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1 /*
2 Copyright (C) 1996-1997 Id Software, Inc.
3
4 This program is free software; you can redistribute it and/or
5 modify it under the terms of the GNU General Public License
6 as published by the Free Software Foundation; either version 2
7 of the License, or (at your option) any later version.
8
9 This program is distributed in the hope that it will be useful,
10 but WITHOUT ANY WARRANTY; without even the implied warranty of
11 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  
12
13 See the GNU General Public License for more details.
14
15 You should have received a copy of the GNU General Public License
16 along with this program; if not, write to the Free Software
17 Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
18
19 */
20 // r_main.c
21
22 #include "quakedef.h"
23
24 entity_t        r_worldentity;
25
26 qboolean        r_cache_thrash;         // compatability
27
28 vec3_t          modelorg, r_entorigin;
29 entity_t        *currententity;
30
31 int                     r_visframecount;        // bumped when going to a new PVS
32 int                     r_framecount;           // used for dlight push checking
33
34 mplane_t        frustum[4];
35
36 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;
37
38 qboolean        envmap;                         // true during envmap command capture 
39
40 // LordHavoc: moved all code related to particles into r_part.c
41 //int                   particletexture;        // little dot for particles
42 //int                   playertextures;         // up to 16 color translated skins
43
44 //
45 // view origin
46 //
47 vec3_t  vup;
48 vec3_t  vpn;
49 vec3_t  vright;
50 vec3_t  r_origin;
51
52 float   r_world_matrix[16];
53 float   r_base_world_matrix[16];
54
55 //
56 // screen size info
57 //
58 refdef_t        r_refdef;
59
60 mleaf_t         *r_viewleaf, *r_oldviewleaf;
61
62 texture_t       *r_notexture_mip;
63
64 unsigned short  d_lightstylevalue[256]; // 8.8 fraction of base light value
65
66
67 void R_MarkLeaves (void);
68
69 //cvar_t        r_norefresh = {"r_norefresh","0"};
70 cvar_t  r_drawentities = {"r_drawentities","1"};
71 cvar_t  r_drawviewmodel = {"r_drawviewmodel","1"};
72 cvar_t  r_speeds = {"r_speeds","0"};
73 cvar_t  r_speeds2 = {"r_speeds2","0"};
74 cvar_t  r_fullbright = {"r_fullbright","0"};
75 //cvar_t        r_lightmap = {"r_lightmap","0"};
76 cvar_t  r_wateralpha = {"r_wateralpha","1"};
77 cvar_t  r_dynamic = {"r_dynamic","1"};
78 cvar_t  r_novis = {"r_novis","0"};
79 cvar_t  r_waterripple = {"r_waterripple","0"};
80 cvar_t  r_fullbrights = {"r_fullbrights", "1"};
81
82 cvar_t  contrast = {"contrast", "1.0", true}; // LordHavoc: a method of operating system independent color correction
83 cvar_t  brightness = {"brightness", "1.0", true}; // LordHavoc: a method of operating system independent color correction
84 cvar_t  gl_lightmode = {"gl_lightmode", "1", true}; // LordHavoc: overbright lighting
85 //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...
