X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_rmain.c;h=c84eb7ea19e44e120a2e64c38742fa3d278feb02;hb=d7df76f224c0d0ebb8a3c7bc0c3125ba638206e6;hp=d266859e0a131e4ca9ca7c0f2deecaad779c300e;hpb=f9605292b17719532eac0b3c7ccd6341b671d684;p=xonotic%2Fdarkplaces.git diff --git a/gl_rmain.c b/gl_rmain.c index d266859e..c84eb7ea 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. @@ -21,21 +21,17 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -entity_t r_worldentity; +//static qboolean r_cache_thrash; // compatability -qboolean r_cache_thrash; // compatability +entity_render_t *currentrenderentity; -vec3_t modelorg, r_entorigin; -entity_t *currententity; - -int r_visframecount; // bumped when going to a new PVS int r_framecount; // used for dlight push checking 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; -qboolean envmap; // true during envmap command capture +qboolean envmap; // true during envmap command capture // LordHavoc: moved all code related to particles into r_part.c //int particletexture; // little dot for particles @@ -49,8 +45,8 @@ vec3_t vpn; vec3_t vright; vec3_t r_origin; -float r_world_matrix[16]; -float r_base_world_matrix[16]; +//float r_world_matrix[16]; +//float r_base_world_matrix[16]; // // screen size info @@ -59,40 +55,112 @@ refdef_t r_refdef; mleaf_t *r_viewleaf, *r_oldviewleaf; -texture_t *r_notexture_mip; - unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value +//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 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_ser = {CVAR_SAVE, "r_ser", "1"}; +cvar_t gl_viewmodeldepthhack = {0, "gl_viewmodeldepthhack", "1"}; + +cvar_t r_multitexture = {0, "r_multitexture", "1"}; + +/* +==================== +R_TimeRefresh_f + +For program optimization +==================== +*/ +qboolean intimerefresh = 0; +static void R_TimeRefresh_f (void) +{ + int i; + float start, stop, time; + + intimerefresh = 1; + start = Sys_DoubleTime (); + glDrawBuffer (GL_FRONT); + 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; + R_RenderView(); + } + glDrawBuffer (GL_BACK); + + stop = Sys_DoubleTime (); + intimerefresh = 0; + time = stop-start; + Con_Printf ("%f seconds (%f fps)\n", time, 128/time); +} + +extern cvar_t r_drawportals; -void R_MarkLeaves (void); - -//cvar_t r_norefresh = {"r_norefresh","0"}; -cvar_t r_drawentities = {"r_drawentities","1"}; -cvar_t r_drawviewmodel = {"r_drawviewmodel","1"}; -cvar_t r_speeds = {"r_speeds","0"}; -cvar_t r_speeds2 = {"r_speeds2","0"}; -cvar_t r_fullbright = {"r_fullbright","0"}; -//cvar_t r_lightmap = {"r_lightmap","0"}; -cvar_t r_wateralpha = {"r_wateralpha","1"}; -cvar_t r_dynamic = {"r_dynamic","1"}; -cvar_t r_novis = {"r_novis","0"}; -cvar_t r_waterripple = {"r_waterripple","0"}; -cvar_t r_fullbrights = {"r_fullbrights", "1"}; - -cvar_t contrast = {"contrast", "1.0", true}; // LordHavoc: a method of operating system independent color correction -cvar_t brightness = {"brightness", "1.0", true}; // LordHavoc: a method of operating system independent color correction -cvar_t gl_lightmode = {"gl_lightmode", "1", true}; // LordHavoc: overbright lighting -//cvar_t r_dynamicbothsides = {"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 = {"r_farclip", "6144"}; - -cvar_t gl_fogenable = {"gl_fogenable", "0"}; -cvar_t gl_fogdensity = {"gl_fogdensity", "0.25"}; -cvar_t gl_fogred = {"gl_fogred","0.3"}; -cvar_t gl_foggreen = {"gl_foggreen","0.3"}; -cvar_t gl_fogblue = {"gl_fogblue","0.3"}; -cvar_t gl_fogstart = {"gl_fogstart", "0"}; -cvar_t gl_fogend = {"gl_fogend","0"}; -cvar_t glfog = {"glfog", "0"}; +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; +} qboolean lighthalf; @@ -101,13 +169,11 @@ vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; -void FOG_framebegin() +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; @@ -126,66 +192,24 @@ void FOG_framebegin() } 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; - } + fogenabled = false; } -void FOG_frameend() +// FIXME: move this to client? +void FOG_clear(void) { - if (glfog.value) - glDisable(GL_FOG); -} - -void FOG_clear() -{ - if (nehahra) + if (gamemode == GAME_NEHAHRA) { Cvar_Set("gl_fogenable", "0"); Cvar_Set("gl_fogdensity", "0.2"); @@ -196,87 +220,113 @@ void FOG_clear() fog_density = fog_red = fog_green = fog_blue = 0.0f; } -void FOG_registercvars() +// 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); Cvar_RegisterVariable (&gl_fogred); - Cvar_RegisterVariable (&gl_foggreen); + Cvar_RegisterVariable (&gl_foggreen); Cvar_RegisterVariable (&gl_fogblue); Cvar_RegisterVariable (&gl_fogstart); Cvar_RegisterVariable (&gl_fogend); } } -void gl_main_start() +void gl_main_start(void) { } -void gl_main_shutdown() +void gl_main_shutdown(void) { } -void gl_main_newmap() +void gl_main_newmap(void) { + r_framecount = 1; } -void GL_Main_Init() +void GL_Main_Init(void) { +// 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_speeds2); - Cvar_RegisterVariable (&contrast); - Cvar_RegisterVariable (&brightness); 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_novis); - Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple - if (nehahra) - Cvar_SetValue("r_fullbrights", 0); -// if (gl_vendor && strstr(gl_vendor, "3Dfx")) -// gl_lightmode.value = 0; + Cvar_RegisterVariable (&r_waterripple); Cvar_RegisterVariable (&r_fullbright); + Cvar_RegisterVariable (&r_ser); + Cvar_RegisterVariable (&gl_viewmodeldepthhack); + Cvar_RegisterVariable (&r_multitexture); + if (gamemode == GAME_NEHAHRA) + Cvar_SetValue("r_fullbrights", 0); R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap); } -extern void GL_Draw_Init(); -extern void GL_Main_Init(); -extern void GL_Models_Init(); -extern void GL_Poly_Init(); -extern void GL_Surf_Init(); -extern void GL_Screen_Init(); -extern void GL_Misc_Init(); -extern void R_Crosshairs_Init(); -extern void R_Light_Init(); -extern void R_Particles_Init(); -extern void R_Explosion_Init(); -extern void CL_Effects_Init(); - -void Render_Init() +/* +=============== +R_NewMap +=============== +*/ +void CL_ParseEntityLump(char *entitystring); +void R_NewMap (void) +{ + int i; + + for (i=0 ; i<256 ; i++) + d_lightstylevalue[i] = 264; // normal light value + + r_viewleaf = NULL; + if (cl.worldmodel->entities) + CL_ParseEntityLump(cl.worldmodel->entities); + R_Modules_NewMap(); +} + +extern void R_Textures_Init(void); +extern void Mod_RenderInit(void); +extern void GL_Draw_Init(void); +extern void GL_Main_Init(void); +extern void GL_Models_Init(void); +extern void R_Sky_Init(void); +extern void GL_Surf_Init(void); +extern void GL_Screen_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 R_Clip_Init(void); +extern void ui_init(void); +extern void gl_backend_init(void); + +void Render_Init(void) { R_Modules_Shutdown(); + R_Textures_Init(); + Mod_RenderInit(); + gl_backend_init(); + R_Clip_Init(); GL_Draw_Init(); GL_Main_Init(); GL_Models_Init(); - GL_Poly_Init(); + R_Sky_Init(); GL_Surf_Init(); GL_Screen_Init(); - GL_Misc_Init(); R_Crosshairs_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); - CL_Effects_Init(); R_Decals_Init(); + ui_init(); R_Modules_Start(); } @@ -300,168 +350,110 @@ void GL_Init (void) // 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); - - Palette_Init(); } -/* -void R_RotateForEntity (entity_t *e) -{ - glTranslatef (e->origin[0], e->origin[1], e->origin[2]); - - glRotatef (e->angles[1], 0, 0, 1); - glRotatef (-e->angles[0], 0, 1, 0); - glRotatef (e->angles[2], 1, 0, 0); - - glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale -} -*/ - -// LordHavoc: shading stuff -vec3_t shadevector; -vec3_t shadecolor; - -float modelalpha; - //================================================================================== -void