] < 0;
+ r_farclip_directionbit2 = r_farclip_direction[2] < 0;
+ r_farclip_meshfarclip = r_farclip_directiondist + startfarclip;
+}
+
+// enlarge farclip to accomodate box
+void R_FarClip_Box(vec3_t mins, vec3_t maxs)
+{
+ float d;
+ d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0]
+ + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1]
+ + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2];
+ if (r_farclip_meshfarclip < d)
+ r_farclip_meshfarclip = d;
+}
+
+// return farclip value
+float R_FarClip_Finish(void)
+{
+ return r_farclip_meshfarclip - r_farclip_directiondist;
+}
+
+/*
+===============
+R_NewMap
+===============
+*/
+void CL_ParseEntityLump(char *entitystring);
+void R_NewMap (void)
+{
+ int i;
+
+ for (i = 0;i < 256;i++)
+ d_lightstylevalue[i] = 264; // normal light value
+
+ r_viewleaf = NULL;
+ if (cl.worldmodel->entities)
+ CL_ParseEntityLump(cl.worldmodel->entities);
+ R_Modules_NewMap();
+
+ r_farclip = 64.0f;
+}
+
+extern void R_Textures_Init(void);
+extern void Mod_RenderInit(void);
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 R_Sky_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);
+extern void gl_backend_init(void);
void Render_Init(void)
{
R_Modules_Shutdown();
- R_Clip_Init();
+ R_Textures_Init();
+ Mod_RenderInit();
+ gl_backend_init();
+ R_MeshQueue_Init();
GL_Draw_Init();
GL_Main_Init();
GL_Models_Init();
- GL_Poly_Init();
+ R_Sky_Init();
GL_Surf_Init();
- GL_Screen_Init();
- GL_Misc_Init();
R_Crosshairs_Init();
R_Light_Init();
R_Particles_Init();
R_Explosion_Init();
- CL_Effects_Init();
- R_Decals_Init();
ui_init();
R_Modules_Start();
}
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();
+ VID_CheckExtensions();
// 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);
+ qglCullFace(GL_FRONT);
+ qglEnable(GL_TEXTURE_2D);
}
-/*
-void R_RotateForEntity (entity_t *e)
-{
- glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
-
- glRotatef (e->angles[1], 0, 0, 1);
- glRotatef (-e->angles[0], 0, 1, 0);
- glRotatef (e->angles[2], 1, 0, 0);
-
- glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
-}
-*/
-
-// LordHavoc: shading stuff
-vec3_t shadevector;
-vec3_t shadecolor;
-
-float modelalpha;
-
//==================================================================================
-void R_LerpUpdate(entity_t *ent)
+static void R_MarkEntities (void)
{
- int frame;
- frame = ent->render.frame;
- if (ent->render.model && ent->render.frame >= ent->render.model->numframes)
- {
- Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->render.frame, ent->render.model->name);
- frame = 0;
- }
+ int i;
+ vec3_t v;
+ entity_render_t *ent;
- if (ent->render.lerp_model != ent->render.model)
- {
- // 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
- {
- // 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);
- }
- }
-}
+ ent = &cl_entities[0].render;
+ Matrix4x4_CreateIdentity(&ent->matrix);
+ Matrix4x4_CreateIdentity(&ent->inversematrix);
+ R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs);
-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++)
+ if (!r_drawentities.integer)
+ return;
+
+ for (i = 0;i < r_refdef.numentities;i++)
{
- ent = cl_visedicts[i];
+ ent = r_refdef.entities[i];
+ Mod_CheckLoaded(ent->model);
- if (ent->render.flags & RENDER_VIEWMODEL)
+ // move view-relative models to where they should be
+ if (ent->flags & RENDER_VIEWMODEL)
{
// remove flag so it will not be repeated incase RelinkEntities is not called again for a while
- ent->render.flags -= RENDER_VIEWMODEL;
+ ent->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];
+ 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(ent->render.angles, r_refdef.viewangles, ent->render.angles);
+ VectorAdd(ent->angles, r_refdef.viewangles, ent->angles);
}
- }
-}
-
-void R_Entity_Callback(void *data, void *junk)
-{
- ((entity_t *)data)->render.visframe = r_framecount;
-}
-
-void R_AddModelEntities (void)
-{
- int i;
- vec3_t mins, maxs;
- frameblend_t blend[4];
- if (!r_drawentities.value)
- return;
-
- for (i = 0;i < cl_numvisedicts;i++)