86 cvar_t  r_farclip = {"r_farclip", "6144"};
87
88 cvar_t  gl_fogenable = {"gl_fogenable", "0"};
89 cvar_t  gl_fogdensity = {"gl_fogdensity", "0.25"};
90 cvar_t  gl_fogred = {"gl_fogred","0.3"};
91 cvar_t  gl_foggreen = {"gl_foggreen","0.3"};
92 cvar_t  gl_fogblue = {"gl_fogblue","0.3"};
93 cvar_t  gl_fogstart = {"gl_fogstart", "0"};
94 cvar_t  gl_fogend = {"gl_fogend","0"};
95 cvar_t  glfog = {"glfog", "0"};
96
97 qboolean lighthalf;
98
99 vec3_t fogcolor;
100 vec_t fogdensity;
101 float fog_density, fog_red, fog_green, fog_blue;
102 qboolean fogenabled;
103 qboolean oldgl_fogenable;
104 void FOG_framebegin()
105 {
106         if (nehahra)
107         {
108 //              if (!Nehahrademcompatibility)
109 //                      gl_fogenable.value = 0;
110                 if (gl_fogenable.value)
111                 {
112                         oldgl_fogenable = true;
113                         fog_density = gl_fogdensity.value;
114                         fog_red = gl_fogred.value;
115                         fog_green = gl_foggreen.value;
116                         fog_blue = gl_fogblue.value;
117                 }
118                 else if (oldgl_fogenable)
119                 {
120                         oldgl_fogenable = false;
121                         fog_density = 0;
122                         fog_red = 0;
123                         fog_green = 0;
124                         fog_blue = 0;
125                 }
126         }
127         if (fog_density)
128         {
129                         fogcolor[0] = fog_red   = bound(0.0f, fog_red  , 1.0f);
130                         fogcolor[1] = fog_green = bound(0.0f, fog_green, 1.0f);
131                         fogcolor[2] = fog_blue  = bound(0.0f, fog_blue , 1.0f);
132                         if (lighthalf)
133                         {
134                                 fogcolor[0] *= 0.5f;
135                                 fogcolor[1] *= 0.5f;
136                                 fogcolor[2] *= 0.5f;
137                         }
138         }
139         if (glfog.value)
140         {
141                 if (!r_render.value)
142                         return;
143                 if(fog_density)
144                 {
145                         // LordHavoc: Borland C++ 5.0 was choking on this line, stupid compiler...
146                         //GLfloat colors[4] = {(GLfloat) gl_fogred.value, (GLfloat) gl_foggreen.value, (GLfloat) gl_fogblue.value, (GLfloat) 1};
147                         GLfloat colors[4];
148                         colors[0] = fog_red;
149                         colors[1] = fog_green;
150                         colors[2] = fog_blue;
151                         colors[3] = 1;
152                         if (lighthalf)
153                         {
154                                 colors[0] *= 0.5f;
155                                 colors[1] *= 0.5f;
156                                 colors[2] *= 0.5f;
157                         }
158
159                         glFogi (GL_FOG_MODE, GL_EXP2);
160                         glFogf (GL_FOG_DENSITY, (GLfloat) fog_density / 100); 
161                         glFogfv (GL_FOG_COLOR, colors);
162                         glEnable (GL_FOG);
163                 }
164                 else
165                         glDisable(GL_FOG);
166         }
167         else
168         {
169                 if (fog_density)
170                 {
171                         fogenabled = true;
172                         fogdensity = -4000.0f / (fog_density * fog_density);
173                         // fog color was already set
174                 }
175                 else
176                         fogenabled = false;
177         }
178 }
179
180 void FOG_frameend()
181 {
182         if (glfog.value)
183                 glDisable(GL_FOG);
184 }
185
186 void FOG_clear()
187 {
188         if (nehahra)
189         {
190                 Cvar_Set("gl_fogenable", "0");
191                 Cvar_Set("gl_fogdensity", "0.2");
192                 Cvar_Set("gl_fogred", "0.3");
193                 Cvar_Set("gl_foggreen", "0.3");
194                 Cvar_Set("gl_fogblue", "0.3");
195         }
196         fog_density = fog_red = fog_green = fog_blue = 0.0f;
197 }
198
199 void FOG_registercvars()
200 {
201         Cvar_RegisterVariable (&glfog);
202         if (nehahra)
203         {
204                 Cvar_RegisterVariable (&gl_fogenable);
205                 Cvar_RegisterVariable (&gl_fogdensity);
206                 Cvar_RegisterVariable (&gl_fogred);
207                 Cvar_RegisterVariable (&gl_foggreen); 
