X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=4aa52d416509ae6a69cef6e9bebbcb99dfa38c21;hb=5825444e7bcedf2968e80e5e22b2a79d851a7f1f;hp=b3479c0930b8a0db957cfa3b3cf84477e5bad312;hpb=8468ffaf8162a4fe8361127385c40141c375661d;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index b3479c09..4aa52d41 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -8,7 +8,7 @@ of the License, or (at your option) any later version. 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. @@ -21,133 +21,131 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #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; +// used for visibility checking +qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3]; -int r_framecount; // used for dlight push checking +mplane_t frustum[4]; -mplane_t frustum[4]; +matrix4x4_t r_identitymatrix; -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; +int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights; -qboolean envmap; // true during envmap command capture +// true during envmap command capture +qboolean envmap; -// 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 +float r_farclip; -// // 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; - -mleaf_t *r_viewleaf, *r_oldviewleaf; - -unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value - -float ixtable[4096]; - -void R_MarkLeaves (void); - -//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 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) - -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"}; - -/* -int R_VisibleCullBox (vec3_t mins, vec3_t maxs) +refdef_t r_refdef; + +// 8.8 fraction of base light value +unsigned short d_lightstylevalue[256]; + +cvar_t r_drawentities = {0, "r_drawentities","1"}; +cvar_t r_drawviewmodel = {0, "r_drawviewmodel","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 r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"}; + +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_textureunits = {0, "r_textureunits", "32"}; + +cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"}; +cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"}; +cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"}; +cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"}; + + +void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b) { - int sides; - mnode_t *nodestack[8192], *node; - int stack = 0; - - node = cl.worldmodel->nodes; -loc0: - if (node->contents < 0) + int i; + for (i = 0;i < verts;i++) { - if (((mleaf_t *)node)->visframe == r_framecount) - { - if (R_CullBox(mins, maxs)) - return true; - return false; - } - if (!stack) - return true; - node = nodestack[--stack]; - goto loc0; + out[0] = in[0] * r; + out[1] = in[1] * g; + out[2] = in[2] * b; + out[3] = in[3]; + in += 4; + out += 4; } +} - sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane); - -// recurse down the contacted sides - if (sides & 1) +void R_FillColors(float *out, int verts, float r, float g, float b, float a) +{ + int i; + for (i = 0;i < verts;i++) { - if (sides & 2) // 3 - { - // put second child on the stack for later examination - nodestack[stack++] = node->children[1]; - node = node->children[0]; - goto loc0; - } - else // 1 - { - node = node->children[0]; - goto loc0; - } + out[0] = r; + out[1] = g; + out[2] = b; + out[3] = a; + out += 4; } - // 2 - node = node->children[1]; - goto loc0; } + +/* +==================== +R_TimeRefresh_f + +For program optimization +==================== */ +qboolean intimerefresh = 0; +static void R_TimeRefresh_f (void) +{ + int i; + float start, stop, time; -qboolean lighthalf; + 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); +} 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; @@ -166,66 +164,24 @@ void FOG_framebegin(void) } 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"); @@ -236,10 +192,10 @@ void FOG_clear(void) 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); @@ -259,72 +215,131 @@ void gl_main_shutdown(void) { } +extern void CL_ParseEntityLump(char *entitystring); void gl_main_newmap(void) { + int l; + char *entities, entname[MAX_QPATH]; + r_framecount = 1; + if (cl.worldmodel) + { + strcpy(entname, cl.worldmodel->name); + l = strlen(entname) - 4; + if (l >= 0 && !strcmp(entname + l, ".bsp")) + { + strcpy(entname + l, ".ent"); + if ((entities = FS_LoadFile(entname, true))) + { + CL_ParseEntityLump(entities); + Mem_Free(entities); + return; + } + } + if (cl.worldmodel->brush.entities) + CL_ParseEntityLump(cl.worldmodel->brush.entities); + } } void GL_Main_Init(void) { - int a; + Matrix4x4_CreateIdentity(&r_identitymatrix); +// 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; - 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) + Cmd_AddCommand("timerefresh", R_TimeRefresh_f); + Cvar_RegisterVariable(&r_drawentities); + Cvar_RegisterVariable(&r_drawviewmodel); + Cvar_RegisterVariable(&r_shadows); + 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); + Cvar_RegisterVariable(&r_shadow_cull); + Cvar_RegisterVariable(&r_lerpsprites); + Cvar_RegisterVariable(&r_lerpmodels); + Cvar_RegisterVariable(&r_waterscroll); + Cvar_RegisterVariable(&r_watershader); + Cvar_RegisterVariable(&r_drawcollisionbrushes); + if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ) Cvar_SetValue("r_fullbrights", 0); -// if (gl_vendor && strstr(gl_vendor, "3Dfx")) -// gl_lightmode.value = 0; - Cvar_RegisterVariable (&r_fullbright); 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; +} + +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 R_Shadow_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); +extern void Sbar_Init(void); +extern void R_LightningBeams_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(); + R_Shadow_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(); + Sbar_Init(); + R_LightningBeams_Init(); } /* @@ -335,321 +350,459 @@ GL_Init 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); + Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS); } - -/* -void R_RotateForEntity (entity_t *e) +int R_CullBox(const vec3_t mins, const vec3_t maxs) { - 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) -{ - 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; - } - - 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 + int i; + mplane_t *p; + for (i = 0;i < 4;i++) { - // lerp_starttime < 0 is used to prevent changing of framelerp - if (ent->render.lerp_starttime >= 0) + p = frustum + i; + switch(p->signbits) { - // update transition - ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10; - ent->render.framelerp = bound(0, ent->render.framelerp, 1); + default: + case 0: + if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) + return true; + break; + case 1: + if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*maxs[2] < p->dist) + return true; + break; + case 2: + if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) + return true; + break; + case 3: + if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*maxs[2] < p->dist) + return true; + break; + case 4: + if (p->normal[0]*maxs[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) + return true; + break; + case 5: + if (p->normal[0]*mins[0] + p->normal[1]*maxs[1] + p->normal[2]*mins[2] < p->dist) + return true; + break; + case 6: + if (p->normal[0]*maxs[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) + return true; + break; + case 7: + if (p->normal[0]*mins[0] + p->normal[1]*mins[1] + p->normal[2]*mins[2] < p->dist) + return true; + break; } } + return false; } +#define VIS_CullBox(mins,maxs) (R_CullBox((mins), (maxs)) || (cl.worldmodel && cl.worldmodel->brush.BoxTouchingPVS && !cl.worldmodel->brush.BoxTouchingPVS(cl.worldmodel, r_pvsbits, (mins), (maxs)))) -void R_PrepareEntities (void) +//================================================================================== + +static void R_MarkEntities (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++) - { - ent = cl_visedicts[i]; + entity_render_t *ent; + + ent = &cl_entities[0].render; + Matrix4x4_CreateIdentity(&ent->matrix); + Matrix4x4_CreateIdentity(&ent->inversematrix); - if (ent->render.flags & RENDER_VIEWMODEL) + if (cl.worldmodel) + R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs); + + if (!r_drawentities.integer) + return; + + for (i = 0;i < r_refdef.numentities;i++) + { + ent = r_refdef.entities[i]; + Mod_CheckLoaded(ent->model); + // some of the renderer still relies on origin... + Matrix4x4_OriginFromMatrix(&ent->matrix, ent->origin); + // some of the renderer still relies on scale... + ent->scale = Matrix4x4_ScaleFromMatrix(&ent->matrix); + R_LerpAnimation(ent); + R_UpdateEntLights(ent); + if ((chase_active.integer || !