#include "quakedef.h"
-//static qboolean r_cache_thrash; // compatability
-
entity_render_t *currentrenderentity;
int r_framecount; // used for dlight push checking
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 vright;
vec3_t r_origin;
-//float r_world_matrix[16];
-//float r_base_world_matrix[16];
-
//
// screen size info
//
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 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_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"};
intimerefresh = 1;
start = Sys_DoubleTime ();
- //qglDrawBuffer (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;
CL_UpdateScreen();
- //R_RenderView();
}
- //qglDrawBuffer (GL_BACK);
stop = Sys_DoubleTime ();
intimerefresh = 0;
Cvar_RegisterVariable (&r_drawentities);
Cvar_RegisterVariable (&r_drawviewmodel);
Cvar_RegisterVariable (&r_speeds);
-// 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);
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
qglCullFace(GL_FRONT);
qglEnable(GL_TEXTURE_2D);
-
-// qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
}
R_LerpAnimation(currentrenderentity);
- // hack the depth range to prevent view model from poking into walls
-// if (gl_viewmodeldepthhack.integer)
-// {
-// R_Mesh_Render();
-// qglDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
-// }
currentrenderentity->model->Draw();
-// if (gl_viewmodeldepthhack.integer)
-// {
-// R_Mesh_Render();
-// qglDepthRange (gldepthmin, gldepthmax);
-// }
}
static void R_SetFrustum (void)
r_oldviewleaf = r_viewleaf;
r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
-// r_cache_thrash = false;
-
R_AnimateLight ();
}
tvxyz[2][1] = tvxyz[0][1] + vright[1] * r;
tvxyz[2][2] = tvxyz[0][2] + vright[2] * r;
R_Mesh_Draw(&m);
-
- /*
- qglMatrixMode(GL_PROJECTION);
- qglLoadIdentity ();
- qglOrtho (0, 1, 1, 0, -99999, 99999);
- qglMatrixMode(GL_MODELVIEW);
- qglLoadIdentity ();
- qglDisable (GL_DEPTH_TEST);
- qglDisable (GL_CULL_FACE);
- qglDisable(GL_TEXTURE_2D);
- qglEnable(GL_BLEND);
- qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- qglBegin (GL_TRIANGLES);
- qglColor4f (r_refdef.viewblend[0] * overbrightscale, r_refdef.viewblend[1] * overbrightscale, r_refdef.viewblend[2] * overbrightscale, r_refdef.viewblend[3]);
- qglVertex2f (-5, -5);
- qglVertex2f (10, -5);
- qglVertex2f (-5, 10);
- qglEnd ();
-
- qglEnable (GL_CULL_FACE);
- qglEnable (GL_DEPTH_TEST);
- qglDisable(GL_BLEND);
- qglEnable(GL_TEXTURE_2D);
- */
}
/*
// render any queued meshs
R_Mesh_Finish();
R_TimeReport("meshfinish");
-
- //Mem_CheckSentinelsGlobal();
- //R_TimeReport("memtest");
}
+