cvar_t r_drawentities = {0, "r_drawentities","1"};
cvar_t r_drawviewmodel = {0, "r_drawviewmodel","1"};
-cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "1"};
-cvar_t r_staticworldlights = {0, "r_staticworldlights", "1"};
+cvar_t r_shadows = {CVAR_SAVE, "r_shadows", "0"};
+cvar_t r_shadow_staticworldlights = {0, "r_shadow_staticworldlights", "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"};
+cvar_t r_shadow_cull = {0, "r_shadow_cull", "1"};
cvar_t gl_fogenable = {0, "gl_fogenable", "0"};
cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"};
Cvar_RegisterVariable (&r_drawentities);
Cvar_RegisterVariable (&r_drawviewmodel);
Cvar_RegisterVariable (&r_shadows);
- Cvar_RegisterVariable (&r_staticworldlights);
+ Cvar_RegisterVariable (&r_shadow_staticworldlights);
Cvar_RegisterVariable (&r_speeds);
Cvar_RegisterVariable (&r_fullbrights);
Cvar_RegisterVariable (&r_wateralpha);
Cvar_RegisterVariable (&r_dynamic);
Cvar_RegisterVariable (&r_fullbright);
Cvar_RegisterVariable (&r_textureunits);
- if (gamemode == GAME_NEHAHRA)
+ Cvar_RegisterVariable (&r_shadow_cull);
+ if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXIUZ)
Cvar_SetValue("r_fullbrights", 0);
R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
}
{
int stackpos, sides;
mnode_t *node, *stack[4096];
+ if (cl.worldmodel == NULL)
+ return false;
stackpos = 0;
stack[stackpos++] = cl.worldmodel->nodes;
while (stackpos)
mnode_t *node, *stack[4096];
if (R_CullBox(mins, maxs))
return true;
+ if (cl.worldmodel == NULL)
+ return false;
stackpos = 0;
stack[stackpos++] = cl.worldmodel->nodes;
while (stackpos)
int stackpos;
mnode_t *node, *stack[4096];
float dist;
+ if (cl.worldmodel == NULL)
+ return false;
stackpos = 0;
stack[stackpos++] = cl.worldmodel->nodes;
while (stackpos)
float dist;
if (R_CullSphere(origin, radius))
return true;
+ if (cl.worldmodel == NULL)
+ return false;
stackpos = 0;
stack[stackpos++] = cl.worldmodel->nodes;
while (stackpos)
R_DrawViewModel
=============
*/
+/*
void R_DrawViewModel (void)
{
entity_render_t *ent;
R_UpdateEntLights(ent);
ent->model->Draw(ent);
}
+*/
void R_DrawNoModel(entity_render_t *ent);
void R_DrawModels ()
if (!r_drawentities.integer)
return;
- R_DrawViewModel();
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- if (ent->model && ent->model->DrawFakeShadow)
+ if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawFakeShadow)
ent->model->DrawFakeShadow(ent);
}
}
{
int stackpos, sides;
mnode_t *node, *stack[4096];
+ if (cl.worldmodel == NULL)
+ return false;
stackpos = 0;
stack[stackpos++] = cl.worldmodel->nodes;
while (stackpos)
mnode_t *node, *stack[4096];
if (R_CullBox(mins, maxs))
return true;
+ if (cl.worldmodel == NULL)
+ return false;
stackpos = 0;
stack[stackpos++] = cl.worldmodel->nodes;
while (stackpos)
return true;
}
+int LightAndVis_CullPointCloud(int numpoints, const float *points)
+{
+ int i;
+ const float *p;
+ int stackpos, sides;
+ mnode_t *node, *stack[4096];
+ //if (R_CullBox(mins, maxs))
+ // return true;
+ if (cl.worldmodel == NULL)
+ return false;
+ stackpos = 0;
+ stack[stackpos++] = cl.worldmodel->nodes;
+ while (stackpos)
+ {
+ node = stack[--stackpos];
+ if (node->contents < 0)
+ {
+ if (((mleaf_t *)node)->visframe == r_framecount && ((mleaf_t *)node)->worldnodeframe == shadowframecount)
+ return false;
+ }
+ else
+ {
+ sides = 0;
+ for (i = 0, p = points;i < numpoints && sides != 3;i++, p += 3)
+ {
+ if (DotProduct(p, node->plane->normal) < node->plane->dist)
+ sides |= 1;
+ else
+ sides |= 2;
+ }
+ if (sides & 2 && stackpos < 4096)
+ stack[stackpos++] = node->children[1];
+ if (sides & 1 && stackpos < 4096)