- {
- currententity = cl_visedicts[i];
- if (currententity->render.model->type == mod_brush)
+ if (ent->angles[0] || ent->angles[2])
{
- modelalpha = currententity->render.alpha;
- R_DrawBrushModel (currententity);
+ VectorMA(ent->origin, ent->scale, ent->model->rotatedmins, ent->mins);
+ VectorMA(ent->origin, ent->scale, ent->model->rotatedmaxs, ent->maxs);
}
- else if (currententity->render.model->type == mod_alias)
+ else if (ent->angles[1])
{
- VectorAdd(currententity->render.origin, currententity->render.model->mins, mins);
- VectorAdd(currententity->render.origin, currententity->render.model->maxs, maxs);
- R_Clip_AddBox(mins, maxs, R_Entity_Callback, currententity, NULL);
+ VectorMA(ent->origin, ent->scale, ent->model->yawmins, ent->mins);
+ VectorMA(ent->origin, ent->scale, ent->model->yawmaxs, ent->maxs);
}
- else if (currententity->render.model->type == mod_sprite)
+ else
{
- 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_ClipSprite(currententity, blend);
+ VectorMA(ent->origin, ent->scale, ent->model->normalmins, ent->mins);
+ VectorMA(ent->origin, ent->scale, ent->model->normalmaxs, ent->maxs);
}
+ if (R_VisibleCullBox(ent->mins, ent->maxs))
+ continue;
+
+ 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_UpdateEntLights(ent);
}
}
-/*
-=============
-R_DrawEntitiesOnList
-=============
-*/
-/*
-void R_DrawEntitiesOnList1 (void)
+// only used if skyrendermasked, and normally returns false
+int R_DrawBModelSky (void)
{
- int i;
+ int i, sky;
+ entity_render_t *ent;
- if (!r_drawentities.value)
- return;
+ if (!r_drawentities.integer)
+ return false;
- for (i = 0;i < cl_numvisedicts;i++)
+ sky = false;
+ for (i = 0;i < r_refdef.numentities;i++)
{
- 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->render.alpha;
-
- R_DrawBrushModel (currententity);
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model->DrawSky)
+ {
+ ent->model->DrawSky(ent);
+ sky = true;
+ }
}
+ return sky;
}
-*/
void R_DrawModels (void)
{
- int i;
- frameblend_t blend[4];
-// vec3_t mins, maxs;
+ int i;
+ entity_render_t *ent;
- if (!r_drawentities.value)
+ if (!r_drawentities.integer)
return;
- for (i = 0;i < cl_numvisedicts;i++)
+ for (i = 0;i < r_refdef.numentities;i++)
{
- if (cl_visedicts[i]->render.visframe != r_framecount)
- continue;
- currententity = cl_visedicts[i];
- if (currententity->render.model->type != mod_alias && currententity->render.model->type != mod_sprite)
- continue;
-
- 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_Clip_AddBox(mins, maxs, R_DrawModelCallback, cl_visedicts[i], NULL);
- break;
- case mod_sprite:
- R_Clip_AddBox(mins, maxs, R_DrawSpriteCallback, cl_visedicts[i], NULL);
- break;
- }
- */
+ ent = r_refdef.entities[i];
+ if (ent->visframe == r_framecount && ent->model->Draw)
+ ent->model->Draw(ent);
}
}
*/
void R_DrawViewModel (void)
{
- frameblend_t blend[4];
+ entity_render_t *ent;
- if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model)
+ // 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;
- currententity = &cl.viewent;
- 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->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);
+ 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);
}
-void R_DrawBrushModel (entity_t *e);
-
-void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
-
-void R_SetFrustum (void)
+static void R_SetFrustum (void)
{
- int i;
-
- // 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
-
- VectorAdd (vpn, vright, frustum[0].normal);
- VectorSubtract (vpn, vright, frustum[1].normal);
+ int i;
- VectorAdd (vpn, vup, frustum[2].normal);
- VectorSubtract (vpn, vup, frustum[3].normal);
- }
- 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
- RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
- // rotate VPN up by FOV_X/2 degrees
- 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++)
+ // LordHavoc: note to all quake engine coders, the special case for 90
+ // degrees assumed a square view (wrong), so I removed it, Quake2 has it
+ // disabled as well.