208                 Cvar_RegisterVariable (&gl_fogblue);
209                 Cvar_RegisterVariable (&gl_fogstart);
210                 Cvar_RegisterVariable (&gl_fogend);
211         }
212 }
213
214 void gl_main_start()
215 {
216 }
217
218 void gl_main_shutdown()
219 {
220 }
221
222 void gl_main_newmap()
223 {
224 }
225
226 void GL_Main_Init()
227 {
228         FOG_registercvars();
229         Cvar_RegisterVariable (&r_drawentities);
230         Cvar_RegisterVariable (&r_drawviewmodel);
231         Cvar_RegisterVariable (&r_speeds);
232         Cvar_RegisterVariable (&r_speeds2);
233         Cvar_RegisterVariable (&contrast);
234         Cvar_RegisterVariable (&brightness);
235         Cvar_RegisterVariable (&gl_lightmode);
236 //      Cvar_RegisterVariable (&r_dynamicwater);
237 //      Cvar_RegisterVariable (&r_dynamicbothsides);
238         Cvar_RegisterVariable (&r_fullbrights);
239         Cvar_RegisterVariable (&r_wateralpha);
240         Cvar_RegisterVariable (&r_dynamic);
241         Cvar_RegisterVariable (&r_novis);
242         Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple
243         if (nehahra)
244                 Cvar_SetValue("r_fullbrights", 0);
245 //      if (gl_vendor && strstr(gl_vendor, "3Dfx"))
246 //              gl_lightmode.value = 0;
247         Cvar_RegisterVariable (&r_fullbright);
248         R_RegisterModule("GL_Main", gl_main_start, gl_main_shutdown, gl_main_newmap);
249 }
250
251 extern void GL_Draw_Init();
252 extern void GL_Main_Init();
253 extern void GL_Models_Init();
254 extern void GL_Poly_Init();
255 extern void GL_Surf_Init();
256 extern void GL_Screen_Init();
257 extern void GL_Misc_Init();
258 extern void R_Crosshairs_Init();
259 extern void R_Light_Init();
260 extern void R_Particles_Init();
261 extern void R_Explosion_Init();
262 extern void CL_Effects_Init();
263
264 void Render_Init()
265 {
266         R_Modules_Shutdown();
267         GL_Draw_Init();
268         GL_Main_Init();
269         GL_Models_Init();
270         GL_Poly_Init();
271         GL_Surf_Init();
272         GL_Screen_Init();
273         GL_Misc_Init();
274         R_Crosshairs_Init();
275         R_Light_Init();
276         R_Particles_Init();
277         R_Explosion_Init();
278         CL_Effects_Init();
279         R_Decals_Init();
280         R_Modules_Start();
281 }
282
283 /*
284 ===============
285 GL_Init
286 ===============
287 */
288 extern char *ENGINE_EXTENSIONS;
289 void GL_Init (void)
290 {
291         gl_vendor = glGetString (GL_VENDOR);
292         Con_Printf ("GL_VENDOR: %s\n", gl_vendor);
293         gl_renderer = glGetString (GL_RENDERER);
294         Con_Printf ("GL_RENDERER: %s\n", gl_renderer);
295
296         gl_version = glGetString (GL_VERSION);
297         Con_Printf ("GL_VERSION: %s\n", gl_version);
298         gl_extensions = glGetString (GL_EXTENSIONS);
299         Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions);
300
301 //      Con_Printf ("%s %s\n", gl_renderer, gl_version);
302
303         VID_CheckMultitexture();
304         VID_CheckCVA();
305
306         // LordHavoc: report supported extensions
307         Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS);
308
309         glCullFace(GL_FRONT);
310         glEnable(GL_TEXTURE_2D);
311 //      glDisable(GL_ALPHA_TEST);
312         glAlphaFunc(GL_GREATER, 0.5);
313
314 //      glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
315
316         Palette_Init();
317 }
318
319
320 /*
321 void R_RotateForEntity (entity_t *e)
322 {
323         glTranslatef (e->origin[0],  e->origin[1],  e->origin[2]);
324
325         glRotatef (e->angles[1],  0, 0, 1);
326         glRotatef (-e->angles[0],  0, 1, 0);
327         glRotatef (e->angles[2],  1, 0, 0);
328
329         glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale
330 }
331 */
332
333 // LordHavoc: shading stuff
334 vec3_t  shadevector;
335 vec3_t  shadecolor;
336
337 float   modelalpha;
338
339 //==================================================================================
340
341 void R_DrawBrushModel (entity_t *e);
342 void R_DrawSpriteModel (entity_t *e, frameblend_t *blend);
343
344 void R_LerpUpdate(entity_t *ent)
345 {
346         int frame;
347         frame = ent->frame;
348         if (ent->model && ent->frame >= ent->model->numframes)
349         {
350                 Con_Printf("R_LerpUpdate: no such frame%6i in \"%s\"\n", ent->frame, ent->model->name);
351                 frame = 0;
352         }
353
354         if (ent->lerp_model != ent->model)
355         {