+ stack[stackpos++] = node->children[0];
+ }
+ }
+ return true;
+}
+
-void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t clipmins, vec3_t clipmaxs)
+void R_TestAndDrawShadowVolume(entity_render_t *ent, vec3_t lightorigin, float cullradius, float lightradius, vec3_t lightmins, vec3_t lightmaxs, vec3_t clipmins, vec3_t clipmaxs)
{
+ vec3_t relativelightorigin;
+ #if 0
int i;
- vec3_t p, p2, temp, relativelightorigin, mins, maxs;
+ vec3_t p, p2, temp, relativelightorigin/*, mins, maxs*/;
float dist, projectdistance;
+ float points[16][3];
+ #endif
// rough checks
- if (ent->model && ent->model->DrawShadowVolume)
+ if (!(ent->flags & RENDER_SHADOW) || ent->model == NULL || ent->model->DrawShadowVolume == NULL)
+ return;
+ if (r_shadow_cull.integer)
{
- temp[0] = bound(ent->mins[0], lightorigin[0], ent->maxs[0]) - lightorigin[0];
- temp[1] = bound(ent->mins[1], lightorigin[1], ent->maxs[1]) - lightorigin[1];
- temp[2] = bound(ent->mins[2], lightorigin[2], ent->maxs[2]) - lightorigin[2];
- dist = DotProduct(temp, temp);
- if (dist < cullradius * cullradius)
+ if (ent->maxs[0] < lightmins[0] || ent->mins[0] > lightmaxs[0]
+ || ent->maxs[1] < lightmins[1] || ent->mins[1] > lightmaxs[1]
+ || ent->maxs[2] < lightmins[2] || ent->mins[2] > lightmaxs[2]
+ || Light_CullBox(ent->mins, ent->maxs))
+ return;
+ }
+ #if 0
+ if (r_shadow_cull.integer)
+ {
+ projectdistance = cullradius;
+ // calculate projected bounding box and decide if it is on-screen
+ for (i = 0;i < 8;i++)
+ {
+ temp[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
+ temp[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
+ temp[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
+ Matrix4x4_Transform(&ent->matrix, temp, points[i]);
+ VectorSubtract(points[i], lightorigin, temp);
+ dist = projectdistance / sqrt(DotProduct(temp, temp));
+ VectorMA(points[i], dist, temp, points[i+8]);
+ }
+ if (LightAndVis_CullPointCloud(16, points[0]))
+ return;
+ /*
+ for (i = 0;i < 8;i++)
{
- if (!Light_CullBox(ent->mins, ent->maxs))
+ p2[0] = i & 1 ? ent->model->normalmaxs[0] : ent->model->normalmins[0];
+ p2[1] = i & 2 ? ent->model->normalmaxs[1] : ent->model->normalmins[1];
+ p2[2] = i & 4 ? ent->model->normalmaxs[2] : ent->model->normalmins[2];
+ Matrix4x4_Transform(&ent->matrix, p2, p);
+ VectorSubtract(p, lightorigin, temp);
+ dist = projectdistance / sqrt(DotProduct(temp, temp));
+ VectorMA(p, dist, temp, p2);
+ if (i)
{
- projectdistance = cullradius - sqrt(dist);
- // calculate projected bounding box and decide if it is on-screen
- VectorCopy(ent->mins, mins);
- VectorCopy(ent->maxs, maxs);
- for (i = 0;i < 8;i++)
- {
- p[0] = i & 1 ? ent->maxs[0] : ent->mins[0];
- p[1] = i & 2 ? ent->maxs[1] : ent->mins[1];
- p[2] = i & 4 ? ent->maxs[2] : ent->mins[2];
- VectorSubtract(p, lightorigin, temp);
- dist = projectdistance / sqrt(DotProduct(temp, temp));
- VectorMA(p, dist, temp, p2);
- if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
- if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
- if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
- }
- if (mins[0] < clipmaxs[0] && maxs[0] > clipmins[0]
- && mins[1] < clipmaxs[1] && maxs[1] > clipmins[1]
- && mins[2] < clipmaxs[2] && maxs[2] > clipmins[2]
- && !LightAndVis_CullBox(mins, maxs))
- {
- Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
- ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
- }
+ if (mins[0] > p[0]) mins[0] = p[0];if (maxs[0] < p[0]) maxs[0] = p[0];
+ if (mins[1] > p[1]) mins[1] = p[1];if (maxs[1] < p[1]) maxs[1] = p[1];
+ if (mins[2] > p[2]) mins[2] = p[2];if (maxs[2] < p[2]) maxs[2] = p[2];
+ }
+ else
