X-Git-Url: https://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_rmain.c;h=3ccc5a77e3928341b1a1279ec62b9a323ba0725a;hp=75cc0c374ad0e4d0ecd44af6b1a3087ef9493dfb;hb=69a003b5def5ea2ece7310d3b35b62bf023c29b1;hpb=5deaabc6b16c9be75171eb850646f3075a36b9ff diff --git a/gl_rmain.c b/gl_rmain.c index 75cc0c37..3ccc5a77 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. @@ -21,98 +21,140 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. #include "quakedef.h" -entity_t r_worldentity; +entity_render_t *currentrenderentity; -qboolean r_cache_thrash; // compatability +// used for dlight push checking and other things +int r_framecount; -vec3_t modelorg, r_entorigin; -entity_t *currententity; +mplane_t frustum[4]; -int r_visframecount; // bumped when going to a new PVS -int r_framecount; // used for dlight push checking +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; -mplane_t frustum[4]; +// true during envmap command capture +qboolean envmap; -int c_brush_polys, c_alias_polys, c_light_polys, c_nodes, c_leafs; +float r_farclip; -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 - -extern qboolean isG200, isRagePro; // LordHavoc: special card hacks - -// // 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]; +vec3_t r_origin; +vec3_t vpn; +vec3_t vright; +vec3_t vup; // // screen size info // -refdef_t r_refdef; +refdef_t r_refdef; + +mleaf_t *r_viewleaf, *r_oldviewleaf; -mleaf_t *r_viewleaf, *r_oldviewleaf; +// 8.8 fraction of base light value +unsigned short d_lightstylevalue[256]; -texture_t *r_notexture_mip; +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_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"}; -unsigned short d_lightstylevalue[256]; // 8.8 fraction of base light value +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_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 (); + 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(); + } -void R_MarkLeaves (void); + stop = Sys_DoubleTime (); + intimerefresh = 0; + time = stop-start; + Con_Printf ("%f seconds (%f fps)\n", time, 128/time); +} -//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_shadows = {"r_shadows","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"}; +extern cvar_t r_drawportals; -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"}; +int R_VisibleCullBox (vec3_t mins, vec3_t maxs) +{ + int sides; + mnode_t *nodestack[8192], *node; + int stack = 0; -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"}; + if (R_CullBox(mins, maxs)) + return true; -extern qboolean isRagePro; + 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; + } -qboolean lighthalf; + 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; +} vec3_t fogcolor; 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; @@ -129,64 +171,26 @@ void FOG_framebegin() fog_blue = 0; } } - 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); + 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); } - else + if (fog_density) { - if (fog_density) - { - 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; + fogenabled = true; + fogdensity = -4000.0f / (fog_density * fog_density); + // fog color was already set } + else + fogenabled = false; } -void FOG_frameend() -{ - if (glfog.value) - glDisable(GL_FOG); -} - -void FOG_clear() +// FIXME: move this to client? +void FOG_clear(void) { - if (nehahra) + if (gamemode == GAME_NEHAHRA) { Cvar_Set("gl_fogenable", "0"); Cvar_Set("gl_fogdensity", "0.2"); @@ -197,311 +201,251 @@ 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 glmain_start() +void gl_main_start(void) { } -void glmain_shutdown() +void gl_main_shutdown(void) { } -void GL_Main_Init() +void gl_main_newmap(void) { + r_framecount = 1; +} + +void GL_Main_Init(void) +{ +// FIXME: move this to client? FOG_registercvars(); - Cvar_RegisterVariable (&r_speeds2); - Cvar_RegisterVariable (&contrast); - Cvar_RegisterVariable (&brightness); - Cvar_RegisterVariable (&gl_lightmode); -// Cvar_RegisterVariable (&r_dynamicwater); -// Cvar_RegisterVariable (&r_dynamicbothsides); + Cmd_AddCommand ("timerefresh", R_TimeRefresh_f); + Cvar_RegisterVariable (&r_drawentities); + Cvar_RegisterVariable (&r_drawviewmodel); + Cvar_RegisterVariable (&r_speeds); Cvar_RegisterVariable (&r_fullbrights); - if (nehahra) - Cvar_SetValue("r_fullbrights", 0); -// if (gl_vendor && strstr(gl_vendor, "3Dfx")) -// gl_lightmode.value = 0; + Cvar_RegisterVariable (&r_wateralpha); + Cvar_RegisterVariable (&r_dynamic); + Cvar_RegisterVariable (&r_waterripple); Cvar_RegisterVariable (&r_fullbright); - R_RegisterModule("GL_Main", glmain_start, glmain_shutdown); + 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); +} + +vec3_t r_farclip_origin; +vec3_t r_farclip_direction; +vec_t r_farclip_directiondist; +vec_t r_farclip_meshfarclip; +int r_farclip_directionbit0; +int r_farclip_directionbit1; +int r_farclip_directionbit2; + +// start a farclip measuring session +void R_FarClip_Start(vec3_t origin, vec3_t direction, vec_t startfarclip) +{ + VectorCopy(origin, r_farclip_origin); + VectorCopy(direction, r_farclip_direction); + r_farclip_directiondist = DotProduct(r_farclip_origin, r_farclip_direction); + r_farclip_directionbit0 = r_farclip_direction[0] < 0; + r_farclip_directionbit1 = r_farclip_direction[1] < 0; + r_farclip_directionbit2 = r_farclip_direction[2] < 0; + r_farclip_meshfarclip = r_farclip_directiondist + startfarclip; +} + +// enlarge farclip to accomodate box +void R_FarClip_Box(vec3_t mins, vec3_t maxs) +{ + float d; + d = (r_farclip_directionbit0 ? mins[0] : maxs[0]) * r_farclip_direction[0] + + (r_farclip_directionbit1 ? mins[1] : maxs[1]) * r_farclip_direction[1] + + (r_farclip_directionbit2 ? mins[2] : maxs[2]) * r_farclip_direction[2]; + if (r_farclip_meshfarclip < d) + r_farclip_meshfarclip = d; +} + +// return farclip value +float R_FarClip_Finish(void) +{ + return r_farclip_meshfarclip - r_farclip_directiondist; } -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(); - -void Render_Init() +/* +=============== +R_NewMap +=============== +*/ +void CL_ParseEntityLump(char *entitystring); +void R_NewMap (void) { - R_ShutdownModules(); + 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(); + + r_farclip = 64.0f; +} + +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 R_Crosshairs_Init(void); +extern void R_Light_Init(void); +extern void R_Particles_Init(void); +extern void R_Explosion_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(); 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_StartModules(); + R_Explosion_Init(); + ui_init(); + R_Modules_Start(); } /* -void R_RotateForEntity (entity_t *e) +=============== +GL_Init +=============== +*/ +extern char *ENGINE_EXTENSIONS; +void GL_Init (void) { - glTranslatef (e->origin[0], e->origin[1], e->origin[2]); + VID_CheckExtensions(); - glRotatef (e->angles[1], 0, 0, 1); - glRotatef (-e->angles[0], 0, 1, 0); - glRotatef (e->angles[2], 1, 0, 0); + // LordHavoc: report supported extensions + Con_Printf ("\nengine extensions: %s\n", ENGINE_EXTENSIONS); - glScalef (e->scale, e->scale, e->scale); // LordHavoc: model scale + qglCullFace(GL_FRONT); + qglEnable(GL_TEXTURE_2D); } -*/ - -// LordHavoc: if not for the fact BRIGHTFIELD particles require this, it would be removed... -#define NUMVERTEXNORMALS 162 - -float r_avertexnormals[NUMVERTEXNORMALS][3] = { -#include "anorms.h" -}; - -// LordHavoc: moved this shading stuff up because the sprites need shading stuff -vec3_t shadevector; -vec3_t