X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=5d3b8f4dfaded6a960df2db6accdcced67bb5d1c;hb=1a77a8eeeabc30acfcd2856f5205eebc5f9a98e0;hp=3ccc5a77e3928341b1a1279ec62b9a323ba0725a;hpb=69a003b5def5ea2ece7310d3b35b62bf023c29b1;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index 3ccc5a77..5d3b8f4d 100644 --- a/gl_rmain.c +++ b/gl_rmain.c @@ -20,45 +20,59 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. // r_main.c #include "quakedef.h" - -entity_render_t *currentrenderentity; +#include "r_shadow.h" // used for dlight push checking and other things int r_framecount; +// used for visibility checking +qbyte r_pvsbits[(MAX_MAP_LEAFS+7)>>3]; + mplane_t frustum[4]; -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; +matrix4x4_t r_identitymatrix; + +int c_alias_polys, c_light_polys, c_faces, c_nodes, c_leafs, c_models, c_bmodels, c_sprites, c_particles, c_dlights; // true during envmap command capture qboolean envmap; float r_farclip; +// forces all rendering to draw triangle outlines +int r_showtrispass; + // view origin -vec3_t r_origin; -vec3_t vpn; -vec3_t vright; -vec3_t vup; +vec3_t r_vieworigin; +vec3_t r_viewforward; +vec3_t r_viewleft; +vec3_t r_viewright; +vec3_t r_viewup; +int r_view_x; +int r_view_y; +int r_view_width; +int r_view_height; +float r_view_fov_x; +float r_view_fov_y; +matrix4x4_t r_view_matrix; // // screen size info // refdef_t r_refdef; -mleaf_t *r_viewleaf, *r_oldviewleaf; - // 8.8 fraction of base light value unsigned short d_lightstylevalue[256]; +cvar_t r_showtris = {0, "r_showtris", "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_fullbright = {0, "r_fullbright","0"}; cvar_t r_wateralpha = {CVAR_SAVE, "r_wateralpha","1"}; cvar_t r_dynamic = {CVAR_SAVE, "r_dynamic","1"}; -cvar_t r_waterripple = {CVAR_SAVE, "r_waterripple","0"}; cvar_t r_fullbrights = {CVAR_SAVE, "r_fullbrights", "1"}; +cvar_t r_drawcollisionbrushes = {0, "r_drawcollisionbrushes", "0"}; cvar_t gl_fogenable = {0, "gl_fogenable", "0"}; cvar_t gl_fogdensity = {0, "gl_fogdensity", "0.25"}; @@ -68,7 +82,40 @@ 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_multitexture = {0, "r_multitexture", "1"}; +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 i; + for (i = 0;i < verts;i++) + { + out[0] = in[0] * r; + out[1] = in[1] * g; + out[2] = in[2] * b; + out[3] = in[3]; + in += 4; + out += 4; + } +} + +void R_FillColors(float *out, int verts, float r, float g, float b, float a) +{ + int i; + for (i = 0;i < verts;i++) + { + out[0] = r; + out[1] = g; + out[2] = b; + out[3] = a; + out += 4; + } +} /* ==================== @@ -81,68 +128,23 @@ qboolean intimerefresh = 0; static void R_TimeRefresh_f (void) { int i; - float start, stop, time; + float timestart, timedelta, oldangles[3]; intimerefresh = 1; - start = Sys_DoubleTime (); + VectorCopy(cl.viewangles, oldangles); + VectorClear(cl.viewangles); + + timestart = 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; + Matrix4x4_CreateFromQuakeEntity(&r_refdef.viewentitymatrix, r_vieworigin[0], r_vieworigin[1], r_vieworigin[2], 0, i / 128.0 * 360.0, 0, 1); CL_UpdateScreen(); } + timedelta = Sys_DoubleTime() - timestart; - stop = Sys_DoubleTime (); + VectorCopy(oldangles, cl.viewangles); 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) - return false; - if (!stack) - return true; - node = nodestack[--stack]; - goto loc0; - } - - sides = BOX_ON_PLANE_SIDE(mins, maxs, node->plane); - -// recurse down the contacted sides - if (sides & 1) - { - 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; - } - } - // 2 - node = node->children[1]; - goto loc0; + Con_Printf("%f seconds (%f fps)\n", timedelta, 128/timedelta); } vec3_t fogcolor; @@ -150,7 +152,7 @@ vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; -void R_SetupFog(void) +void R_UpdateFog(void) { if (gamemode == GAME_NEHAHRA) { @@ -224,52 +226,66 @@ 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, tempmempool, true))) + { + CL_ParseEntityLump(entities); + Mem_Free(entities); + return; + } + } + if (cl.worldmodel->brush.entities) + CL_ParseEntityLump(cl.worldmodel->brush.entities); + } } void GL_Main_Init(void) { + Matrix4x4_CreateIdentity(&r_identitymatrix); // FIXME: move this to client? FOG_registercvars(); - Cmd_AddCommand ("timerefresh", R_TimeRefresh_f); - Cvar_RegisterVariable (&r_drawentities); - Cvar_RegisterVariable (&r_drawviewmodel); - Cvar_RegisterVariable (&r_speeds); - Cvar_RegisterVariable (&r_fullbrights); - Cvar_RegisterVariable (&r_wateralpha); - Cvar_RegisterVariable (&r_dynamic); - Cvar_RegisterVariable (&r_waterripple); - Cvar_RegisterVariable (&r_fullbright); - Cvar_RegisterVariable (&r_multitexture); - if (gamemode == GAME_NEHAHRA) + Cmd_AddCommand("timerefresh", R_TimeRefresh_f); + Cvar_RegisterVariable(&r_showtris); + Cvar_RegisterVariable(&r_drawentities); + Cvar_RegisterVariable(&r_drawviewmodel); + 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_lerpsprites); + Cvar_RegisterVariable(&r_lerpmodels); + Cvar_RegisterVariable(&r_waterscroll); + Cvar_RegisterVariable(&r_watershader); + Cvar_RegisterVariable(&r_drawcollisionbrushes); + if (gamemode == GAME_NEHAHRA || gamemode == GAME_NEXUIZ || gamemode == GAME_TENEBRAE) 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; -} +static vec3_t r_farclip_origin; +static vec3_t r_farclip_direction; +static vec_t r_farclip_directiondist; +static vec_t r_farclip_meshfarclip; +static int r_farclip_directionbit0; +static int r_farclip_directionbit1; +static int r_farclip_directionbit2; // enlarge farclip to accomodate box -void R_FarClip_Box(vec3_t mins, vec3_t maxs) +static void R_FarClip_Box(vec3_t mins, vec3_t maxs) { float d; d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0] @@ -280,36 +296,31 @@ void R_FarClip_Box(vec3_t mins, vec3_t maxs) } // 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) +static float R_FarClip(vec3_t origin, vec3_t direction, vec_t startfarclip) { 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(); + 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; - r_farclip = 64.0f; + if (cl.worldmodel) + R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs); + for (i = 0;i < r_refdef.numentities;i++) + R_FarClip_Box(r_refdef.entities[i]->mins, r_refdef.entities[i]->maxs); + + 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 R_Sky_Init(void); extern void GL_Surf_Init(void); @@ -319,15 +330,18 @@ extern void R_Particles_Init(void); extern void R_Explosion_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_Textures_Init(); Mod_RenderInit(); gl_backend_init(); + R_MeshQueue_Init(); GL_Draw_Init(); GL_Main_Init(); + R_Shadow_Init(); GL_Models_Init(); R_Sky_Init(); GL_Surf_Init(); @@ -335,8 +349,10 @@ void Render_Init(void) R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - ui_init(); - R_Modules_Start(); + //ui_init(); + UI_Init(); + Sbar_Init(); + R_LightningBeams_Init(); } /* @@ -350,73 +366,92 @@ void GL_Init (void) VID_CheckExtensions(); // LordHavoc: report supported extensions - Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS); - - qglCullFace(GL_FRONT); - qglEnable(GL_TEXTURE_2D); + Con_DPrintf("\nengine extensions: %s\n", ENGINE_EXTENSIONS); } +int R_CullBox(const vec3_t mins, const vec3_t maxs) +{ + int i; + mplane_t *p; + for (i = 0;i < 4;i++) + { + p = frustum + i; + switch(p->signbits) + { + 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; +} //================================================================================== static void R_MarkEntities (void) { int i; - vec3_t v; + entity_render_t *ent; - R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs); + ent = &cl_entities[0].render; + Matrix4x4_CreateIdentity(&ent->matrix); + Matrix4x4_CreateIdentity(&ent->inversematrix); if (!r_drawentities.integer) return; for (i = 0;i < r_refdef.numentities;i++) { - currentrenderentity = r_refdef.entities[i]; - Mod_CheckLoaded(currentrenderentity->model); - - // move view-relative models to where they should be - if (currentrenderentity->flags & RENDER_VIEWMODEL) - { - // remove flag so it will not be repeated incase RelinkEntities is not called again for a while - currentrenderentity->flags -= RENDER_VIEWMODEL; - // transform origin - VectorCopy(currentrenderentity->origin, v); - currentrenderentity->origin[0] = v[0] * vpn[0] + v[1] * vright[0] + v[2] * vup[0] + r_origin[0]; - currentrenderentity->origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_origin[1]; - currentrenderentity->origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_origin[2]; - // adjust angles - VectorAdd(currentrenderentity->angles, r_refdef.viewangles, currentrenderentity->angles); - } - - if (currentrenderentity->angles[0] || currentrenderentity->angles[2]) - { - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins); - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs); - } - else if (currentrenderentity->angles[1]) - { - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins); - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs); - } - else - { - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmins, currentrenderentity->mins); - VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->normalmaxs, currentrenderentity->maxs); - } - if (R_VisibleCullBox(currentrenderentity->mins, currentrenderentity->maxs)) - continue; - - R_LerpAnimation(currentrenderentity); - currentrenderentity->visframe = r_framecount; - - R_FarClip_Box(currentrenderentity->mins, currentrenderentity->maxs); + 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) + && (!envmap || !(ent->flags & (RENDER_VIEWMODEL | RENDER_EXTERIORMODEL)))) + ent->visframe = r_framecount; } } // only used if skyrendermasked, and normally returns false -int R_DrawBModelSky (void) +int R_DrawBrushModelsSky (void) { int i, sky; + entity_render_t *ent; if (!r_drawentities.integer) return false; @@ -424,243 +459,513 @@ int R_DrawBModelSky (void) sky = false; for (i = 0;i < r_refdef.numentities;i++) { - currentrenderentity = r_refdef.entities[i]; - if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky) + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount && ent->model && ent->model->DrawSky) { - currentrenderentity->model->DrawSky(); + ent->model->DrawSky(ent); sky = true; } } return sky; } -void R_DrawModels (void) -{ - int i; - - if (!r_drawentities.integer) - return; - - for (i = 0;i < r_refdef.numentities;i++) - { - currentrenderentity = r_refdef.entities[i]; - if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw) - currentrenderentity->model->Draw(); - } -} - /* ============= R_DrawViewModel ============= */ +/* void R_DrawViewModel (void) { + entity_render_t *ent; + // FIXME: move these checks to client if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model) return; - currentrenderentity = &cl.viewent.render; - Mod_CheckLoaded(currentrenderentity->model); - - R_LerpAnimation(currentrenderentity); - - currentrenderentity->model->Draw(); + ent = &cl.viewent.render; + Mod_CheckLoaded(ent->model); + R_LerpAnimation(ent); + Matrix4x4_CreateFromQuakeEntity(&ent->matrix, ent->origin[0], ent->origin[1], ent->origin[2], -ent->angles[0], ent->angles[1], ent->angles[2], ent->scale); + Matrix4x4_Invert_Simple(&ent->inversematrix, &ent->matrix); + R_UpdateEntLights(ent); + ent->model->Draw(ent); } +*/ -static void R_SetFrustum (void) +void R_DrawNoModel(entity_render_t *ent); +void R_DrawModels(void) { int i; + entity_render_t *ent; - // 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 ) ); + if (!r_drawentities.integer) + return; - for (i = 0;i < 4;i++) + for (i = 0;i < r_refdef.numentities;i++) { - frustum[i].type = PLANE_ANYZ; - frustum[i].dist = DotProduct (r_origin, frustum[i].normal); - PlaneClassify(&frustum[i]); + ent = r_refdef.entities[i]; + if (ent->visframe == r_framecount) + { + if (ent->model && ent->model->Draw != NULL) + ent->model->Draw(ent); + else + R_DrawNoModel(ent); + } } } -/* -=============== -R_SetupFrame -=============== -*/ -static void R_SetupFrame (void) +static void R_SetFrustum(void) { -// don't allow cheats in multiplayer - if (cl.maxclients > 1) - { - if (r_fullbright.integer != 0) - Cvar_Set ("r_fullbright", "0"); - if (r_ambient.value != 0) - Cvar_Set ("r_ambient", "0"); - } - if (r_multitexture.integer && gl_textureunits < 2) - Cvar_SetValue("r_multitexture", 0); - - r_framecount++; + // break apart the view matrix into vectors for various purposes + Matrix4x4_ToVectors(&r_view_matrix, r_viewforward, r_viewleft, r_viewup, r_vieworigin); + VectorNegate(r_viewleft, r_viewright); -// build the transformation matrix for the given view angles - VectorCopy (r_refdef.vieworg, r_origin); - - AngleVectors (r_refdef.viewangles, vpn, vright, vup); - -// current viewleaf - r_oldviewleaf = r_viewleaf; - r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); + // 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. - R_AnimateLight (); + // rotate R_VIEWFORWARD right by FOV_X/2 degrees + RotatePointAroundVector( frustum[0].normal, r_viewup, r_viewforward, -(90 - r_view_fov_x / 2)); + frustum[0].dist = DotProduct (r_vieworigin, frustum[0].normal); + PlaneClassify(&frustum[0]); + + // rotate R_VIEWFORWARD left by FOV_X/2 degrees + RotatePointAroundVector( frustum[1].normal, r_viewup, r_viewforward, (90 - r_view_fov_x / 2)); + frustum[1].dist = DotProduct (r_vieworigin, frustum[1].normal); + PlaneClassify(&frustum[1]); + + // rotate R_VIEWFORWARD up by FOV_X/2 degrees + RotatePointAroundVector( frustum[2].normal, r_viewleft, r_viewforward, -(90 - r_view_fov_y / 2)); + frustum[2].dist = DotProduct (r_vieworigin, frustum[2].normal); + PlaneClassify(&frustum[2]); + + // rotate R_VIEWFORWARD down by FOV_X/2 degrees + RotatePointAroundVector( frustum[3].normal, r_viewleft, r_viewforward, (90 - r_view_fov_y / 2)); + frustum[3].dist = DotProduct (r_vieworigin, frustum[3].normal); + PlaneClassify(&frustum[3]); } - -static