(ent->flags & RENDER_EXTERIORMODEL)) + && !VIS_CullBox(ent->mins, ent->maxs)) { - // remove flag so it will not be repeated incase RelinkEntities is not called again for a while - ent->render.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]; - // adjust angles - VectorAdd(ent->render.angles, r_refdef.viewangles, ent->render.angles); + ent->visframe = r_framecount; + R_FarClip_Box(ent->mins, ent->maxs); } } } -void R_Entity_Callback(void *data, void *junk) +// only used if skyrendermasked, and normally returns false +int R_DrawBrushModelsSky (void) { - ((entity_t *)data)->render.visframe = r_framecount; -} + int i, sky; + entity_render_t *ent; -void R_AddModelEntities (void) -{ - int i; - vec3_t mins, maxs; - frameblend_t blend[4]; - - 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++) { - currententity = cl_visedicts[i]; - if (currententity->render.model->type == mod_brush) - { - modelalpha = currententity->render.alpha; - R_DrawBrushModel (currententity); - } - else if (currententity->render.model->type == mod_alias) - { - 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); - } - else if (currententity->render.model->type == mod_sprite) + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky) { - 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); + ent->model->DrawSky(ent); + sky = true; } } + return sky; } /* ============= -R_DrawEntitiesOnList +R_DrawViewModel ============= */ /* -void R_DrawEntitiesOnList1 (void) +void R_DrawViewModel (void) { - int i; + entity_render_t *ent; - if (!r_drawentities.value) + // 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; - for (i = 0;i < cl_numvisedicts;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 = &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_DrawModels (void) +void R_DrawNoModel(entity_render_t *ent); +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) + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount) { - // 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; + if (ent->model && ent->model->Draw != NULL) + ent->model->Draw(ent); + else + R_DrawNoModel(ent); } - */ } } -/* -============= -R_DrawViewModel -============= -*/ -void R_DrawViewModel (void) +void R_DrawFakeShadows(void) { - frameblend_t blend[4]; - - if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || 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); + int i; + entity_render_t *ent; - R_LerpUpdate(currententity); - R_LerpAnimation(currententity->render.model, currententity->render.frame1, currententity->render.frame2, currententity->render.frame1start, currententity->render.frame2start, currententity->render.framelerp, blend); + ent = &cl_entities[0].render; + if (ent->model && ent->model->DrawFakeShadow) + ent->model->DrawFakeShadow(ent); - // 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); + if (!r_drawentities.integer) + return; + for (i = 0;i < r_refdef.numentities;i++) + { + ent = r_refdef.entities[i]; + if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawFakeShadow) + ent->model->DrawFakeShadow(ent); + } } -void R_DrawBrushModel (entity_t *e); +#include "r_shadow.h" -void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ); +int shadowframecount = 0; -void R_SetFrustum (void) +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, int lightmarked) { - 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) + vec3_t relativelightorigin; + // rough checks + if ((ent->flags & RENDER_SHADOW) && ent->model && ent->model->DrawShadowVolume && !