shadecolor; - -float modelalpha; -extern void R_LightPoint (vec3_t color, vec3_t p); -extern void R_DynamicLightPoint(vec3_t color, vec3_t org, int *dlightbits); -extern void R_DynamicLightPointNoMask(vec3_t color, vec3_t org); -/* -============================================================= - - SPRITE MODELS - -============================================================= -*/ +//================================================================================== -/* -================ -R_GetSpriteFrame -================ -*/ -void R_GetSpriteFrame (entity_t *currententity, mspriteframe_t **oldframe, mspriteframe_t **newframe, float *framelerp) +static void R_MarkEntities (void) { - msprite_t *psprite; - mspritegroup_t *pspritegroup; - int i, j, numframes, frame; - float *pintervals, fullinterval, targettime, time, jtime, jinterval; + int i; + vec3_t v; - psprite = currententity->model->cache.data; - frame = currententity->frame; + R_FarClip_Box(cl.worldmodel->normalmins, cl.worldmodel->normalmaxs); - if ((frame >= psprite->numframes) || (frame < 0)) - { - Con_Printf ("R_DrawSprite: no such frame %d\n", frame); - frame = 0; - } + if (!r_drawentities.integer) + return; - if (psprite->frames[frame].type == SPR_SINGLE) + for (i = 0;i < r_refdef.numentities;i++) { - if (currententity->draw_lastmodel == currententity->model && currententity->draw_lerpstart < cl.time) + currentrenderentity = r_refdef.entities[i]; + Mod_CheckLoaded(currentrenderentity->model); + + // move view-relative models to where they should be + if (currentrenderentity->flags & RENDER_VIEWMODEL) { - if (frame != currententity->draw_pose) - { - currententity->draw_lastpose = currententity->draw_pose; - currententity->draw_pose = frame; - currententity->draw_lerpstart = cl.time; - *framelerp = 0; - } - else - *framelerp = (cl.time - currententity->draw_lerpstart) * 10.0; + // 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); } - else // uninitialized + + if (currentrenderentity->angles[0] || currentrenderentity->angles[2]) { - currententity->draw_lastmodel = currententity->model; - currententity->draw_lastpose = currententity->draw_pose = frame; - currententity->draw_lerpstart = cl.time; - *framelerp = 0; + VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmins, currentrenderentity->mins); + VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->rotatedmaxs, currentrenderentity->maxs); } - *oldframe = psprite->frames[currententity->draw_lastpose].frameptr; - *newframe = psprite->frames[frame].frameptr; - } - else - { - pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; - pintervals = pspritegroup->intervals; - numframes = pspritegroup->numframes; - fullinterval = pintervals[numframes-1]; - - time = cl.time + currententity->syncbase; - - // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values - // are positive, so we don't have to worry about division by 0 - targettime = time - ((int)(time / fullinterval)) * fullinterval; - - // LordHavoc: since I can't measure the time properly when it loops from numframes-1 to 0, - // I instead measure the time of the first frame, hoping it is consistent - j = numframes-1;jtime = 0;jinterval = pintervals[1] - pintervals[0]; - for (i=0 ; i<(numframes-1) ; i++) + else if (currentrenderentity->angles[1]) { - if (pintervals[i] > targettime) - break; - j = i;jinterval = pintervals[i] - jtime;jtime = pintervals[i]; + VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmins, currentrenderentity->mins); + VectorMA(currentrenderentity->origin, currentrenderentity->scale, currentrenderentity->model->yawmaxs, currentrenderentity->maxs); } - *framelerp = (targettime - jtime) / jinterval; - - *oldframe = pspritegroup->frames[j]; - *newframe = pspritegroup->frames[i]; - } -} - -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 - 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); - transpolyvert(origin[0] + frame->up * up[0] + frame->right * right[0], origin[1] + frame->up * up[1] + frame->right * right[1], origin[2] + frame->up * up[2] + frame->right * right[2], 1, 0, red, green, blue, alpha); - transpolyvert(origin[0] + frame->down * up[0] + frame->right * right[0], origin[1] + frame->down * up[1] + frame->right * right[1], origin[2] + frame->down * up[2] + frame->right * right[2], 1, 1, red, green, blue, alpha); - transpolyend(); -} - -extern qboolean isG200, isRagePro, lighthalf; - -/* -================= -R_DrawSpriteModel + 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; -================= -*/ -void R_DrawSpriteModel (entity_t *e) -{ - mspriteframe_t *oldframe, *newframe; - float lerp, ilerp; - vec3_t forward, right, up, org; - msprite_t *psprite; - - // don't even bother culling, because it's just a single - // polygon without a surface cache - R_GetSpriteFrame (e, &oldframe, &newframe, &lerp); - if (lerp < 0) lerp = 0; - if (lerp > 1) lerp = 1; - if (isRagePro) // LordHavoc: no alpha scaling supported on per pixel alpha images on ATI Rage Pro... ACK! - lerp = 1; - ilerp = 1.0 - lerp; - psprite = e->model->cache.data; - - if (psprite->type == SPR_ORIENTED) - { // bullet marks on walls - AngleVectors (e->angles, forward, right, up); - VectorSubtract(e->origin, vpn, org); - } - else - { // normal sprite - VectorCopy(vup, up); - VectorCopy(vright, right); - VectorCopy(e->origin, org); - } - if (e->scale != 1) - { - VectorScale(up, e->scale, up); - VectorScale(right, e->scale, right); - } + R_LerpAnimation(currentrenderentity); + currentrenderentity->visframe = r_framecount; - if (e->model->flags & EF_FULLBRIGHT || e->effects & EF_FULLBRIGHT) - { - 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); + R_FarClip_Box(currentrenderentity->mins, currentrenderentity->maxs); } - - // LordHavoc: interpolated sprite rendering - if (ilerp != 0) - GL_DrawSpriteImage(oldframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*ilerp); - if (lerp != 0) - GL_DrawSpriteImage(newframe, org, up, right, shadecolor[0],shadecolor[1],shadecolor[2],e->alpha*255*lerp); } -//================================================================================== - -void R_DrawBrushModel (entity_t *e); - -/* -============= -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; - if (!r_drawentities.value) - return; + if (!r_drawentities.integer) + return false; - for (i=0 ; imodel->type != mod_brush) - continue; - currententity = cl_visedicts[i]; - modelalpha = currententity->alpha; - - R_DrawBrushModel (currententity); + currentrenderentity = r_refdef.entities[i]; + 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; + int i; - if (!r_drawentities.value) + if (!r_drawentities.integer) return; - for (i=0 ; ialpha; - - switch (currententity->model->type) - { - case mod_alias: - R_DrawAliasModel (currententity, true, modelalpha, currententity->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap); - break; - - case mod_sprite: - R_DrawSpriteModel (currententity); - break; - - default: - break; - } + currentrenderentity = r_refdef.entities[i]; + if (currentrenderentity->visframe == r_framecount && currentrenderentity->model->Draw) + currentrenderentity->model->Draw(); } } @@ -512,78 +456,59 @@ R_DrawViewModel */ void R_DrawViewModel (void) { - if (!r_drawviewmodel.value || chase_active.value || envmap || !r_drawentities.value || cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0 || !cl.viewent.