/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 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. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_main.c #include "quakedef.h" //static qboolean r_cache_thrash; // compatability entity_render_t *currentrenderentity; 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 // LordHavoc: moved all code related to particles into r_part.c //int particletexture; // little dot for particles //int playertextures; // up to 16 color translated skins // // view origin // vec3_t vup; vec3_t vpn; vec3_t vright; vec3_t r_origin; //float r_world_matrix[16]; //float r_base_world_matrix[16]; // // screen size info // refdef_t r_refdef; mleaf_t *r_viewleaf, *r_oldviewleaf; unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value //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_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; 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; vec3_t fogcolor; vec_t fogdensity; float fog_density, fog_red, fog_green, fog_blue; qboolean fogenabled; qboolean oldgl_fogenable; void R_SetupFog(void) { if (gamemode == GAME_NEHAHRA) { if (gl_fogenable.integer) { oldgl_fogenable = true; fog_density = gl_fogdensity.value; fog_red = gl_fogred.value; fog_green = gl_foggreen.value; fog_blue = gl_fogblue.value; } else if (oldgl_fogenable) { oldgl_fogenable = false; fog_density = 0; fog_red = 0; fog_green = 0; fog_blue = 0; } } 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 (fog_density) { fogenabled = true; fogdensity = -4000.0f / (fog_density * fog_density); // fog color was already set } else fogenabled = false; } // FIXME: move this to client? void FOG_clear(void) { if (gamemode == GAME_NEHAHRA) { Cvar_Set("gl_fogenable", "0"); Cvar_Set("gl_fogdensity", "0.2"); Cvar_Set("gl_fogred", "0.3"); Cvar_Set("gl_foggreen", "0.3"); Cvar_Set("gl_fogblue", "0.3"); } fog_density = fog_red = fog_green = fog_blue = 0.0f; } // FIXME: move this to client? void FOG_registercvars(void) { if (gamemode == GAME_NEHAHRA) { Cvar_RegisterVariable (&gl_fogenable); Cvar_RegisterVariable (&gl_fogdensity); Cvar_RegisterVariable (&gl_fogred); Cvar_RegisterVariable (&gl_foggreen); Cvar_RegisterVariable (&gl_fogblue); Cvar_RegisterVariable (&gl_fogstart); Cvar_RegisterVariable (&gl_fogend); } } void gl_main_start(void) { } void gl_main_shutdown(void) { } void gl_main_newmap(void) { r_framecount = 1; } 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 (&gl_lightmode); // Cvar_RegisterVariable (&r_dynamicwater); // Cvar_RegisterVariable (&r_dynamicbothsides); Cvar_RegisterVariable (&r_fullbrights); Cvar_RegisterVariable (&r_wateralpha); Cvar_RegisterVariable (&r_dynamic); Cvar_RegisterVariable (&r_waterripple); Cvar_RegisterVariable (&r_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); } /* =============== 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(); R_Sky_Init(); GL_Surf_Init(); GL_Screen_Init(); R_Crosshairs_Init(); R_Light_Init(); R_Particles_Init(); R_Explosion_Init(); ui_init(); R_Modules_Start(); } /* =============== GL_Init =============== */ extern char *ENGINE_EXTENSIONS; void GL_Init (void) { gl_vendor = glGetString (GL_VENDOR); Con_Printf ("GL_VENDOR: %s\n", gl_vendor); gl_renderer = glGetString (GL_RENDERER); Con_Printf ("GL_RENDERER: %s\n", gl_renderer); gl_version = glGetString (GL_VERSION); Con_Printf ("GL_VERSION: %s\n", gl_version); gl_extensions = glGetString (GL_EXTENSIONS); Con_Printf ("GL_EXTENSIONS: %s\n", gl_extensions); // Con_Printf ("%s %s\n", gl_renderer, gl_version); VID_CheckExtensions(); // LordHavoc: report supported extensions Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS); glCullFace(GL_FRONT); glEnable(GL_TEXTURE_2D); // glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); } //================================================================================== void R_Entity_Callback(void *data, void *junk) { ((entity_render_t *)data)->visframe = r_framecount; } static void R_MarkEntities (void) { int i; vec3_t v; 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); if (r_ser.integer) currentrenderentity->model->SERAddEntity(); else currentrenderentity->visframe = r_framecount; } } // only used if skyrendermasked, and normally returns false int R_DrawBModelSky (void) { int i, sky = false; if (!r_drawentities.integer) return false; for (i = 0;i < r_refdef.numentities;i++) { currentrenderentity = r_refdef.entities[i]; if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->DrawSky) { currentrenderentity->model->DrawSky(); 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) { // 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); // hack the depth range to prevent view model from poking into walls 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); } } static void R_SetFrustum (void) { int i; // LordHavoc: note to all quake engine coders, the special case for 90 // degrees assumed a square view (wrong), so I removed it, Quake2 has it // disabled as well. // rotate VPN right by FOV_X/2 degrees RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) ); // 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); PlaneClassify(&frustum[i]); } } /* =============== R_SetupFrame =============== */ static void R_SetupFrame (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++; // 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); // r_cache_thrash = false; R_AnimateLight (); } static void MYgluPerspective(GLdouble fovx, GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) { GLdouble xmax, ymax; xmax = zNear * tan( fovx * M_PI / 360.0 ) * aspect; ymax = zNear * tan( fovy * M_PI / 360.0 ); 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(-xmax, xmax, -ymax, ymax, zNear, zFar ); } /* ============= R_SetupGL ============= */ static void R_SetupGL (void) { 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 (); // 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 (); glRotatef (-90, 1, 0, 0); // put Z going up glRotatef (90, 0, 0, 1); // put Z going up glRotatef (-r_refdef.viewangles[2], 1, 0, 0); glRotatef (-r_refdef.viewangles[0], 0, 1, 0); glRotatef (-r_refdef.viewangles[1], 0, 0, 1); glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); // glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); // // set drawing parms // // if (gl_cull.integer) glEnable(GL_CULL_FACE); // else // glDisable(GL_CULL_FACE); glEnable(GL_BLEND); // was Disable glEnable(GL_DEPTH_TEST); glDepthMask(1); } static void R_BlendView(void) { if (!r_render.integer) return; if (r_refdef.viewblend[3] < 0.01f) return; glMatrixMode(GL_PROJECTION); glLoadIdentity (); glOrtho (0, 1, 1, 0, -99999, 99999); glMatrixMode(GL_MODELVIEW); glLoadIdentity (); glDisable (GL_DEPTH_TEST); glDisable (GL_CULL_FACE); glDisable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBegin (GL_TRIANGLES); if (lighthalf) glColor4f (r_refdef.viewblend[0] * 0.5f, r_refdef.viewblend[1] * 0.5f, r_refdef.viewblend[2] * 0.5f, r_refdef.viewblend[3]); else glColor4fv (r_refdef.viewblend); glVertex2f (-5, -5); glVertex2f (10, -5); glVertex2f (-5, 10); glEnd (); glEnable (GL_CULL_FACE); glEnable (GL_DEPTH_TEST); glDisable(GL_BLEND); glEnable(GL_TEXTURE_2D); } /* ================ R_RenderView r_refdef must be set before the first call ================ */ void R_RenderView (void) { if (!cl.worldmodel) Host_Error ("R_RenderView: NULL worldmodel"); // FIXME: move to client R_MoveExplosions(); R_TimeReport("mexplosion"); R_SetupFrame(); R_SetFrustum(); R_SetupGL(); R_SetupFog(); R_SkyStartFrame(); R_Mesh_Clear(); if (r_ser.integer) R_Clip_StartFrame(); R_BuildLightList(); R_TimeReport("setup"); R_DrawWorld(); R_TimeReport("worldnode"); R_MarkEntities(); R_TimeReport("markentity"); if (r_ser.integer) { R_Clip_EndFrame(); R_TimeReport("hiddensurf"); } R_MarkWorldLights(); R_TimeReport("marklights"); if (skyrendermasked) { if (R_DrawBModelSky()) R_TimeReport("bmodelsky"); } else { R_DrawViewModel(); R_TimeReport("viewmodel"); } R_SetupForWorldRendering(); R_PrepareSurfaces(); R_TimeReport("surfprep"); R_DrawSurfaces(SHADERSTAGE_SKY); R_DrawSurfaces(SHADERSTAGE_NORMAL); R_DrawSurfaces(SHADERSTAGE_FOG); R_TimeReport("surfdraw"); if (r_drawportals.integer) { R_DrawPortals(); R_TimeReport("portals"); } // don't let sound skip if going slow if (!intimerefresh && !r_speeds.integer) S_ExtraUpdate (); if (skyrendermasked) { R_DrawViewModel(); R_TimeReport("viewmodel"); } R_DrawModels(); R_TimeReport("models"); R_DrawParticles(); R_TimeReport("particles"); R_DrawExplosions(); R_TimeReport("explosions"); // draw transparent meshs R_Mesh_AddTransparent(); R_TimeReport("addtrans"); R_DrawCoronas(); R_TimeReport("coronas"); // render any queued meshs R_Mesh_Render(); R_TimeReport("meshrender"); R_BlendView(); R_TimeReport("blendview"); //Mem_CheckSentinelsGlobal(); //R_TimeReport("memtest"); }