356                 // reset all interpolation information
357                 ent->lerp_model = ent->model;
358                 ent->frame1 = ent->frame2 = frame;
359                 ent->frame1start = ent->frame2start = cl.time;
360                 ent->framelerp = 1;
361                 ent->lerp_starttime = 0;
362         }
363         else if (ent->frame2 != frame)
364         {
365                 // transition to new frame
366                 ent->frame1 = ent->frame2;
367                 ent->frame1start = ent->frame2start;
368                 ent->frame2 = frame;
369                 ent->frame2start = cl.time;
370                 ent->framelerp = 0;
371                 ent->lerp_starttime = cl.time;
372         }
373         else
374         {
375                 // lerp_starttime < 0 is used to prevent changing of framelerp
376                 if (ent->lerp_starttime >= 0)
377                 {
378                         // update transition
379                         ent->framelerp = (cl.time - ent->lerp_starttime) * 10;
380                         ent->framelerp = bound(0, ent->framelerp, 1);
381                 }
382         }
383 }
384
385
386 /*
387 =============
388 R_DrawEntitiesOnList
389 =============
390 */
391 // LordHavoc: split so bmodels are rendered before any other objects
392 void R_DrawEntitiesOnList1 (void)
393 {
394         int             i;
395
396         if (!r_drawentities.value)
397                 return;
398
399         for (i=0 ; i<cl_numvisedicts ; i++)
400         {
401                 if (cl_visedicts[i]->model->type != mod_brush)
402                         continue;
403                 currententity = cl_visedicts[i];
404                 modelalpha = currententity->alpha;
405
406                 R_DrawBrushModel (currententity);
407         }
408 }
409
410 void R_DrawEntitiesOnList2 (void)
411 {
412         int             i;
413         frameblend_t blend[4];
414
415         if (!r_drawentities.value)
416                 return;
417
418         for (i=0 ; i<cl_numvisedicts ; i++)
419         {
420                 currententity = cl_visedicts[i];
421                 modelalpha = currententity->alpha;
422
423                 switch (currententity->model->type)
424                 {
425                 case mod_alias:
426                         if (!strcmp(currententity->model->name, "progs/flame2.mdl"))
427                                 blend[0].frame = 0;
428
429                         R_LerpUpdate(currententity);
430                         R_LerpAnimation(currententity->model, currententity->frame1, currententity->frame2, currententity->frame1start, currententity->frame2start, currententity->framelerp, blend);
431                         R_DrawAliasModel (currententity, true, modelalpha, currententity->model, blend, currententity->skinnum, currententity->origin, currententity->angles, currententity->scale, currententity->effects, currententity->model->flags, currententity->colormap);
432                         break;
433
434                 case mod_sprite:
435                         R_LerpUpdate(currententity);
436                         R_LerpAnimation(currententity->model, currententity->frame1, currententity->frame2, currententity->frame1start, currententity->frame2start, currententity->framelerp, blend);
437                         R_DrawSpriteModel (currententity, blend);
438                         break;
439
440                 default:
441                         break;
442                 }
443         }
444 }
445
446 /*
447 =============
448 R_DrawViewModel
449 =============
450 */
451 void R_DrawViewModel (void)
452 {
453         frameblend_t blend[4];
454
455         if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.model)
456                 return;
457
458         currententity = &cl.viewent;
459         currententity->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun
460         currententity->effects = cl_entities[cl.viewentity].effects;
461         currententity->scale = 1;
462         VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod);
463
464         R_LerpUpdate(currententity);
465         R_LerpAnimation(currententity->model, currententity->frame1, currententity->frame2, currententity->frame1start, currententity->frame2start, currententity->framelerp, blend);
466
467         // hack the depth range to prevent view model from poking into walls
468         glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
469         R_DrawAliasModel (currententity, false, modelalpha, currententity->model, blend, currententity->skinnum, currententity->origin, currententity->angles, currententity->scale, currententity->effects, currententity->model->flags, currententity->colormap);