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->alpha = modelalpha = cl_entities[cl.viewentity].alpha; // LordHavoc: if the player is transparent, so is his gun - currententity->effects = cl_entities[cl.viewentity].effects; - currententity->scale = 1; - VectorCopy(cl_entities[cl.viewentity].colormod, currententity->colormod); - - // 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->model, currententity->frame, currententity->skinnum, currententity->origin, currententity->effects, currententity->model->flags, currententity->colormap); - glDepthRange (gldepthmin, gldepthmax); -} + currentrenderentity = &cl.viewent.render; + Mod_CheckLoaded(currentrenderentity->model); -void R_DrawBrushModel (entity_t *e); + R_LerpAnimation(currentrenderentity); -void RotatePointAroundVector( vec3_t dst, const vec3_t dir, const vec3_t point, float degrees ); + currentrenderentity->model->Draw(); +} -void R_SetFrustum (void) +static void R_SetFrustum (void) { - int i; - - if (r_refdef.fov_x == 90) - { - // front side is visible - - 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++) + 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); -// 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++; @@ -596,284 +521,146 @@ void R_SetupFrame (void) r_oldviewleaf = r_viewleaf; r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); - V_SetContentsColor (r_viewleaf->contents); - V_CalcBlend (); - - r_cache_thrash = false; - - c_brush_polys = 0; - c_alias_polys = 0; - c_light_polys = 0; - c_nodes = 0; - c_leafs = 0; - + R_AnimateLight (); } -void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) -{ - GLdouble xmin, xmax, ymin, ymax; +static int blendviewpolyindex[3] = {0, 1, 2}; - ymax = zNear * tan( fovy * M_PI / 360.0 ); - ymin = -ymax; +static void R_BlendView(void) +{ + rmeshinfo_t m; + float tvxyz[3][4], r; - xmin = ymin * aspect; - xmax = ymax * aspect; + if (r_refdef.viewblend[3] < 0.01f) + return; - glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); + memset(&m, 0, sizeof(m)); + m.transparent = false; + m.blendfunc1 = GL_SRC_ALPHA; + m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA; + m.depthdisable = true; // magic + m.numtriangles = 1; + m.numverts = 3; + m.index = blendviewpolyindex; + m.vertex = &tvxyz[0][0]; + m.vertexstep = sizeof(float[4]); + m.cr = r_refdef.viewblend[0]; + m.cg = r_refdef.viewblend[1]; + m.cb = r_refdef.viewblend[2]; + m.ca = r_refdef.viewblend[3]; + r = 64000; + tvxyz[0][0] = r_origin[0] + vpn[0] * 1.5 - vright[0] * r - vup[0] * r; + tvxyz[0][1] = r_origin[1] + vpn[1] * 1.5 - vright[1] * r - vup[1] * r; + tvxyz[0][2] = r_origin[2] + vpn[2] * 1.5 - vright[2] * r - vup[2] * r; + r *= 3; + tvxyz[1][0] = tvxyz[0][0] + vup[0] * r; + tvxyz[1][1] = tvxyz[0][1] + vup[1] * r; + tvxyz[1][2] = tvxyz[0][2] + vup[2] * r; + tvxyz[2][0] = tvxyz[0][0] + vright[0] * r; + tvxyz[2][1] = tvxyz[0][1] + vright[1] * r; + tvxyz[2][2] = tvxyz[0][2] + vright[2] * r; + R_Mesh_Draw(&m); } - -extern char skyname[]; - /* -============= -R_SetupGL -============= +================ +R_RenderView + +r_refdef must be set before the first call +================ */ -void R_SetupGL (void) +void R_RenderView (void) { - float screenaspect; - extern int glwidth, glheight; - int x, x2, y2, y, w, h; + if (!cl.worldmodel) + return; //Host_Error ("R_RenderView: NULL worldmodel"); - if (!r_render.value) - return; - // - // 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; - } + // FIXME: move to client + R_MoveExplosions(); + R_TimeReport("mexplosion"); - 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); - - 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.value) - 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_SetupFrame(); + R_SetFrustum(); + R_SetupFog(); + R_SkyStartFrame(); + R_BuildLightList(); -void R_DrawWorld (void); -//void