mplane_t frustum[4];
-int c_brush_polys, c_alias_polys;
+int c_brush_polys, c_alias_polys, c_light_polys, c_nodes, c_leafs;
qboolean envmap; // true during envmap command capture
cvar_t r_speeds2 = {"r_speeds2","0"};
cvar_t r_fullbright = {"r_fullbright","0"};
//cvar_t r_lightmap = {"r_lightmap","0"};
-//cvar_t r_shadows = {"r_shadows","0"};
+cvar_t r_shadows = {"r_shadows","0"};
cvar_t r_wateralpha = {"r_wateralpha","1"};
-//cvar_t r_dynamic = {"r_dynamic","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 gl_cull = {"gl_cull","1"};
//cvar_t gl_affinemodels = {"gl_affinemodels","0"};
//cvar_t gl_polyblend = {"gl_polyblend","1"};
-//cvar_t gl_flashblend = {"gl_flashblend","0"};
cvar_t gl_playermip = {"gl_playermip","0"};
//cvar_t gl_nocolors = {"gl_nocolors","0"};
//cvar_t gl_keeptjunctions = {"gl_keeptjunctions","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_particles = {"r_particles", "1"};
//cvar_t r_dynamicwater = {"r_dynamicwater", "1"};
-//cvar_t r_smokealpha = {"r_smokealpha", "0.25"};
//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_fogdensity = {"r_fogdensity", "0"};
-cvar_t r_fogred = {"r_fogred","0.3"};
-cvar_t r_foggreen = {"r_foggreen","0.3"};
-cvar_t r_fogblue = {"r_fogblue","0.3"};
+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_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 chrometexture;
vec3_t fogcolor;
vec_t fogdensity;
+float fog_density, fog_red, fog_green, fog_blue;
qboolean fogenabled;
qboolean oldgl_fogenable;
void FOG_framebegin()
{
- if (gl_fogenable.value)
- {
- oldgl_fogenable = true;
- r_fogdensity.value = gl_fogdensity.value;
- r_fogred.value = gl_fogred.value;
- r_foggreen.value = gl_foggreen.value;
- r_fogblue.value = gl_fogblue.value;
- }
- else if (oldgl_fogenable)
+ if (nehahra)
{
- oldgl_fogenable = false;
- r_fogdensity.value = 0;
- r_fogred.value = 0.3;
- r_foggreen.value = 0.3;
- r_fogblue.value = 0.3;
+// if (!Nehahrademcompatibility)
+// gl_fogenable.value = 0;
+ if (gl_fogenable.value)
+ {
+ 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(gl_fogdensity.value)
+ if (glfog.value)
{
- // 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] = gl_fogred.value;
- colors[1] = gl_foggreen.value;
- colors[2] = gl_fogblue.value;
- colors[3] = 1;
-
- glFogi (GL_FOG_MODE, GL_EXP2);
- glFogf (GL_FOG_DENSITY, (GLfloat) gl_fogdensity.value / 100);
- glFogfv (GL_FOG_COLOR, colors);
- glEnable (GL_FOG);
+ 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);
}
else
- glDisable(GL_FOG);
- */
- if (r_fogdensity.value)
{
- fogenabled = true;
- fogdensity = -6144.0f / (r_fogdensity.value * r_fogdensity.value);
- fogcolor[0] = bound(0.0f, r_fogred.value, 1.0f);
- fogcolor[1] = bound(0.0f, r_foggreen.value, 1.0f);
- fogcolor[2] = bound(0.0f, r_fogblue.value, 1.0f);
- if (lighthalf)
+ if (fog_density)
{
- fogcolor[0] *= 0.5f;
- fogcolor[1] *= 0.5f;
- fogcolor[2] *= 0.5f;
+ fogenabled = true;
+ fogdensity = -4000.0f / (fog_density * 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;
+ }
}
+ else
+ fogenabled = false;
}
- else
- fogenabled = false;
}
void FOG_frameend()
{
-// glDisable(GL_FOG);
+ if (glfog.value)
+ glDisable(GL_FOG);
}
void FOG_clear()
{
- gl_fogenable.value = 0;
- r_fogdensity.value = 0;
- r_fogred.value = 0.3;
- r_fogblue.value = 0.3;
- r_foggreen.value = 0.3;
+ if (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;