+ {
+ VectorCopy(p, mins);
+ VectorCopy(p, maxs);
}
+ if (mins[0] > p2[0]) mins[0] = p2[0];if (maxs[0] < p2[0]) maxs[0] = p2[0];
+ if (mins[1] > p2[1]) mins[1] = p2[1];if (maxs[1] < p2[1]) maxs[1] = p2[1];
+ if (mins[2] > p2[2]) mins[2] = p2[2];if (maxs[2] < p2[2]) maxs[2] = p2[2];
}
+ if (mins[0] >= clipmaxs[0] || maxs[0] <= clipmins[0]
+ || mins[1] >= clipmaxs[1] || maxs[1] <= clipmins[1]
+ || mins[2] >= clipmaxs[2] || maxs[2] <= clipmins[2]
+ || LightAndVis_CullBox(mins, maxs))
+ return;
+ */
}
+ #endif
+ Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin);
+ ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius);
}
void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light);
memset(&m, 0, sizeof(m));
m.blendfunc1 = GL_ONE;
m.blendfunc2 = GL_ONE;
+ if (r_shadow_realtime.integer >= 3)
+ m.depthdisable = true;
R_Mesh_State(&m);
+ qglDisable(GL_CULL_FACE);
GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1);
}
else
if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer)
continue;
- for (i = 0;i < wl->numleafs;i++)
- if (wl->leafs[i]->visframe == r_framecount)
- break;
- if (i == wl->numleafs)
- continue;
- leaf = wl->leafs[i];
- VectorCopy(leaf->mins, clipmins);
- VectorCopy(leaf->maxs, clipmaxs);
- for (i = 0;i < wl->numleafs;i++)
+ if (cl.worldmodel != NULL)
{
- leaf = wl->leafs[i];
- if (leaf->visframe == r_framecount)
+ for (i = 0;i < wl->numleafs;i++)
+ if (wl->leafs[i]->visframe == r_framecount)
+ break;
+ if (i == wl->numleafs)
+ continue;
+ leaf = wl->leafs[i++];
+ VectorCopy(leaf->mins, clipmins);
+ VectorCopy(leaf->maxs, clipmaxs);
+ for (i++;i < wl->numleafs;i++)
{
- if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
- if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
- if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
- if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
- if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
- if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
+ leaf = wl->leafs[i];
+ if (leaf->visframe == r_framecount)
+ {
+ if (clipmins[0] > leaf->mins[0]) clipmins[0] = leaf->mins[0];
+ if (clipmaxs[0] < leaf->maxs[0]) clipmaxs[0] = leaf->maxs[0];
+ if (clipmins[1] > leaf->mins[1]) clipmins[1] = leaf->mins[1];
+ if (clipmaxs[1] < leaf->maxs[1]) clipmaxs[1] = leaf->maxs[1];
+ if (clipmins[2] > leaf->mins[2]) clipmins[2] = leaf->mins[2];
+ if (clipmaxs[2] < leaf->maxs[2]) clipmaxs[2] = leaf->maxs[2];
+ }
}
+ if (clipmins[0] < wl->mins[0]) clipmins[0] = wl->mins[0];
+ if (clipmins[1] < wl->mins[1]) clipmins[1] = wl->mins[1];
+ if (clipmins[2] < wl->mins[2]) clipmins[2] = wl->mins[2];
+ if (clipmaxs[0] > wl->maxs[0]) clipmaxs[0] = wl->maxs[0];
+ if (clipmaxs[1] > wl->maxs[1]) clipmaxs[1] = wl->maxs[1];
+ if (clipmaxs[2] > wl->maxs[2]) clipmaxs[2] = wl->maxs[2];
+ }
+ else
+ {
+ VectorCopy(wl->mins, clipmins);
+ VectorCopy(wl->maxs, clipmaxs);
}
- // mark the leafs we care about so only things in those leafs will matter
- for (i = 0;i < wl->numleafs;i++)
- wl->leafs[i]->worldnodeframe = shadowframecount;
+ if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, wl->origin, wl->cullradius))
+ continue;
+
+ // mark the leafs we care about so only things in those leafs will matter
+ if (cl.worldmodel != NULL)
+ for (i = 0;i < wl->numleafs;i++)
+ wl->leafs[i]->worldnodeframe = shadowframecount;
f = d_lightstylevalue[wl->style] * (1.0f / 256.0f);
VectorScale(wl->light, f, lightcolor);
VectorScale(lightcolor, f, lightcolor);
}
- if (!visiblevolumes)
- R_Shadow_Stage_ShadowVolumes();
- if (wl->shadowvolume && r_staticworldlights.integer)
- R_Shadow_DrawWorldLightShadowVolume(&cl_entities[0].render.matrix, wl);