int blendviewpolyindex[3] = {0, 1, 2}; - static void R_BlendView(void) { - rmeshinfo_t m; - float tvxyz[3][4], r; + rmeshstate_t m; + float r; + float vertex3f[3*3]; if (r_refdef.viewblend[3] < 0.01f) return; + R_Mesh_Matrix(&r_identitymatrix); + memset(&m, 0, sizeof(m)); - m.transparent = false; - m.blendfunc1 = GL_SRC_ALPHA; - m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; - m.depthdisable = true; // magic - m.numtriangles = 1; - m.numverts = 3; - m.index = blendviewpolyindex; - m.vertex = &tvxyz[0][0]; - m.vertexstep = sizeof(float[4]); - m.cr = r_refdef.viewblend[0]; - m.cg = r_refdef.viewblend[1]; - m.cb = r_refdef.viewblend[2]; - m.ca = r_refdef.viewblend[3]; - r = 64000; - tvxyz[0][0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r; - tvxyz[0][1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r; - tvxyz[0][2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r; - r *= 3; - tvxyz[1][0] = tvxyz[0][0] + vup[0] * r; - tvxyz[1][1] = tvxyz[0][1] + vup[1] * r; - tvxyz[1][2] = tvxyz[0][2] + vup[2] * r; - tvxyz[2][0] = tvxyz[0][0] + vright[0] * r; - tvxyz[2][1] = tvxyz[0][1] + vright[1] * r; - tvxyz[2][2] = tvxyz[0][2] + vright[2] * r; - R_Mesh_Draw(&m); + m.pointer_vertex = vertex3f; + R_Mesh_State(&m); + + GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + GL_DepthMask(true); + GL_DepthTest(false); // magic + GL_Color(r_refdef.viewblend[0], r_refdef.viewblend[1], r_refdef.viewblend[2], r_refdef.viewblend[3]); + r = 64; + vertex3f[0] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r - r_viewup[0] * r; + vertex3f[1] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r - r_viewup[1] * r; + vertex3f[2] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r - r_viewup[2] * r; + vertex3f[3] = r_vieworigin[0] + r_viewforward[0] * 1.5 + r_viewleft[0] * r + r_viewup[0] * r * 3; + vertex3f[4] = r_vieworigin[1] + r_viewforward[1] * 1.5 + r_viewleft[1] * r + r_viewup[1] * r * 3; + vertex3f[5] = r_vieworigin[2] + r_viewforward[2] * 1.5 + r_viewleft[2] * r + r_viewup[2] * r * 3; + vertex3f[6] = r_vieworigin[0] + r_viewforward[0] * 1.5 - r_viewleft[0] * r * 3 - r_viewup[0] * r; + vertex3f[7] = r_vieworigin[1] + r_viewforward[1] * 1.5 - r_viewleft[1] * r * 3 - r_viewup[1] * r; + vertex3f[8] = r_vieworigin[2] + r_viewforward[2] * 1.5 - r_viewleft[2] * r * 3 - r_viewup[2] * r; + R_Mesh_Draw(3, 1, polygonelements); +} + +void R_UpdateWorld(void) +{ + if (!r_refdef.entities/* || !cl.worldmodel*/) + return; //Host_Error ("R_RenderView: NULL worldmodel"); + + if (r_shadow_realtime_world.integer && !gl_stencil) + { + Con_Print("Realtime world lighting requires 32bit color; turning off r_shadow_realtime_world, please type vid_bitsperpixel 32;vid_restart and try again\n"); + Cvar_SetValueQuick(&r_shadow_realtime_world, 0); + } + + // don't allow cheats in multiplayer + if (!cl.islocalgame) + { + if (r_fullbright.integer != 0) + Cvar_Set ("r_fullbright", "0"); + if (r_ambient.value != 0) + Cvar_Set ("r_ambient", "0"); + } + + R_Textures_Frame(); + R_UpdateFog(); + R_UpdateLights(); } +void R_RenderScene(void); + /* ================ R_RenderView - -r_refdef must be set before the first call ================ */ -void R_RenderView (void) +void R_RenderView(void) { - if (!cl.worldmodel) + if (!r_refdef.entities/* || !cl.worldmodel*/) return; //Host_Error ("R_RenderView: NULL worldmodel"); + + r_view_width = bound(0, r_refdef.width, vid.realwidth); + r_view_height = bound(0, r_refdef.height, vid.realheight); + r_view_x = bound(0, r_refdef.x, vid.realwidth - r_refdef.width); + r_view_y = bound(0, r_refdef.y, vid.realheight - r_refdef.height); + r_view_fov_x = bound(1, r_refdef.fov_x, 170); + r_view_fov_y = bound(1, r_refdef.fov_y, 170); + r_view_matrix = r_refdef.viewentitymatrix; + + // GL is weird because it's bottom to top, r_view_y is top to bottom + qglViewport(r_view_x, vid.realheight - (r_view_y + r_view_height), r_view_width, r_view_height); + GL_Scissor(r_view_x, r_view_y, r_view_width, r_view_height); + GL_ScissorTest(true); + R_ClearScreen(); + R_TimeReport("setup"); + + qglDepthFunc(GL_LEQUAL); + qglPolygonOffset(0, 0); + qglEnable(GL_POLYGON_OFFSET_FILL); + + R_RenderScene(); + + qglPolygonOffset(0, 0); + qglDisable(GL_POLYGON_OFFSET_FILL); + + R_BlendView(); + R_TimeReport("blendview"); + + GL_Scissor(0, 0, vid.realwidth, vid.realheight); + GL_ScissorTest(false); +} + +extern void R_DrawLightningBeams (void); +void R_RenderScene(void) +{ + entity_render_t *world; + + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); + + r_framecount++; - // FIXME: move to client - R_MoveExplosions(); - R_TimeReport("mexplosion"); + GL_ShowTrisColor(0.05, 0.05, 0.05, 1); - R_SetupFrame(); R_SetFrustum(); - R_SetupFog(); - R_SkyStartFrame(); - R_BuildLightList(); - R_FarClip_Start(r_origin, vpn, 768.0f); + r_farclip = R_FarClip(r_vieworigin, r_viewforward, 768.0f) + 256.0f; + if (gl_stencil && (r_shadow_realtime_world.integer || (r_shadow_realtime_dlight.integer && r_shadow_realtime_dlight_shadows.integer))) + GL_SetupView_Mode_PerspectiveInfiniteFarClip(r_view_fov_x, r_view_fov_y, 1.0f); + else + GL_SetupView_Mode_Perspective(r_view_fov_x, r_view_fov_y, 1.0f, r_farclip); + + GL_SetupView_Orientation_FromEntity(&r_view_matrix); - R_TimeReport("setup"); + R_SkyStartFrame(); - R_DrawWorld(); - R_TimeReport("worldnode"); + if (cl.worldmodel && cl.worldmodel->brush.FatPVS) + cl.worldmodel->brush.FatPVS(cl.worldmodel, r_vieworigin, 2, r_pvsbits, sizeof(r_pvsbits)); + world = &cl_entities[0].render; + R_WorldVisibility(world); + R_TimeReport("worldvis"); R_MarkEntities(); R_TimeReport("markentity"); - R_MarkWorldLights(); - R_TimeReport("marklights"); + R_MeshQueue_BeginScene(); - r_farclip = R_FarClip_Finish() + 256.0f; + R_Shadow_UpdateWorldLightSelection(); - R_Mesh_Start(r_farclip); + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); - if (skyrendermasked) + GL_ShowTrisColor(0.025, 0.025, 0, 1); + if (world->model && world->model->DrawSky) { - if (R_DrawBModelSky()) - R_TimeReport("bmodelsky"); + world->model->DrawSky(world); + R_TimeReport("worldsky"); } - else - { - R_DrawViewModel(); - R_TimeReport("viewmodel"); - } - - R_SetupForWorldRendering(); - R_PrepareSurfaces(); - R_TimeReport("surfprep"); - R_DrawSurfaces(SHADERSTAGE_SKY); - R_DrawSurfaces(SHADERSTAGE_NORMAL); - R_TimeReport("surfdraw"); + if (R_DrawBrushModelsSky()) + R_TimeReport("bmodelsky"); - if (r_drawportals.integer) + GL_ShowTrisColor(0.05, 0.05, 0.05, 1); + if (world->model && world->model->Draw) { - R_DrawPortals(); - R_TimeReport("portals"); + world->model->Draw(world); + R_TimeReport("world"); } // don't let sound skip if going slow if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); - if (skyrendermasked) - { - R_DrawViewModel(); - R_TimeReport("viewmodel"); - } + GL_ShowTrisColor(0, 0.015, 0, 1); R_DrawModels(); R_TimeReport("models"); + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); + + GL_ShowTrisColor(0, 