R_DrawBrushModel (entity_t *e); -void R_DrawSpriteModel (entity_t *e, frameblend_t *blend); - -void R_LerpUpdate(entity_t *ent) +void R_Entity_Callback(void *data, void *junk) { - 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 - { - // lerp_starttime < 0 is used to prevent changing of framelerp - if (ent->render.lerp_starttime >= 0) - { - // update transition - ent->render.framelerp = (cl.time - ent->render.lerp_starttime) * 10; - ent->render.framelerp = bound(0, ent->render.framelerp, 1); - } - } + ((entity_render_t *)data)->visframe = r_framecount; } - -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 + int i; + vec3_t v; + + if (!r_drawentities.integer) + return; + for (i = 0;i < cl_numvisedicts;i++) { - ent = cl_visedicts[i]; + currentrenderentity = &cl_visedicts[i]->render; + Mod_CheckLoaded(currentrenderentity->model); - if (ent->render.flags & RENDER_VIEWMODEL) + // 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 - ent->render.flags -= RENDER_VIEWMODEL; + currentrenderentity->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_refdef.vieworg[0]; - ent->render.origin[1] = v[0] * vpn[1] + v[1] * vright[1] + v[2] * vup[1] + r_refdef.vieworg[1]; - ent->render.origin[2] = v[0] * vpn[2] + v[1] * vright[2] + v[2] * vup[2] + r_refdef.vieworg[2]; + 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(ent->render.angles, r_refdef.viewangles, ent->render.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); + if (r_ser.integer) + currentrenderentity->model->SERAddEntity(); + else + currentrenderentity->visframe = r_framecount; } } -/* -============= -R_DrawEntitiesOnList -============= -*/ -// LordHavoc: split so bmodels are rendered before any other objects -void R_DrawEntitiesOnList1 (void) +// only used if skyrendermasked, and normally returns false +int R_DrawBModelSky (void) { - int i; + int i, sky = false; - if (!r_drawentities.value) - return; + if (!r_drawentities.integer) + return false; for (i = 0;i < cl_numvisedicts;i++) { - if (cl_visedicts[i]->render.model->type != mod_brush) - continue; - currententity = cl_visedicts[i]; - modelalpha = currententity->render.alpha; - - R_DrawBrushModel (currententity); + currentrenderentity = &cl_visedicts[i]->render; + if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky) + { + currentrenderentity->model->DrawSky(); + sky = true; + } } + return sky; } -void R_DrawEntitiesOnList2 (void) +void R_DrawModels (void) { int i; - frameblend_t blend[4]; - if (!r_drawentities.value) + if (!r_drawentities.integer) return; for (i = 0;i < cl_numvisedicts;i++) { - currententity = cl_visedicts[i]; - modelalpha = currententity->render.alpha; - - switch (currententity->render.model->type) - { - case mod_alias: - 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); - break; - - case mod_sprite: - 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_DrawSpriteModel (currententity, blend); - break; - - default: - break; - } + currentrenderentity = &cl_visedicts[i]->render; + if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw) + currentrenderentity->model->Draw(); } } @@ -472,83 +464,71 @@ R_DrawViewModel */ void R_DrawViewModel (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) + // FIXME: move these checks to client + if (!r_drawviewmodel.integer || chase_active.integer || envmap || !r_drawentities.integer || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.render.model) return; - currententity = &cl.viewent; - currententity->render.alpha = modelalpha = cl_entities[cl.viewentity].render.alpha; // LordHavoc: if the player is transparent, so is the gun - currententity->render.effects = cl_entities[cl.viewentity].render.effects; - currententity->render.scale = 1; - VectorCopy(cl_entities[cl.viewentity].render.colormod, currententity->render.colormod); + currentrenderentity = &cl.viewent.render; + Mod_CheckLoaded(currentrenderentity->model); - 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_LerpAnimation(currentrenderentity); // 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 (gl_viewmodeldepthhack.integer) + { + R_Mesh_Render(); + glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); + } + currentrenderentity->model->Draw(); + if (gl_viewmodeldepthhack.integer) + { + R_Mesh_Render(); + glDepthRange (gldepthmin, gldepthmax); + } } -void R_DrawBrushModel (entity_t *e); - -void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ); - -void R_SetFrustum (void) +static void R_SetFrustum (void) { int i; - if (r_refdef.fov_x == 90) - { - // front side is visible + // 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 ) ); - VectorAdd (vpn, vright, frustum[0].normal); - VectorSubtract (vpn, vright, frustum[1].normal); - - VectorAdd (vpn, vup, frustum[2].normal); - VectorSubtract (vpn, vup, frustum[3].normal); - } - else - { - // rotate VPN right by FOV_X/2 degrees - RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); - // rotate VPN left by FOV_X/2 degrees - RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 ); - // rotate VPN up by FOV_X/2 degrees - RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 ); - // rotate VPN down by FOV_X/2 degrees - RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) ); - } for (i=0 ; i<4 ; i++) { frustum[i].type = PLANE_ANYZ; frustum[i].dist = DotProduct (r_origin, frustum[i].normal); -// frustum[i].signbits = SignbitsForPlane (&frustum[i]); - BoxOnPlaneSideClassify(&frustum[i]); + PlaneClassify(&frustum[i]); } } -void R_AnimateLight (void); -void V_CalcBlend (void); - /* =============== R_SetupFrame =============== */ -void R_SetupFrame (void) +static void R_SetupFrame (void) { // don't allow cheats in multiplayer if (cl.maxclients > 1) { - Cvar_Set ("r_fullbright", "0"); - Cvar_Set ("r_ambient", "0"); + if (r_fullbright.integer != 0) + Cvar_Set ("r_fullbright", "0"); + if (r_ambient.value != 0) + Cvar_Set ("r_ambient", "0"); } - - R_AnimateLight (); + if (r_multitexture.integer && gl_textureunits < 2) + Cvar_SetValue("r_multitexture", 0); r_framecount++; @@ -564,7 +544,7 @@ void R_SetupFrame (void) V_SetContentsColor (r_viewleaf->contents); V_CalcBlend (); - r_cache_thrash = false; +// r_cache_thrash = false; c_brush_polys = 0; c_alias_polys = 0; @@ -577,188 +557,111 @@ void R_SetupFrame (void) c_sprites = 0; c_particles = 0; // c_dlights = 0; + + R_AnimateLight (); } -void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) +static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) { - GLdouble xmin, xmax, ymin, ymax; + GLdouble xmax, ymax; - ymax = zNear * tan( fovy * M_PI / 360.0 ); - ymin = -ymax; + xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect; + ymax = zNear * tan( fovy * M_PI / 360.0 ); - xmin = ymin * aspect; - xmax = ymax * aspect; + if (r_viewleaf->contents != CONTENTS_EMPTY && r_viewleaf->contents != CONTENTS_SOLID) + { + xmax *= (sin(cl.time * 4.7) * 0.03 + 0.97); + ymax *= (sin(cl.time * 3.0) * 0.03 + 0.97); + } - glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); + glFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar ); } -extern char skyname[]; - /* ============= R_SetupGL ============= */ -void R_SetupGL (void) +static void R_SetupGL (void) { - float screenaspect; - extern int glwidth, glheight; - int x, x2, y2, y, w, h; - - if (!r_render.value) + if (!r_render.integer) return; - // + +// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen + gldepthmin = 0; + gldepthmax = 1; + glDepthFunc (GL_LEQUAL); + + glDepthRange (gldepthmin, gldepthmax); + + // update farclip based on previous frame + r_farclip = r_newfarclip; + // 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) - { - x = y2 = 0; - w = h = 256; - } + glLoadIdentity (); - 