+ // 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
+ RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
+ // rotate VPN up by FOV_X/2 degrees
+ 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]);
PlaneClassify(&frustum[i]);
}
}
-void R_AnimateLight (void);
-void V_CalcBlend (void);
-
/*
===============
R_SetupFrame
===============
*/
-void R_SetupFrame (void)
+static void R_SetupFrame (void)
{
// don't allow cheats in multiplayer
if (cl.maxclients > 1)
{
- Cvar_Set ("r_fullbright", "0");
- Cvar_Set ("r_ambient", "0");
+ if (r_fullbright.integer != 0)
+ Cvar_Set ("r_fullbright", "0");
+ if (r_ambient.value != 0)
+ Cvar_Set ("r_ambient", "0");
}
r_framecount++;
r_oldviewleaf = r_viewleaf;
r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
- V_SetContentsColor (r_viewleaf->contents);
- V_CalcBlend ();
-
- r_cache_thrash = false;
-
- 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 ();
}
-void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
-{
- GLdouble xmin, xmax, ymin, ymax;
-
- ymax = zNear * tan( fovy * M_PI / 360.0 );
- ymin = -ymax;
-
- xmin = ymin * aspect;
- xmax = ymax * aspect;
-
- glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
-}
-
-
-/*
-=============
-R_SetupGL
-=============
-*/
-void R_SetupGL (void)
+static void R_BlendView(void)
{
- float screenaspect;
- int x, x2, y2, y, w, h;
+ rmeshbufferinfo_t m;
+ float r;
- if (!r_render.value)
+ if (r_refdef.viewblend[3] < 0.01f)
return;
- //
- // set up viewpoint
- //
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity ();
- x = r_refdef.vrect.x * glwidth/vid.width;
- x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
- y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
- y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
-
- // fudge around because of frac screen scale
- if (x > 0)
- x--;
- if (x2 < glwidth)
- x2++;
- if (y2 < 0)
- y2--;
- if (y < glheight)
- y++;
-
- w = x2 - x;
- h = y - y2;
-
- if (envmap)
+
+ memset(&m, 0, sizeof(m));
+ m.blendfunc1 = GL_SRC_ALPHA;
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.depthdisable = true; // magic
+ m.numtriangles = 1;
+ m.numverts = 3;
+ Matrix4x4_CreateIdentity(&m.matrix);
+ if (R_Mesh_Draw_GetBuffer(&m, false))
{
- x = y2 = 0;
- w = h = 256;
+ 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();
}
-
- 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;
- MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value);
-
- glCullFace(GL_FRONT);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity ();
-
- glRotatef (-90, 1, 0, 0); // put Z going up
- glRotatef (90, 0, 0, 1); // put Z going up
- glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
- glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
- glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
- glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
-
- glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
-
- //
- // set drawing parms
- //
-// if (gl_cull.value)
- glEnable(GL_CULL_FACE);
-// else
-// glDisable(GL_CULL_FACE);
-
- glEnable(GL_BLEND); // was Disable
- glDisable(GL_ALPHA_TEST);
- glAlphaFunc(GL_GREATER, 0.5);
- glEnable(GL_DEPTH_TEST);
- glDepthMask(1);
- glShadeModel(GL_SMOOTH);
-}
-
-/*
-=============
-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;
- glDepthFunc (GL_LEQUAL);
-
- glDepthRange (gldepthmin, gldepthmax);
-}
-
-// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
-void GL_Brighten(void)
-{
- if (!r_render.value)
- return;
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity ();
- glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity ();
- glDisable (GL_DEPTH_TEST);
- glDisable (GL_CULL_FACE);