}
void FOG_registercvars()
{
- Cvar_RegisterVariable (&r_fogdensity);
- Cvar_RegisterVariable (&r_fogred);
- Cvar_RegisterVariable (&r_foggreen);
- Cvar_RegisterVariable (&r_fogblue);
- 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);
+ Cvar_RegisterVariable (&glfog);
+ if (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 glpoly_init();
Cvar_RegisterVariable (&brightness);
Cvar_RegisterVariable (&gl_lightmode);
// Cvar_RegisterVariable (&r_dynamicwater);
-// Cvar_RegisterVariable (&r_particles);
-// Cvar_RegisterVariable (&r_smokealpha);
// Cvar_RegisterVariable (&r_dynamicbothsides);
Cvar_RegisterVariable (&r_fullbrights);
if (nehahra)
void GL_DrawSpriteImage (mspriteframe_t *frame, vec3_t origin, vec3_t up, vec3_t right, int red, int green, int blue, int alpha)
{
// LordHavoc: rewrote this to use the transparent poly system
- // FIXME: need to use uncolored fog sprite
transpolybegin(frame->gl_texturenum, 0, frame->gl_fogtexturenum, currententity->effects & EF_ADDITIVE ? TPOLYTYPE_ADD : TPOLYTYPE_ALPHA);
transpolyvert(origin[0] + frame->down * up[0] + frame->left * right[0], origin[1] + frame->down * up[1] + frame->left * right[1], origin[2] + frame->down * up[2] + frame->left * right[2], 0, 1, red, green, blue, alpha);
transpolyvert(origin[0] + frame->up * up[0] + frame->left * right[0], origin[1] + frame->up * up[1] + frame->left * right[1], origin[2] + frame->up * up[2] + frame->left * right[2], 0, 0, red, green, blue, alpha);
if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT)
{
- if (lighthalf)
- {
- shadecolor[0] = e->colormod[0] * 128;
- shadecolor[1] = e->colormod[1] * 128;
- shadecolor[2] = e->colormod[2] * 128;
- }
- else
- {
- shadecolor[0] = e->colormod[0] * 255;
- shadecolor[1] = e->colormod[1] * 255;
- shadecolor[2] = e->colormod[2] * 255;
- }
+ shadecolor[0] = e->colormod[0] * 255;
+ shadecolor[1] = e->colormod[1] * 255;
+ shadecolor[2] = e->colormod[2] * 255;
}
else
{
R_LightPoint (shadecolor, e->origin);
R_DynamicLightPointNoMask(shadecolor, e->origin);
- if (lighthalf)
- {
- shadecolor[0] *= e->colormod[0] * 0.5;
- shadecolor[1] *= e->colormod[1] * 0.5;
- shadecolor[2] *= e->colormod[2] * 0.5;
- }
}
// LordHavoc: interpolated sprite rendering
glColor3f (1,1,1);
}
- /*
- if (r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
+ if (!fogenabled && r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
{
// flatten it to make a shadow
float *av = aliasvert + 2, l = lightspot[2] + 0.125;
glEnable (GL_TEXTURE_2D);
glColor3f (1,1,1);
}
- */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable (GL_BLEND);
glColor3f (1,1,1);
}
- /*
- if (r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
+ if (!fogenabled && r_shadows.value && !(currententity->effects & EF_ADDITIVE) && currententity != &cl.viewent)
{
int i;
float *av = aliasvert + 2, l = lightspot[2] + 0.125;
glEnable (GL_TEXTURE_2D);
glColor3f (1,1,1);
}
- */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable (GL_BLEND);
glDepthMask(1);
}
+int modeldlightbits[8];
+extern int r_dlightframecount;
+
/*
=================
R_DrawAliasModel
int i;
model_t *clmodel;
vec3_t mins, maxs;
- aliashdr_t *paliashdr;
- md2mem_t *pheader;
+ aliashdr_t *paliashdr = NULL;
+ md2mem_t *pheader = NULL;
int anim;
if (modelalpha < (1.0 / 64.0))
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