(r_shadow_cull.integer && (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]))) { - // front side is visible + Matrix4x4_Transform(&ent->inversematrix, lightorigin, relativelightorigin); + ent->model->DrawShadowVolume (ent, relativelightorigin, lightradius); + } +} - VectorAdd (vpn, vright, frustum[0].normal); - VectorSubtract (vpn, vright, frustum[1].normal); +void R_Shadow_DrawWorldLightShadowVolume(matrix4x4_t *matrix, worldlight_t *light); - VectorAdd (vpn, vup, frustum[2].normal); - VectorSubtract (vpn, vup, frustum[3].normal); +extern void R_Model_Brush_DrawLightForSurfaceList(entity_render_t *ent, vec3_t relativelightorigin, vec3_t relativeeyeorigin, float lightradius, float *lightcolor, msurface_t **surflist, int numsurfaces, const matrix4x4_t *matrix_modeltofilter, const matrix4x4_t *matrix_modeltoattenuationxyz, const matrix4x4_t *matrix_modeltoattenuationz); +void R_ShadowVolumeLighting(int visiblevolumes) +{ + int i; + entity_render_t *ent; + int lnum; + float f, lightradius, cullradius; + vec3_t relativelightorigin, relativeeyeorigin, lightcolor, clipmins, clipmaxs; + worldlight_t *wl; + rdlight_t *rd; + rmeshstate_t m; + matrix4x4_t matrix; + matrix4x4_t matrix_worldtofilter, matrix_worldtoattenuationxyz, matrix_worldtoattenuationz; + matrix4x4_t matrix_modeltofilter, matrix_modeltoattenuationxyz, matrix_modeltoattenuationz; + + if (visiblevolumes) + { + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + + GL_BlendFunc(GL_ONE, GL_ONE); + GL_DepthMask(false); + GL_DepthTest(r_shadow_visiblevolumes.integer < 2); + qglDisable(GL_CULL_FACE); + GL_Color(0.0 * r_colorscale, 0.0125 * r_colorscale, 0.1 * r_colorscale, 1); } else + R_Shadow_Stage_Begin(); + shadowframecount++; + if (r_shadow_realtime_world.integer) { - */ - // 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++) + R_Shadow_LoadWorldLightsIfNeeded(); + for (lnum = 0, wl = r_shadow_worldlightchain;wl;wl = wl->next, lnum++) + { + if (d_lightstylevalue[wl->style] <= 0) + continue; + if (VIS_CullBox(wl->mins, wl->maxs)) + continue; + if (r_shadow_debuglight.integer >= 0 && lnum != r_shadow_debuglight.integer) + continue; + if (R_Shadow_ScissorForBBox(wl->mins, wl->maxs)) + continue; + + cullradius = wl->cullradius; + lightradius = wl->lightradius; + VectorCopy(wl->mins, clipmins); + VectorCopy(wl->maxs, clipmaxs); + + f = d_lightstylevalue[wl->style] * (1.0f / 256.0f); + VectorScale(wl->light, f, lightcolor); + if (wl->selected) + { + f = 2 + sin(realtime * M_PI * 4.0); + VectorScale(lightcolor, f, lightcolor); + } + + if (wl->castshadows && (gl_stencil || visiblevolumes)) + { + 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, true); + 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, true); + } + + if (!visiblevolumes) + { + if (wl->castshadows && gl_stencil) + R_Shadow_Stage_LightWithShadows(); + else + R_Shadow_Stage_LightWithoutShadows(); + + // calculate world to filter matrix + Matrix4x4_CreateFromQuakeEntity(&matrix, wl->origin[0], wl->origin[1], wl->origin[2], wl->angles[0], wl->angles[1], wl->angles[2], lightradius); + Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix); + // calculate world to attenuationxyz/xy matrix + Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5); + Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter); + // calculate world to attenuationz matrix + matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5; + matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5; + matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5; + matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1; + Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter); + + ent = &cl_entities[0].render; + if (ent->model && ent->model->DrawLight) + { + Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin); + Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); + if (wl->numsurfaces) + R_Model_Brush_DrawLightForSurfaceList(ent, relativelightorigin, relativeeyeorigin, lightradius, lightcolor, wl->surfaces, wl->numsurfaces, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + else + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + } + if (r_drawentities.integer) + { + for (i = 0;i < r_refdef.numentities;i++) + { + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight + && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs) + && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1) + { + Matrix4x4_Transform(&ent->inversematrix, wl->origin, relativelightorigin); + Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + } + } + } + } + } + } + if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) { - frustum[i].type = PLANE_ANYZ; - frustum[i].dist = DotProduct (r_origin, frustum[i].normal); -// frustum[i].signbits = SignbitsForPlane (&frustum[i]); - PlaneClassify(&frustum[i]); + for (lnum = 0, rd = r_dlight;lnum < r_numdlights;lnum++, rd++) + { + lightradius = rd->cullradius; + clipmins[0] = rd->origin[0] - lightradius; + clipmins[1] = rd->origin[1] - lightradius; + clipmins[2] = rd->origin[2] - lightradius; + clipmaxs[0] = rd->origin[0] + lightradius; + clipmaxs[1] = rd->origin[1] + lightradius; + clipmaxs[2] = rd->origin[2] + lightradius; + if (VIS_CullBox(clipmins, clipmaxs) || R_Shadow_ScissorForBBox(clipmins, clipmaxs)) + continue; + + cullradius = RadiusFromBoundsAndOrigin(clipmins, clipmaxs, rd->origin); + VectorScale(rd->light, (1.0f / 4096.0f), lightcolor); + + if (gl_stencil || visiblevolumes) + { + if (!visiblevolumes) + R_Shadow_Stage_ShadowVolumes(); + ent = &cl_entities[0].render; + R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false); + if (r_drawentities.integer) + { + for (i = 0;i < r_refdef.numentities;i++) + { + ent = r_refdef.entities[i]; + if (ent != rd->ent) + R_TestAndDrawShadowVolume(ent, rd->origin, cullradius, lightradius, clipmins, clipmaxs, clipmins, clipmaxs, false); + } + } + } + + if (!visiblevolumes) + { + if (gl_stencil) + R_Shadow_Stage_LightWithShadows(); + else + R_Shadow_Stage_LightWithoutShadows(); + + // calculate world to filter matrix + Matrix4x4_CreateFromQuakeEntity(&matrix, rd->origin[0], rd->origin[1], rd->origin[2], 0, 0, 0, lightradius); + Matrix4x4_Invert_Simple(&matrix_worldtofilter, &matrix); + // calculate world to attenuationxyz/xy matrix + Matrix4x4_CreateFromQuakeEntity(&matrix, 0.5, 0.5, 0.5, 0, 0, 0, 0.5); + Matrix4x4_Concat(&matrix_worldtoattenuationxyz, &matrix, &matrix_worldtofilter); + // calculate world to attenuationz matrix + matrix.m[0][0] = 0;matrix.m[0][1] = 0;matrix.m[0][2] = 0.5;matrix.m[0][3] = 0.5; + matrix.m[1][0] = 0;matrix.m[1][1] = 0;matrix.m[1][2] = 0 ;matrix.m[1][3] = 0.5; + matrix.m[2][0] = 0;matrix.m[2][1] = 0;matrix.m[2][2] = 0 ;matrix.m[2][3] = 0.5; + matrix.m[3][0] = 0;matrix.m[3][1] = 0;matrix.m[3][2] = 0 ;matrix.m[3][3] = 1; + Matrix4x4_Concat(&matrix_worldtoattenuationz, &matrix, &matrix_worldtofilter); + + 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); + Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + } + if (r_drawentities.integer) + { + for (i = 0;i < r_refdef.numentities;i++) + { + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount && ent->model && ent->model->DrawLight + && BoxesOverlap(ent->mins, ent->maxs, clipmins, clipmaxs) + && !(ent->effects & EF_ADDITIVE) && ent->alpha == 1) + { + Matrix4x4_Transform(&ent->inversematrix, rd->origin, relativelightorigin); + Matrix4x4_Transform(&ent->inversematrix, r_origin, relativeeyeorigin); + Matrix4x4_Concat(&matrix_modeltofilter, &matrix_worldtofilter, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationxyz, &matrix_worldtoattenuationxyz, &ent->matrix); + Matrix4x4_Concat(&matrix_modeltoattenuationz, &matrix_worldtoattenuationz, &ent->matrix); + ent->model->DrawLight(ent, relativelightorigin, relativeeyeorigin, lightradius / ent->scale, lightcolor, &matrix_modeltofilter, &matrix_modeltoattenuationxyz, &matrix_modeltoattenuationz); + } + } + } + } + } } + + if (visiblevolumes) + qglEnable(GL_CULL_FACE); + else + R_Shadow_Stage_End(); + qglDisable(GL_SCISSOR_TEST); } -void R_AnimateLight (void); -void V_CalcBlend (void); +static void R_SetFrustum (void) +{ + // 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 ) ); + frustum[3].dist = DotProduct (r_origin, frustum[3].normal); + PlaneClassify(&frustum[3]); +} /* =============== R_SetupFrame =============== */ -void R_SetupFrame (void) +static void R_SetupFrame (void) { // don't allow cheats in multiplayer - if (cl.maxclients > 1) + if (!cl.islocalgame) { - 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++; @@ -659,354 +812,374 @@ void R_SetupFrame (void) AngleVectors (r_refdef.viewangles, vpn, vright, vup); -// current viewleaf - 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 ) +static void R_BlendView(void) { - GLdouble xmin, xmax, ymin, ymax; - - ymax = zNear * tan( fovy * M_PI / 360.0 ); - ymin = -ymax; + rmeshstate_t m; + float r; + float vertex3f[3*3]; - xmin = ymin * aspect; - xmax = ymax * aspect; + if (r_refdef.viewblend[3] < 