0, 0.033, 1); + R_ShadowVolumeLighting(false); + R_TimeReport("rtlights"); + + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); + + GL_ShowTrisColor(0.1, 0, 0, 1); + + R_DrawLightningBeams(); + R_TimeReport("lightning"); + R_DrawParticles(); R_TimeReport("particles"); R_DrawExplosions(); R_TimeReport("explosions"); - // draw transparent meshs - R_Mesh_AddTransparent(); - R_TimeReport("addtrans"); + R_MeshQueue_RenderTransparent(); + R_TimeReport("drawtrans"); R_DrawCoronas(); R_TimeReport("coronas"); - R_BlendView(); - R_TimeReport("blendview"); - - R_DrawCrosshair(); + R_DrawWorldCrosshair(); R_TimeReport("crosshair"); - // render any queued meshs - R_Mesh_Finish(); - R_TimeReport("meshfinish"); + R_MeshQueue_Render(); + R_MeshQueue_EndScene(); + + if (r_shadow_visiblevolumes.integer && !r_showtrispass) + { + R_ShadowVolumeLighting(true); + R_TimeReport("shadowvolume"); + } + + GL_ShowTrisColor(0.05, 0.05, 0.05, 1); + + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); +} + +/* +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); + + 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]; + R_FillColors(color, 8, cr, cg, cb, ca); + if (fogenabled) + { + for (i = 0, v = vertex, c = color;i < 8;i++, v += 4, c += 4) + { + VectorSubtract(v, r_vieworigin, diff); + f2 = exp(fogdensity/DotProduct(diff, diff)); + f1 = 1 - f2; + c[0] = c[0] * f1 + fogcolor[0] * f2; + c[1] = c[1] * f1 + fogcolor[1] * f2; + c[2] = c[2] * f1 + fogcolor[2] * f2; + } + } + memset(&m, 0, sizeof(m)); + m.pointer_vertex = vertex3f; + m.pointer_color = color; + R_Mesh_State(&m); + R_Mesh_Draw(8, 12); +} +*/ + +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); + + memset(&m, 0, sizeof(m)); + m.pointer_vertex = nomodelvertex3f; + + 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); + if (fogenabled) + { + memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); + m.pointer_color = color4f; + VectorSubtract(ent->origin, r_vieworigin, 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); + c[1] = (c[1] * f1 + fogcolor[1] * f2); + c[2] = (c[2] * f1 + fogcolor[2] * f2); + c[3] *= ent->alpha; + } + } + else if (ent->alpha != 1) + { + memcpy(color4f, nomodelcolor4f, sizeof(float[6*4])); + m.pointer_color = color4f; + for (i = 0, c = color4f;i < 6;i++, c += 4) + c[3] *= ent->alpha; + } + else + m.pointer_color = nomodelcolor4f; + R_Mesh_State(&m); + R_Mesh_Draw(6, 8, nomodelelements); +} + +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); +} + +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_vieworigin, org1, diff); + VectorNormalizeFast (diff); + CrossProduct (normal, diff, right1); + + // calculate 'right' vector for end + VectorSubtract (r_vieworigin, 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]; +} + +float spritetexcoord2f[4*2] = {0, 1, 0, 0, 1, 0, 1, 1}; + +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; + + if (fogenabled) + { + VectorSubtract(origin, r_vieworigin, diff); + ca *= 1 - exp(fogdensity/DotProduct(diff,diff)); + } + + R_Mesh_Matrix(&r_identitymatrix); + GL_BlendFunc(blendfunc1, blendfunc2); + GL_DepthMask(false); + GL_DepthTest(!depthdisable); + + 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; + + memset(&m, 0, sizeof(m)); + m.tex[0] = R_GetTexture(texture); + m.pointer_texcoord[0] = spritetexcoord2f; + m.pointer_vertex = varray_vertex3f; + R_Mesh_State(&m); + GL_Color(cr, cg, cb, ca); + R_Mesh_Draw(4, 2, polygonelements); }