470         glDepthRange (gldepthmin, gldepthmax);
471 }
472
473 void R_DrawBrushModel (entity_t *e);
474
475 void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees );
476
477 void R_SetFrustum (void)
478 {
479         int             i;
480
481         if (r_refdef.fov_x == 90) 
482         {
483                 // front side is visible
484
485                 VectorAdd (vpn, vright, frustum[0].normal);
486                 VectorSubtract (vpn, vright, frustum[1].normal);
487
488                 VectorAdd (vpn, vup, frustum[2].normal);
489                 VectorSubtract (vpn, vup, frustum[3].normal);
490         }
491         else
492         {
493                 // rotate VPN right by FOV_X/2 degrees
494                 RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
495                 // rotate VPN left by FOV_X/2 degrees
496                 RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
497                 // rotate VPN up by FOV_X/2 degrees
498                 RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
499                 // rotate VPN down by FOV_X/2 degrees
500                 RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
501         }
502
503         for (i=0 ; i<4 ; i++)
504         {
505                 frustum[i].type = PLANE_ANYZ;
506                 frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
507 //              frustum[i].signbits = SignbitsForPlane (&frustum[i]);
508                 BoxOnPlaneSideClassify(&frustum[i]);
509         }
510 }
511
512 void R_AnimateLight (void);
513 void V_CalcBlend (void);
514
515 /*
516 ===============
517 R_SetupFrame
518 ===============
519 */
520 void R_SetupFrame (void)
521 {
522 // don't allow cheats in multiplayer
523         if (cl.maxclients > 1)
524         {
525                 Cvar_Set ("r_fullbright", "0");
526                 Cvar_Set ("r_ambient", "0");
527         }
528
529         R_AnimateLight ();
530
531         r_framecount++;
532
533 // build the transformation matrix for the given view angles
534         VectorCopy (r_refdef.vieworg, r_origin);
535
536         AngleVectors (r_refdef.viewangles, vpn, vright, vup);
537
538 // current viewleaf
539         r_oldviewleaf = r_viewleaf;
540         r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
541
542         V_SetContentsColor (r_viewleaf->contents);
543         V_CalcBlend ();
544
545         r_cache_thrash = false;
546
547         c_brush_polys = 0;
548         c_alias_polys = 0;
549         c_light_polys = 0;
550         c_faces = 0;
551         c_nodes = 0;
552         c_leafs = 0;
553         c_models = 0;
554         c_bmodels = 0;
555         c_sprites = 0;
556         c_particles = 0;
557 //      c_dlights = 0;
558 }
559
560
561 void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
562 {
563    GLdouble xmin, xmax, ymin, ymax;
564
565    ymax = zNear * tan( fovy * M_PI / 360.0 );
566    ymin = -ymax;
567
568    xmin = ymin * aspect;
569    xmax = ymax * aspect;
570
571    glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
572 }
573
574
575 extern char skyname[];
576
577 /*
578 =============
579 R_SetupGL
580 =============
581 */
582 void R_SetupGL (void)
583 {
584         float   screenaspect;
585         extern  int glwidth, glheight;
586         int             x, x2, y2, y, w, h;
587
588         if (!r_render.value)
589                 return;
590         //
591         // set up viewpoint
592         //
593         glMatrixMode(GL_PROJECTION);
594     glLoadIdentity ();
595         x = r_refdef.vrect.x * glwidth/vid.width;
596         x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
597         y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
598         y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
599
600         // fudge around because of frac screen scale
601         if (x > 0)
602                 x--;
603         if (x2 < glwidth)
604                 x2++;
605         if (y2 < 0)
606                 y2--;
607         if (y < glheight)
608                 y++;
609
610         w = x2 - x;
611         h = y - y2;
612
613         if (envmap)
614         {
615                 x = y2 = 0;
616                 w = h = 256;
617         }
618
619         glViewport (glx + x, gly + y2, w, h);
620     screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
621 //      yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
622 //      if (skyname[0]) // skybox enabled?