0.01f) + return; - glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); + R_Mesh_Matrix(&r_identitymatrix); + + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(true); + GL_DepthTest(false); // magic + GL_VertexPointer(vertex3f); + GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + r = 64000; + vertex3f[0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r; + vertex3f[1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r; + vertex3f[2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r; + vertex3f[3] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r + vup[0] * r * 3; + vertex3f[4] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r + vup[1] * r * 3; + vertex3f[5] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r + vup[2] * r * 3; + vertex3f[6] = r_origin[0] + vpn[0] * 1.5 + vright[0] * r * 3 - vup[0] * r; + vertex3f[7] = r_origin[1] + vpn[1] * 1.5 + vright[1] * r * 3 - vup[1] * r; + vertex3f[8] = r_origin[2] + vpn[2] * 1.5 + vright[2] * r * 3 - vup[2] * r; + R_Mesh_Draw(3, 1, polygonelements); } - /* -============= -R_SetupGL -============= +================ +R_RenderView + +r_refdef must be set before the first call +================ */ -void R_SetupGL (void) +extern void R_DrawLightningBeams (void); +void R_RenderView (void) { - float screenaspect; - int x, x2, y2, y, w, h; + entity_render_t *world; + if (!r_refdef.entities/* || !cl.worldmodel*/) + return; //Host_Error ("R_RenderView: NULL worldmodel"); - if (!r_render.value) - 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) + if (r_shadow_realtime_world.integer) { - x = y2 = 0; - w = h = 256; + if (!gl_stencil) + { + Con_Printf("Stencil not enabled, turning off r_shadow_realtime_world, please type vid_stencil 1;vid_bitsperpixel 32;vid_restart and try again\n"); + Cvar_SetValueQuick(&r_shadow_realtime_world, 0); + } } - 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); + world = &cl_entities[0].render; - 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); + // FIXME: move to client + R_MoveExplosions(); + R_TimeReport("mexplosion"); + + R_Textures_Frame(); + R_SetupFrame(); + R_SetFrustum(); + R_SetupFog(); + R_SkyStartFrame(); + R_BuildLightList(); + R_TimeReport("setup"); + + if (cl.worldmodel && cl.worldmodel->brush.FatPVS) + cl.worldmodel->brush.FatPVS(cl.worldmodel, r_origin, 2, r_pvsbits, sizeof(r_pvsbits)); + + R_WorldVisibility(world); + R_TimeReport("worldvis"); + + R_FarClip_Start(r_origin, vpn, 768.0f); + R_MarkEntities(); + r_farclip = R_FarClip_Finish() + 256.0f; + R_TimeReport("markentity"); + + GL_SetupView_ViewPort(r_refdef.x, r_refdef.y, r_refdef.width, r_refdef.height); + if (r_shadow_realtime_world.integer || gl_stencil) + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_refdef.fov_x, r_refdef.fov_y, 1.0f); + else + GL_SetupView_Mode_Perspective(r_refdef.fov_x, r_refdef.fov_y, 1.0f, r_farclip); + GL_SetupView_Orientation_FromEntity (r_refdef.vieworg, r_refdef.viewangles); + qglDepthFunc(GL_LEQUAL); - glDepthRange (gldepthmin, gldepthmax); -} + R_Mesh_Start(); + R_MeshQueue_BeginScene(); -// 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; + R_Shadow_UpdateWorldLightSelection(); - if (v_blend[3] < 0.01f) - return; + if (R_DrawBrushModelsSky()) + R_TimeReport("bmodelsky"); - 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 (); + // must occur early because it can draw sky + R_DrawWorld(world); + R_TimeReport("world"); - glEnable (GL_CULL_FACE); - glEnable (GL_DEPTH_TEST); - glDisable(GL_BLEND); - glEnable(GL_TEXTURE_2D); -} + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); -/* -================ -R_RenderView + R_DrawModels(); + R_TimeReport("models"); -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) + if (r_shadows.integer == 1 && !r_shadow_realtime_world.integer) { - strcat(r_speeds2_string, tempbuf + 1); - speedstringcount = length - 1; + R_DrawFakeShadows(); + R_TimeReport("fakeshadow"); } - 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; - if (!cl.worldmodel) - Host_Error ("R_RenderView: NULL worldmodel"); - - if (r_speeds2.value) + if (r_shadow_realtime_world.integer || r_shadow_realtime_dlight.integer) { - 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); + R_ShadowVolumeLighting(false); + R_TimeReport("dynlight"); } - else - starttime = currtime = 0; - - R_MoveParticles (); - R_MoveExplosions(); - - lighthalf = gl_lightmode.value; - FOG_framebegin(); + R_DrawLightningBeams(); + R_TimeReport("lightning"); - R_Clear(); - TIMEREPORT("clear ") + R_DrawParticles(); + R_TimeReport("particles"); - // render normal view - - R_SetupFrame (); - R_SetFrustum (); - R_SetupGL (); - R_Clip_StartFrame(); - - R_PrepareEntities(); - - skypolyclear(); - wallpolyclear(); - transpolyclear(); + R_DrawExplosions(); + R_TimeReport("explosions"); - TIMEREPORT("setup ") + R_MeshQueue_RenderTransparent(); + R_TimeReport("drawtrans"); - R_DrawWorld (); - TIMEREPORT("world ") + R_DrawCoronas(); + R_TimeReport("coronas"); - R_AddModelEntities(); - TIMEREPORT("addmodels") + R_DrawWorldCrosshair(); + R_TimeReport("crosshair"); - R_Clip_EndFrame(); - TIMEREPORT("scanedge ") + R_BlendView(); + R_TimeReport("blendview"); - // now mark the lit surfaces - R_PushDlights (); - // yes this does add the world surfaces after the brush models - R_DrawSurfaces (); - R_DrawPortals (); - TIMEREPORT("surfaces "); + R_MeshQueue_Render(); + R_MeshQueue_EndScene(); - UploadLightmaps(); - TIMEREPORT("uploadlmap") + if (r_shadow_visiblevolumes.integer) + { + R_ShadowVolumeLighting(true); + R_TimeReport("shadowvolume"); + } - // fogged sky polys, affects depth - skypolyrender(); + R_Mesh_Finish(); + R_TimeReport("meshfinish"); +} - // does not affect depth, draws over the sky polys - if (currentskypoly) - R_Sky(); - TIMEREPORT("skypoly ") +/* +void R_DrawBBoxMesh(vec3_t mins, vec3_t maxs, float cr, float cg, float cb, float ca) +{ + int i; + float *v, *c, f1, f2, diff[3], vertex3f[8*3], color4f[8*4]; + rmeshstate_t m; + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + GL_DepthTest(true); + R_Mesh_Matrix(&r_identitymatrix); + + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); + + R_Mesh_GetSpace(8); + vertex3f[ 0] = mins[0];vertex3f[ 1] = mins[1];vertex3f[ 2] = mins[2]; + vertex3f[ 3] = maxs[0];vertex3f[ 4] = mins[1];vertex3f[ 5] = mins[2]; + vertex3f[ 6] = mins[0];vertex3f[ 7] = maxs[1];vertex3f[ 8] = mins[2]; + vertex3f[ 9] = maxs[0];vertex3f[10] = maxs[1];vertex3f[11] = mins[2]; + vertex3f[12] = mins[0];vertex3f[13] = mins[1];vertex3f[14] = maxs[2]; + vertex3f[15] = maxs[0];vertex3f[16] = mins[1];vertex3f[17] = maxs[2]; + vertex3f[18] = mins[0];vertex3f[19] = maxs[1];vertex3f[20] = maxs[2]; + vertex3f[21] = maxs[0];vertex3f[22] = maxs[1];vertex3f[23] = maxs[2]; + GL_ColorPointer(color); + R_FillColors(color, 8, cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca); + if (fogenabled) + { + for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) + { + VectorSubtract(v, r_origin, diff); + f2 = exp(fogdensity/DotProduct(diff, diff)); + f1 = 1 - f2; + f2 *= r_colorscale; + c[0] = c[0] * f1 + fogcolor[0] * f2; + c[1] = c[1] * f1 + fogcolor[1] * f2; + c[2] = c[2] * f1 + fogcolor[2] * f2; + } + } + R_Mesh_Draw(8, 12); +} +*/ - wallpolyrender(); - TIMEREPORT("wallpoly ") +int nomodelelements[24] = +{ + 5, 2, 0, + 5, 1, 2, + 5, 0, 3, + 5, 3, 1, + 0, 2, 4, + 2, 1, 4, + 3, 0, 4, + 1, 3, 4 +}; + +float nomodelvertex3f[6*3] = +{ + -16, 0, 0, + 16, 0, 0, + 0, -16, 0, + 0, 16, 0, + 0, 0, -16, + 0, 0, 16 +}; + +float nomodelcolor4f[6*4] = +{ + 0.0f, 0.0f, 0.5f, 1.0f, + 0.0f, 0.0f, 0.5f, 1.0f, + 0.0f, 0.5f, 0.0f, 1.0f, + 0.0f, 0.5f, 0.0f, 1.0f, + 0.5f, 0.0f, 0.0f, 1.0f, + 0.5f, 0.0f, 0.0f, 1.0f +}; + +void R_DrawNoModelCallback(const void *calldata1, int calldata2) +{ + const entity_render_t *ent = calldata1; + int i; + float f1, f2, *c, diff[3]; + float color4f[6*4]; + rmeshstate_t m; + R_Mesh_Matrix(&ent->matrix); - GL_DrawDecals(); - TIMEREPORT("ddecal ") + memset(&m, 0, sizeof(m)); + R_Mesh_State_Texture(&m); - // don't let sound skip if going slow - if (!intimerefresh && !r_speeds2.value) - S_ExtraUpdate (); + if (ent->flags & EF_ADDITIVE) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE); + GL_DepthMask(false); + } + else if (ent->alpha < 1) + { + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(false); + } + else + { + GL_BlendFunc(GL_ONE, GL_ZERO); + GL_DepthMask(true); + } + GL_DepthTest(true); + GL_VertexPointer(nomodelvertex3f); + if (fogenabled) + { + memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); + GL_ColorPointer(color4f); + VectorSubtract(ent->origin, r_origin, diff); + f2 = exp(fogdensity/DotProduct(diff, diff)); + f1 = 1 - f2; + for (i = 0, c = color4f;i < 6;i++, c += 4) + { + c[0] = (c[0] * f1 + fogcolor[0] * f2) * r_colorscale; + c[1] = (c[1] * f1 + fogcolor[1] * f2) * r_colorscale; + c[2] = (c[2] * f1 + fogcolor[2] * f2) * r_colorscale; + c[3] *= ent->alpha; + } + } + else if (r_colorscale != 1 || ent->alpha != 1) + { + memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); + GL_ColorPointer(color4f); + for (i = 0, c = color4f;i < 6;i++, c += 4) + { + c[0] *= r_colorscale; + c[1] *= r_colorscale; + c[2] *= r_colorscale; + c[3] *= ent->alpha; + } + } + else + GL_ColorPointer(nomodelcolor4f); + R_Mesh_Draw(6, 8, nomodelelements); +} - R_DrawViewModel (); - R_DrawModels (); - TIMEREPORT("models ") +void R_DrawNoModel(entity_render_t *ent) +{ + //if ((ent->effects & EF_ADDITIVE) || (ent->alpha < 1)) + R_MeshQueue_AddTransparent(ent->origin, R_DrawNoModelCallback, ent, 0); + //else + // R_DrawNoModelCallback(ent, 0); +} - R_DrawParticles (); - TIMEREPORT("dparticles") - R_DrawExplosions(); - TIMEREPORT("dexplosion") +void R_CalcBeam_Vertex3f (float *vert, const vec3_t org1, const vec3_t org2, float width) +{ + vec3_t right1, right2, diff, normal; + + VectorSubtract (org2, org1, normal); + VectorNormalizeFast (normal); + + // calculate 'right' vector for start + VectorSubtract (r_origin, org1, diff); + VectorNormalizeFast (diff); + CrossProduct (normal, diff, right1); + + // calculate 'right' vector for end + VectorSubtract (r_origin, org2, diff); + VectorNormalizeFast (diff); + CrossProduct (normal, diff, right2); + + vert[ 0] = org1[0] + width * right1[0]; + vert[ 1] = org1[1] + width * right1[1]; + vert[ 2] = org1[2] + width * right1[2]; + vert[ 3] = org1[0] - width * right1[0]; + vert[ 4] = org1[1] - width * right1[1]; + vert[ 5] = org1[2] - width * right1[2]; + vert[ 6] = org2[0] - width * right2[0]; + vert[ 7] = org2[1] - width * right2[1]; + vert[ 8] = org2[2] - width * right2[2]; + vert[ 9] = org2[0] + width * right2[0]; + vert[10] = org2[1] + width * right2[1]; + vert[11] = org2[2] + width * right2[2]; +} - transpolyrender(); - TIMEREPORT("transpoly ") +float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; - FOG_frameend(); +void R_DrawSprite(int blendfunc1, int blendfunc2, rtexture_t *texture, int depthdisable, const vec3_t origin, const vec3_t left, const vec3_t up, float scalex1, float scalex2, float scaley1, float scaley2, float cr, float cg, float cb, float ca) +{ + float diff[3]; + rmeshstate_t m; - GL_BlendView(); - TIMEREPORT("blend ") + if (fogenabled) + { + VectorSubtract(origin, r_origin, diff); + ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); + } - if (r_speeds2.value) - timestring((int) ((Sys_DoubleTime() - starttime) * 1000000.0), "total "); + R_Mesh_Matrix(&r_identitymatrix); + GL_Color(cr * r_colorscale, cg * r_colorscale, cb * r_colorscale, ca); + GL_VertexPointer(varray_vertex3f); + GL_BlendFunc(blendfunc1, blendfunc2); + GL_DepthMask(false); + GL_DepthTest(!depthdisable); + + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture); + m.pointer_texcoord[0] = spritetexcoord2f; + R_Mesh_State_Texture(&m); + + varray_vertex3f[ 0] = origin[0] + left[0] * scalex2 + up[0] * scaley1; + varray_vertex3f[ 1] = origin[1] + left[1] * scalex2 + up[1] * scaley1; + varray_vertex3f[ 2] = origin[2] + left[2] * scalex2 + up[2] * scaley1; + varray_vertex3f[ 3] = origin[0] + left[0] * scalex2 + up[0] * scaley2; + varray_vertex3f[ 4] = origin[1] + left[1] * scalex2 + up[1] * scaley2; + varray_vertex3f[ 5] = origin[2] + left[2] * scalex2 + up[2] * scaley2; + varray_vertex3f[ 6] = origin[0] + left[0] * scalex1 + up[0] * scaley2; + varray_vertex3f[ 7] = origin[1] + left[1] * scalex1 + up[1] * scaley2; + varray_vertex3f[ 8] = origin[2] + left[2] * scalex1 + up[2] * scaley2; + varray_vertex3f[ 9] = origin[0] + left[0] * scalex1 + up[0] * scaley1; + varray_vertex3f[10] = origin[1] + left[1] * scalex1 + up[1] * scaley1; + varray_vertex3f[11] = origin[2] + left[2] * scalex1 + up[2] * scaley1; + R_Mesh_Draw(4, 2, polygonelements); } +