- glDisable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- 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);
- glDisable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glEnable (GL_DEPTH_TEST);
- glEnable (GL_CULL_FACE);
-}
-
-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);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity ();
- glDisable (GL_DEPTH_TEST);
- glDisable (GL_CULL_FACE);
- glDisable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- 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 ();
-
- glEnable (GL_CULL_FACE);
- glEnable (GL_DEPTH_TEST);
- glDisable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
}
/*
r_refdef must be set before the first call
================
*/
-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 starttime, currtime, temptime;
-// if (r_norefresh.value)
-// return;
-
+ entity_render_t *world = &cl_entities[0].render;
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;
+ return; //Host_Error ("R_RenderView: NULL worldmodel");
- R_MoveParticles ();
+ // FIXME: move to client
R_MoveExplosions();
+ R_TimeReport("mexplosion");
- lighthalf = gl_lightmode.value;
-
- FOG_framebegin();
-
- R_Clear();
- TIMEREPORT("clear ")
+ R_SetupFrame();
+ R_SetFrustum();
+ R_SetupFog();
+ R_SkyStartFrame();
+ R_BuildLightList();
- // render normal view
+ R_FarClip_Start(r_origin, vpn, 768.0f);
- R_SetupFrame ();
- R_SetFrustum ();
- R_SetupGL ();
- R_Clip_StartFrame();
+ R_TimeReport("setup");
- R_PrepareEntities();
+ R_DrawWorld(world);
+ R_TimeReport("worldnode");
- skypolyclear();
- wallpolyclear();
- transpolyclear();
+ R_MarkEntities();
+ R_TimeReport("markentity");
- TIMEREPORT("setup ")
+ R_SurfMarkLights(world);
+ R_TimeReport("marklights");
- R_DrawWorld ();
- TIMEREPORT("world ")
+ r_farclip = R_FarClip_Finish() + 256.0f;
- R_AddModelEntities();
- TIMEREPORT("addmodels")
+ R_Mesh_Start(r_farclip);
- R_Clip_EndFrame();
- TIMEREPORT("scanedge ")
+ R_MeshQueue_BeginScene();
- // 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();
+ if (skyrendermasked)
+ {
+ if (R_DrawBModelSky())
+ R_TimeReport("bmodelsky");
+ }
+ else
+ {
+ R_DrawViewModel();
+ R_TimeReport("viewmodel");
+ }
- // does not affect depth, draws over the sky polys
- if (currentskypoly)
- R_Sky();
- TIMEREPORT("skypoly ")
+ R_PrepareSurfaces(world);
+ R_TimeReport("surfprep");
- wallpolyrender();
- TIMEREPORT("wallpoly ")
+ R_DrawSurfaces(world, SHADERSTAGE_SKY);
+ R_DrawSurfaces(world, SHADERSTAGE_NORMAL);
+ R_TimeReport("surfdraw");
- GL_DrawDecals();
- TIMEREPORT("ddecal ")
+ if (r_drawportals.integer)
+ {
+ R_DrawPortals(world);
+ R_TimeReport("portals");
+ }
// don't let sound skip if going slow
- if (!intimerefresh && !r_speeds2.value)
+ if (!intimerefresh && !r_speeds.integer)
S_ExtraUpdate ();
- R_DrawViewModel ();
- R_DrawModels ();
- TIMEREPORT("models ")
+ if (skyrendermasked)
+ {
+ R_DrawViewModel();
+ R_TimeReport("viewmodel");
+ }
+
+ R_DrawModels();
+ R_TimeReport("models");
+
+ R_DrawParticles();
+ R_TimeReport("particles");
- R_DrawParticles ();
- TIMEREPORT("dparticles")
R_DrawExplosions();
- TIMEREPORT("dexplosion")
+ R_TimeReport("explosions");
+
+ R_MeshQueue_RenderTransparent();
+ R_TimeReport("addtrans");
- transpolyrender();
- TIMEREPORT("transpoly ")
+ R_DrawCoronas();
+ R_TimeReport("coronas");
- FOG_frameend();
+ R_DrawCrosshair();
+ R_TimeReport("crosshair");
- GL_BlendView();
- TIMEREPORT("blend ")
+ R_BlendView();
+ R_TimeReport("blendview");
- if (r_speeds2.value)
- timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total ");
+ R_MeshQueue_Render();
+
+ R_MeshQueue_EndScene();
+
+ R_Mesh_Finish();
+ R_TimeReport("meshfinish");
}
+