623 //              MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_skyboxsize.value*1.732050807569 + 256); // this is size*sqrt(3) + 256
624 //      else
625                 MYgluPerspective (r_refdef.fov_y,  screenaspect,  4,  r_farclip.value);
626
627         glCullFace(GL_FRONT);
628
629         glMatrixMode(GL_MODELVIEW);
630     glLoadIdentity ();
631
632     glRotatef (-90,  1, 0, 0);      // put Z going up
633     glRotatef (90,  0, 0, 1);       // put Z going up
634     glRotatef (-r_refdef.viewangles[2],  1, 0, 0);
635     glRotatef (-r_refdef.viewangles[0],  0, 1, 0);
636     glRotatef (-r_refdef.viewangles[1],  0, 0, 1);
637     glTranslatef (-r_refdef.vieworg[0],  -r_refdef.vieworg[1],  -r_refdef.vieworg[2]);
638
639         glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
640
641         //
642         // set drawing parms
643         //
644 //      if (gl_cull.value)
645                 glEnable(GL_CULL_FACE);
646 //      else
647 //              glDisable(GL_CULL_FACE);
648
649         glEnable(GL_BLEND); // was Disable
650         glDisable(GL_ALPHA_TEST);
651         glAlphaFunc(GL_GREATER, 0.5);
652         glEnable(GL_DEPTH_TEST);
653         glDepthMask(1);
654         glShadeModel(GL_SMOOTH);
655 }
656
657 /*
658 =============
659 R_Clear
660 =============
661 */
662 void R_Clear (void)
663 {
664         if (!r_render.value)
665                 return;
666 //      glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen
667         gldepthmin = 0;
668         gldepthmax = 1;
669         glDepthFunc (GL_LEQUAL);
670
671         glDepthRange (gldepthmin, gldepthmax);
672 }
673
674 // LordHavoc: my trick to *FIX* GLQuake lighting once and for all :)
675 void GL_Brighten()
676 {
677         if (!r_render.value)
678                 return;
679         glMatrixMode(GL_PROJECTION);
680     glLoadIdentity ();
681         glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
682         glMatrixMode(GL_MODELVIEW);
683     glLoadIdentity ();
684         glDisable (GL_DEPTH_TEST);
685         glDisable (GL_CULL_FACE);
686         glDisable(GL_TEXTURE_2D);
687         glEnable(GL_BLEND);
688         glBlendFunc (GL_DST_COLOR, GL_ONE);
689         glBegin (GL_TRIANGLES);
690         glColor3f (1, 1, 1);
691         glVertex2f (-5000, -5000);
692         glVertex2f (10000, -5000);
693         glVertex2f (-5000, 10000);
694         glEnd ();
695         glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
696         glDisable(GL_BLEND);
697         glEnable(GL_TEXTURE_2D);
698         glEnable (GL_DEPTH_TEST);
699         glEnable (GL_CULL_FACE);
700 }
701
702 extern cvar_t contrast;
703 extern cvar_t brightness;
704 extern cvar_t gl_lightmode;
705
706 void GL_BlendView()
707 {
708         if (!r_render.value)
709                 return;
710         glMatrixMode(GL_PROJECTION);
711     glLoadIdentity ();
712         glOrtho  (0, vid.width, vid.height, 0, -99999, 99999);
713         glMatrixMode(GL_MODELVIEW);
714     glLoadIdentity ();
715         glDisable (GL_DEPTH_TEST);
716         glDisable (GL_CULL_FACE);
717         glDisable(GL_TEXTURE_2D);
718         glEnable(GL_BLEND);
719         if (lighthalf)
720         {
721                 glBlendFunc (GL_DST_COLOR, GL_ONE);
722                 glBegin (GL_TRIANGLES);
723                 glColor3f (1, 1, 1);
724                 glVertex2f (-5000, -5000);
725                 glVertex2f (10000, -5000);
726                 glVertex2f (-5000, 10000);
727                 glEnd ();
728         }
729         glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
730         contrast.value = bound(0.2, contrast.value, 1.0);
731         if (/*gl_polyblend.value && */v_blend[3])
732         {
733                 glBegin (GL_TRIANGLES);
734                 glColor4fv (v_blend);
735                 glVertex2f (-5000, -5000);
736                 glVertex2f (10000, -5000);
737                 glVertex2f (-5000, 10000);
738                 glEnd ();
739         }
740
741         glEnable (GL_CULL_FACE);
742         glEnable (GL_DEPTH_TEST);
743         glDisable(GL_BLEND);
744         glEnable(GL_TEXTURE_2D);
745 }
746
747 #define TIMEREPORT(VAR) \
748         if (r_speeds2.value)\