- else
- R_TestAndDrawShadowVolume(&cl_entities[0].render, wl->origin, cullradius, lightradius, clipmins, clipmaxs);
- if (r_drawentities.integer)
+ if (wl->castshadows)
{
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent->maxs[0] >= wl->mins[0] && ent->mins[0] <= wl->maxs[0]
- && ent->maxs[1] >= wl->mins[1] && ent->mins[1] <= wl->maxs[1]
- && ent->maxs[2] >= wl->mins[2] && ent->mins[2] <= wl->maxs[2]
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
- R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, clipmins, clipmaxs);
- }
+ if (!visiblevolumes)
+ R_Shadow_Stage_ShadowVolumes();
+ ent = &cl_entities[0].render;
+ if (wl->shadowvolume && r_shadow_staticworldlights.integer)
+ R_Shadow_DrawWorldLightShadowVolume(&ent->matrix, wl);
+ else
+ R_TestAndDrawShadowVolume(ent, wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
+ if (r_drawentities.integer)
+ for (i = 0;i < r_refdef.numentities;i++)
+ R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, wl->mins, wl->maxs, clipmins, clipmaxs);
}
if (!visiblevolumes)
{
- R_Shadow_Stage_Light();
+ if (wl->castshadows)
+ R_Shadow_Stage_LightWithShadows();
+ else
+ R_Shadow_Stage_LightWithoutShadows();
ent = &cl_entities[0].render;
if (ent->model && ent->model->DrawLight)
{
if (wl->numsurfaces)
R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces);
else
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
}
if (r_drawentities.integer)
{
{
Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor);
- }
- }
- }
-
- if (R_Shadow_Stage_EraseShadowVolumes())
- {
- if (wl->shadowvolume && r_staticworldlights.integer)
- R_Shadow_DrawWorldLightShadowVolume(&cl_entities[0].render.matrix, wl);
- else
- R_TestAndDrawShadowVolume(&cl_entities[0].render, wl->origin, cullradius, lightradius, clipmins, clipmaxs);
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent->maxs[0] >= wl->mins[0] && ent->mins[0] <= wl->maxs[0]
- && ent->maxs[1] >= wl->mins[1] && ent->mins[1] <= wl->maxs[1]
- && ent->maxs[2] >= wl->mins[2] && ent->mins[2] <= wl->maxs[2]
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
- R_TestAndDrawShadowVolume(r_refdef.entities[i], wl->origin, cullradius, lightradius, clipmins, clipmaxs);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
}
}
}
if (!visiblevolumes)
R_Shadow_Stage_ShadowVolumes();
- if (sl->shadowvolume && r_staticworldlights.integer)
+ if (sl->shadowvolume && r_shadow_staticworldlights.integer)
R_DrawWorldLightShadowVolume(&cl_entities[0].render.matrix, sl->shadowvolume);
else
R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius, lightradius);
}
}
}
-
- R_Shadow_Stage_EraseShadowVolumes();
- if (sl->shadowvolume && r_staticworldlights.integer)
- R_DrawWorldLightShadowVolume(&cl_entities[0].render.matrix, sl->shadowvolume);
- else
- R_TestAndDrawShadowVolume(&cl_entities[0].render, sl->origin, cullradius, lightradius);
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent->maxs[0] >= sl->mins[0] && ent->mins[0] <= sl->maxs[0]
- && ent->maxs[1] >= sl->mins[1] && ent->mins[1] <= sl->maxs[1]
- && ent->maxs[2] >= sl->mins[2] && ent->mins[2] <= sl->maxs[2]
- && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
- R_TestAndDrawShadowVolume(r_refdef.entities[i], sl->origin, cullradius, lightradius);
- }
- }
}
}
*/
clipmaxs[1] = rd->origin[1] + cullradius;
clipmaxs[2] = rd->origin[2] + cullradius;
+ if (R_Shadow_ScissorForBBoxAndSphere(clipmins, clipmaxs, rd->origin, rd->cullradius))
+ continue;
+
if (!visiblevolumes)
R_Shadow_Stage_ShadowVolumes();
- R_TestAndDrawShadowVolume(&cl_entities[0].render, rd->origin, cullradius, lightradius, clipmins, clipmaxs);