+ {
+ mleaf_t *leaf = Mod_PointInLeaf (currententity->origin, cl.worldmodel);
+ if (leaf->dlightframe == r_dlightframecount)
+ for (i = 0;i < 8;i++)
+ modeldlightbits[i] = leaf->dlightbits[i];
+ else
+ for (i = 0;i < 8;i++)
+ modeldlightbits[i] = 0;
+ }
+
// get lighting information
if (currententity->model->flags & EF_FULLBRIGHT || currententity->effects & EF_FULLBRIGHT)
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
- if (currententity->colormap != vid.colormap/* && !gl_nocolors.value*/)
+ if (currententity->colormap != 0 /*vid.colormap*/ /* && !gl_nocolors.value*/)
{
i = currententity - cl_entities;
if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
- glBindTexture(GL_TEXTURE_2D, playertextures - 1 + i);
+ glBindTexture(GL_TEXTURE_2D, playertextures - 1 + i);
}
// if (gl_affinemodels.value)
{
// don't allow cheats in multiplayer
if (cl.maxclients > 1)
+ {
Cvar_Set ("r_fullbright", "0");
+ Cvar_Set ("r_ambient", "0");
+ }
R_AnimateLight ();
c_brush_polys = 0;
c_alias_polys = 0;
+ c_light_polys = 0;
+ c_nodes = 0;
+ c_leafs = 0;
}
-void MYgluPerspective( GLdouble fovy, GLdouble aspect,
- GLdouble zNear, GLdouble zFar )
+void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
{
GLdouble xmin, xmax, ymin, ymax;
// 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, 6144);
+ MYgluPerspective (r_refdef.fov_y, screenaspect, 4, r_farclip.value);
glCullFace(GL_FRONT);
r_refdef must be set before the first call
================
*/
+extern qboolean intimerefresh;
+extern qboolean skyisvisible;
+extern void R_Sky();
+extern void UploadLightmaps();
void R_RenderView (void)
{
- double currtime, temptime;
+// double currtime, temptime;
// if (r_norefresh.value)
// return;
lighthalf = gl_lightmode.value;
FOG_framebegin();
- transpolyclear();
- wallpolyclear();
- if (r_speeds2.value)
- {
- currtime = Sys_FloatTime();
- Con_Printf("render time: ");
- }
+// if (r_speeds2.value)
+// {
+// currtime = Sys_FloatTime();
+// Con_Printf("render time: ");
+// }
R_Clear();
- TIMEREPORT("R_Clear")
+// TIMEREPORT("R_Clear")
// render normal view
R_SetupFrame ();
- TIMEREPORT("R_SetupFrame")
R_SetFrustum ();
- TIMEREPORT("R_SetFrustum")
R_SetupGL ();
- TIMEREPORT("R_SetupGL")
+
+ skypolyclear();
+ wallpolyclear();
+ transpolyclear();
+ skyisvisible = false;
+
R_MarkLeaves (); // done here so we know if we're in water
- TIMEREPORT("R_MarkLeaves")
R_DrawWorld (); // adds static entities to the list
- TIMEREPORT("R_DrawWorld")
- S_ExtraUpdate (); // don't let sound get messed up if going slow
- TIMEREPORT("S_ExtraUpdate")
+ if (!intimerefresh)
+ S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList1 (); // BSP models
- TIMEREPORT("R_DrawEntitiesOnList1")
+
+ skypolyrender(); // fogged sky polys, affects depth
+ if (skyname[0] && skyisvisible && !fogenabled)
+ R_Sky(); // does not affect depth, draws over the sky polys
+
+ UploadLightmaps();
wallpolyrender();
- TIMEREPORT("wallpolyrender")
+
R_DrawEntitiesOnList2 (); // other models
- TIMEREPORT("R_DrawEntitiesOnList2")
// R_RenderDlights ();
R_DrawViewModel ();
- TIMEREPORT("R_DrawViewModel")
R_DrawParticles ();
- TIMEREPORT("R_DrawParticles")
+
transpolyrender();
- TIMEREPORT("transpolyrender")
FOG_frameend();
GL_BlendView();
- TIMEREPORT("GL_BlendView")
- if (r_speeds2.value)
- Con_Printf("\n");
+// if (r_speeds2.value)
+// Con_Printf("\n");
}