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; -// if (skyname[0]) // skybox enabled? -// MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256 -// else - MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value); + // y is weird beause OpenGL is bottom to top, we use top to bottom + glViewport(r_refdef.x, vid.realheight - (r_refdef.y + r_refdef.height), r_refdef.width, r_refdef.height); +// yfov = 2*atan((float)r_refdef.height/r_refdef.width)*180/M_PI; + MYgluPerspective (r_refdef.fov_x, r_refdef.fov_y, r_refdef.width/r_refdef.height, 4, r_farclip); glCullFace(GL_FRONT); glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); + 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]); + 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); +// glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); // // set drawing parms // -// if (gl_cull.value) +// if (gl_cull.integer) glEnable(GL_CULL_FACE); // else // glDisable(GL_CULL_FACE); glEnable(GL_BLEND); // was Disable - glDisable(GL_ALPHA_TEST); - glAlphaFunc(GL_GREATER, 0.5); glEnable(GL_DEPTH_TEST); glDepthMask(1); - glShadeModel(GL_SMOOTH); } -/* -============= -R_Clear -============= -*/ -void R_Clear (void) +static void R_BlendView(void) { - if (!r_render.value) + if (!r_render.integer) return; -// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen - gldepthmin = 0; - gldepthmax = 1; - glDepthFunc (GL_LEQUAL); - glDepthRange (gldepthmin, gldepthmax); -} - -// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :) -void GL_Brighten() -{ - if (!r_render.value) + if (v_blend[3] < 0.01f) return; - glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - glOrtho (0, vid.width, vid.height, 0, -99999, 99999); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); - glDisable (GL_DEPTH_TEST); - glDisable (GL_CULL_FACE); - glDisable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc (GL_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); -} - -extern cvar_t contrast; -extern cvar_t brightness; -extern cvar_t gl_lightmode; -void GL_BlendView() -{ - if (!r_render.value) - return; glMatrixMode(GL_PROJECTION); - glLoadIdentity (); - glOrtho (0, vid.width, vid.height, 0, -99999, 99999); + glLoadIdentity (); + glOrtho (0, 1, 1, 0, -99999, 99999); glMatrixMode(GL_MODELVIEW); - glLoadIdentity (); + glLoadIdentity (); glDisable (GL_DEPTH_TEST); glDisable (GL_CULL_FACE); glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); - if (lighthalf) - { - 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); - contrast.value = bound(0.2, contrast.value, 1.0); - if (/*gl_polyblend.value && */v_blend[3]) - { - glBegin (GL_TRIANGLES); + 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 (); - } + glVertex2f (-5, -5); + glVertex2f (10, -5); + glVertex2f (-5, 10); + glEnd (); glEnable (GL_CULL_FACE); glEnable (GL_DEPTH_TEST); @@ -766,16 +669,6 @@ void GL_BlendView() glEnable(GL_TEXTURE_2D); } -#define TIMEREPORT(VAR) \ - if (r_speeds2.value)\ - {\ - temptime = currtime;\ - currtime = Sys_FloatTime();\ - VAR = (int) ((currtime - temptime) * 1000000.0);\ - }\ - else\ - VAR = 0; - /* ================ R_RenderView @@ -783,101 +676,88 @@ R_RenderView r_refdef must be set before the first call ================ */ -extern qboolean intimerefresh; -extern qboolean skyisvisible; -extern void R_Sky(); -extern void UploadLightmaps(); -char r_speeds2_string1[81], r_speeds2_string2[81], r_speeds2_string3[81], r_speeds2_string4[81], r_speeds2_string5[81], r_speeds2_string6[81], r_speeds2_string7[81]; void R_RenderView (void) { - double starttime, currtime, temptime; - int time_clear, time_setup, time_world, time_bmodels, time_upload, time_sky, time_wall, time_models, time_moveparticles, time_drawparticles, time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend, time_total; -// if (r_norefresh.value) -// return; - - if (!r_worldentity.render.model || !cl.worldmodel) + if (!cl.worldmodel) Host_Error ("R_RenderView: NULL worldmodel"); - lighthalf = gl_lightmode.value; + // FIXME: move to client + R_MoveExplosions(); + R_TimeReport("mexplosion"); - FOG_framebegin(); + R_SetupFrame(); + R_SetFrustum(); + R_SetupGL(); + R_SetupFog(); + R_SkyStartFrame(); + R_Mesh_Clear(); + if (r_ser.integer) + R_Clip_StartFrame(); + R_BuildLightList(); - if (r_speeds2.value) - { - starttime = currtime = Sys_FloatTime(); - } - else - starttime = currtime = 0; - R_Clear(); - skyisvisible = false; - TIMEREPORT(time_clear) + R_TimeReport("setup"); + + R_DrawWorld(); + R_TimeReport("worldnode"); - // render normal view + R_MarkEntities(); + R_TimeReport("markentity"); - R_SetupFrame (); - R_SetFrustum (); - R_SetupGL (); + if (r_ser.integer) + { + R_Clip_EndFrame(); + R_TimeReport("hiddensurf"); + } - R_PrepareEntities(); + R_MarkWorldLights(); + R_TimeReport("marklights"); - skypolyclear(); - wallpolyclear(); - transpolyclear(); + if (skyrendermasked && R_DrawBModelSky()) + { + R_TimeReport("bmodelsky"); + } - TIMEREPORT(time_setup) + R_SetupForWorldRendering(); + R_PrepareSurfaces(); + R_TimeReport("surfprep"); - R_MarkLeaves (); // done here so we know if we're in water - R_DrawWorld (); // adds static entities to the list - TIMEREPORT(time_world) - R_DrawEntitiesOnList1 (); // BSP models - TIMEREPORT(time_bmodels) + R_DrawSurfacesAll(); + R_TimeReport("surfdraw"); - UploadLightmaps(); - TIMEREPORT(time_upload) + if (r_drawportals.integer) + { + R_DrawPortals(); + R_TimeReport("portals"); + } - skypolyrender(); // fogged sky polys, affects depth + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds2.integer) + S_ExtraUpdate (); - if (skyname[0] && skyisvisible && !fogenabled) - R_Sky(); // does not affect depth, draws over the sky polys - TIMEREPORT(time_sky) + R_DrawViewModel(); + R_DrawModels(); + R_TimeReport("models"); - wallpolyrender(); - TIMEREPORT(time_wall) + R_DrawDecals(); + R_TimeReport("decals"); - if (!intimerefresh && !r_speeds2.value) - S_ExtraUpdate (); // don't let sound get messed up if going slow + R_DrawParticles(); + R_TimeReport("particles"); - R_DrawEntitiesOnList2 (); // other models -// R_RenderDlights (); - R_DrawViewModel (); - TIMEREPORT(time_models) - R_MoveParticles (); - TIMEREPORT(time_moveparticles) - R_DrawParticles (); - TIMEREPORT(time_drawparticles) - R_MoveExplosions(); - TIMEREPORT(time_moveexplosions) R_DrawExplosions(); - TIMEREPORT(time_drawexplosions) - R_DrawDecals(); - TIMEREPORT(time_drawdecals) + R_TimeReport("explosions"); - transpolyrender(); - TIMEREPORT(time_transpoly) + // draw transparent meshs + R_Mesh_AddTransparent(); + R_TimeReport("sorttrans"); - FOG_frameend(); + // render any queued meshs + R_Mesh_Render(); + R_TimeReport("meshrender"); - GL_BlendView(); - TIMEREPORT(time_blend) - if (r_speeds2.value) - { - time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0); - sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly); - sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs); - sprintf(r_speeds2_string3, "%4i models %4i bmodels %4i sprites %5i particles %3i dlights\n", c_models, c_bmodels, c_sprites, c_particles, c_dlights); - sprintf(r_speeds2_string4, "%6ius clear %6ius setup %6ius world %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload); - sprintf(r_speeds2_string5, "%6ius sky %6ius wall %6ius models %6ius mpart %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles); - sprintf(r_speeds2_string6, "%6ius mexplo %6ius dexplo %6ius decals %6ius trans %6ius blend ", time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend); - sprintf(r_speeds2_string7, "%6ius permdl %6ius total ", time_models / max(c_models, 1), time_total); - } + R_BlendView(); + R_TimeReport("blendview"); + + Mem_CheckSentinelsGlobal(); + R_TimeReport("memtest"); }