+ ent = &cl_entities[0].render;
+ R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
if (r_drawentities.integer)
{
for (i = 0;i < r_refdef.numentities;i++)
{
ent = r_refdef.entities[i];
- if (ent != rd->ent && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
- R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs);
+ if (ent != rd->ent)
+ R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs);
}
}
if (!visiblevolumes)
{
- R_Shadow_Stage_Light();
+ R_Shadow_Stage_LightWithShadows();
ent = &cl_entities[0].render;
if (ent->model && ent->model->DrawLight)
{
Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
}
if (r_drawentities.integer)
{
{
Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin);
Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin);
- ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor);
- }
- }
- }
-
- if (R_Shadow_Stage_EraseShadowVolumes())
- {
- R_TestAndDrawShadowVolume(&cl_entities[0].render, rd->origin, cullradius, lightradius, clipmins, clipmaxs);
- if (r_drawentities.integer)
- {
- for (i = 0;i < r_refdef.numentities;i++)
- {
- ent = r_refdef.entities[i];
- if (ent != rd->ent && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1)
- R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs);
+ ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor);
}
}
}
if (!visiblevolumes)
R_Shadow_Stage_End();
+ qglEnable(GL_CULL_FACE);
+ qglDisable(GL_SCISSOR_TEST);
}
static void R_SetFrustum (void)
{
- int 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 ) );
+ frustum[0].dist = DotProduct (r_origin, frustum[0].normal);
+ PlaneClassify(&frustum[0]);
+
// rotate VPN left by FOV_X/2 degrees
RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
+ frustum[1].dist = DotProduct (r_origin, frustum[1].normal);
+ PlaneClassify(&frustum[1]);
+
// rotate VPN up by FOV_X/2 degrees
RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
+ frustum[2].dist = DotProduct (r_origin, frustum[2].normal);
+ PlaneClassify(&frustum[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);
- PlaneClassify(&frustum[i]);
- }
+ frustum[3].dist = DotProduct (r_origin, frustum[3].normal);
+ PlaneClassify(&frustum[3]);
}
/*
r_refdef must be set before the first call
================
*/
+extern void R_DrawLightningBeams (void);
void R_RenderView (void)
{
entity_render_t *world;
}
else if (!gl_stencil)
{
- Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_restart and try again\n");
+ Con_Printf("Stencil not enabled, turning off r_shadow_realtime, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n");
Cvar_SetValueQuick(&r_shadow_realtime, 0);
}
else if (!gl_combine.integer)
R_Mesh_Start();
R_MeshQueue_BeginScene();
- if (r_shadow_lightingmode)
- R_Shadow_UpdateWorldLightSelection();
+ R_Shadow_UpdateWorldLightSelection();
if (R_DrawBrushModelsSky())
R_TimeReport("bmodelsky");
R_DrawModels(r_shadow_lightingmode > 0);
R_TimeReport("models");
- if (r_shadows.integer == 1)
+ if (r_shadows.integer == 1 && r_shadow_lightingmode <= 0)
{
R_DrawFakeShadows();
R_TimeReport("fakeshadow");
R_TimeReport("dynlight");
}
+ R_DrawLightningBeams();
+ R_TimeReport("lightning");
+
R_DrawParticles();
R_TimeReport("particles");
R_MeshQueue_Render();
R_MeshQueue_EndScene();
- if (r_shadow_realtime.integer == 2)
+ if (r_shadow_realtime.integer >= 2)
{
R_ShadowVolumeLighting(true);
R_TimeReport("shadowvolume");
// R_DrawNoModelCallback(ent, 0);
}
-void R_CalcBeamVerts (float *vert, vec3_t org1, vec3_t org2, float width)
+void R_CalcBeamVerts (float *vert, const vec3_t org1, const vec3_t org2, float width)
{
vec3_t right1, right2, diff, normal;