749         {\
750                 temptime = currtime;\
751                 currtime = Sys_FloatTime();\
752                 VAR = (int) ((currtime - temptime) * 1000000.0);\
753         }\
754         else\
755                 VAR = 0;
756
757 /*
758 ================
759 R_RenderView
760
761 r_refdef must be set before the first call
762 ================
763 */
764 extern qboolean intimerefresh;
765 extern qboolean skyisvisible;
766 extern void R_Sky();
767 extern void UploadLightmaps();
768 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];
769 void R_RenderView (void)
770 {
771         double starttime, currtime, temptime;
772         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;
773 //      if (r_norefresh.value)
774 //              return;
775
776         if (!r_worldentity.model || !cl.worldmodel)
777                 Sys_Error ("R_RenderView: NULL worldmodel");
778
779         lighthalf = gl_lightmode.value;
780
781         FOG_framebegin();
782
783         if (r_speeds2.value)
784         {
785                 starttime = currtime = Sys_FloatTime();
786         }
787         else
788                 starttime = currtime = 0;
789         R_Clear();
790         skyisvisible = false;
791         TIMEREPORT(time_clear)
792
793         // render normal view
794
795         R_SetupFrame ();
796         R_SetFrustum ();
797         R_SetupGL ();
798
799         skypolyclear();
800         wallpolyclear();
801         transpolyclear();
802
803         TIMEREPORT(time_setup)
804
805         R_MarkLeaves ();        // done here so we know if we're in water
806         R_DrawWorld ();         // adds static entities to the list
807         TIMEREPORT(time_world)
808         R_DrawEntitiesOnList1 (); // BSP models
809         TIMEREPORT(time_bmodels)
810
811         UploadLightmaps();
812         TIMEREPORT(time_upload)
813
814         skypolyrender(); // fogged sky polys, affects depth
815
816         if (skyname[0] && skyisvisible && !fogenabled)
817                 R_Sky(); // does not affect depth, draws over the sky polys
818         TIMEREPORT(time_sky)
819
820         wallpolyrender();
821         TIMEREPORT(time_wall)
822
823         if (!intimerefresh && !r_speeds2.value)
824                 S_ExtraUpdate ();       // don't let sound get messed up if going slow
825
826         R_DrawEntitiesOnList2 (); // other models
827 //      R_RenderDlights ();
828         R_DrawViewModel ();
829         TIMEREPORT(time_models)
830         R_MoveParticles ();
831         TIMEREPORT(time_moveparticles)
832         R_DrawParticles ();
833         TIMEREPORT(time_drawparticles)
834         R_MoveExplosions();
835         TIMEREPORT(time_moveexplosions)
836         R_DrawExplosions();
837         TIMEREPORT(time_drawexplosions)
838         R_DrawDecals();
839         TIMEREPORT(time_drawdecals)
840
841         transpolyrender();
842         TIMEREPORT(time_transpoly)
843
844         FOG_frameend();
845
846         GL_BlendView();
847         TIMEREPORT(time_blend)
848         if (r_speeds2.value)
849         {
850                 time_total = (int) ((Sys_FloatTime() - starttime) * 1000000.0);
851                 sprintf(r_speeds2_string1, "%6i walls %6i dlitwalls %7i modeltris %7i transpoly\n", c_brush_polys, c_light_polys, c_alias_polys, currenttranspoly);
852                 sprintf(r_speeds2_string2, "BSP: %6i faces %6i nodes %6i leafs\n", c_faces, c_nodes, c_leafs);
853                 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);
854                 sprintf(r_speeds2_string4, "%6ius clear  %6ius setup  %6ius world  %6ius bmodel %6ius upload", time_clear, time_setup, time_world, time_bmodels, time_upload);
855                 sprintf(r_speeds2_string5, "%6ius sky    %6ius wall   %6ius models %6ius mpart  %6ius dpart ", time_sky, time_wall, time_models, time_moveparticles, time_drawparticles);
856                 sprintf(r_speeds2_string6, "%6ius mexplo %6ius dexplo %6ius decals %6ius trans  %6ius blend ", time_moveexplosions, time_drawexplosions, time_drawdecals, time_transpoly, time_blend);
857                 sprintf(r_speeds2_string7, "%6ius permdl %6ius total ", time_models / max(c_models, 1), time_total);
858         }
859 }