R_RenderDlights (void); -void R_DrawParticles (void); + R_FarClip_Start(r_origin, vpn, 768.0f); -/* -============= -R_Clear -============= -*/ -void R_Clear (void) -{ - if (!r_render.value) - return; -// glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: moved to SCR_UpdateScreen - gldepthmin = 0; - gldepthmax = 1; - glDepthFunc (GL_LEQUAL); + R_TimeReport("setup"); - glDepthRange (gldepthmin, gldepthmax); -} + R_DrawWorld(); + R_TimeReport("worldnode"); -// LordHavoc: my trick to *FIX* GLQuake lighting once and for all :) -void GL_Brighten() -{ - if (!r_render.value) - 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); -} + R_MarkEntities(); + R_TimeReport("markentity"); -extern cvar_t contrast; -extern cvar_t brightness; -extern cvar_t gl_lightmode; + R_MarkWorldLights(); + R_TimeReport("marklights"); -void GL_BlendView() -{ - if (!r_render.value) - 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); - if (lighthalf) + r_farclip = R_FarClip_Finish() + 256.0f; + + R_Mesh_Start(r_farclip); + + if (skyrendermasked) { - glBlendFunc (GL_DST_COLOR, GL_ONE); - glBegin (GL_TRIANGLES); - glColor3f (1, 1, 1); - glVertex2f (-5000, -5000); - glVertex2f (10000, -5000); - glVertex2f (-5000, 10000); - glEnd (); + if (R_DrawBModelSky()) + R_TimeReport("bmodelsky"); } - 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]) + else { - glBegin (GL_TRIANGLES); - glColor4fv (v_blend); - glVertex2f (-5000, -5000); - glVertex2f (10000, -5000); - glVertex2f (-5000, 10000); - glEnd (); + R_DrawViewModel(); + R_TimeReport("viewmodel"); } - glEnable (GL_CULL_FACE); - glEnable (GL_DEPTH_TEST); - glDisable(GL_BLEND); - glEnable(GL_TEXTURE_2D); -} + R_SetupForWorldRendering(); + R_PrepareSurfaces(); + R_TimeReport("surfprep"); -#define TIMEREPORT(DESC) \ - if (r_speeds2.value)\ - {\ - temptime = -currtime;\ - currtime = Sys_FloatTime();\ - temptime += currtime;\ - Con_Printf(DESC " %.4fms ", temptime * 1000.0);\ - } - -/* -================ -R_RenderView + R_DrawSurfaces(SHADERSTAGE_SKY); + R_DrawSurfaces(SHADERSTAGE_NORMAL); + R_TimeReport("surfdraw"); -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; -// if (r_norefresh.value) -// return; - - if (!r_worldentity.model || !cl.worldmodel) - Sys_Error ("R_RenderView: NULL worldmodel"); - - lighthalf = gl_lightmode.value; - - FOG_framebegin(); + if (r_drawportals.integer) + { + R_DrawPortals(); + R_TimeReport("portals"); + } -// if (r_speeds2.value) -// { -// currtime = Sys_FloatTime(); -// Con_Printf("render time: "); -// } - R_Clear(); -// TIMEREPORT("R_Clear") + // don't let sound skip if going slow + if (!intimerefresh && !r_speeds.integer) + S_ExtraUpdate (); - // render normal view + if (skyrendermasked) + { + R_DrawViewModel(); + R_TimeReport("viewmodel"); + } - R_SetupFrame (); - R_SetFrustum (); - R_SetupGL (); + R_DrawModels(); + R_TimeReport("models"); - skypolyclear(); - wallpolyclear(); - transpolyclear(); - skyisvisible = false; + R_DrawParticles(); + R_TimeReport("particles"); - R_MarkLeaves (); // done here so we know if we're in water - R_DrawWorld (); // adds static entities to the list - if (!intimerefresh) - S_ExtraUpdate (); // don't let sound get messed up if going slow - R_DrawEntitiesOnList1 (); // BSP models + R_DrawExplosions(); + R_TimeReport("explosions"); - skypolyrender(); // fogged sky polys, affects depth - if (skyname[0] && skyisvisible && !fogenabled) - R_Sky(); // does not affect depth, draws over the sky polys + // draw transparent meshs + R_Mesh_AddTransparent(); + R_TimeReport("addtrans"); - UploadLightmaps(); - wallpolyrender(); + R_DrawCoronas(); + R_TimeReport("coronas"); - R_DrawEntitiesOnList2 (); // other models -// R_RenderDlights (); - R_DrawViewModel (); - R_DrawParticles (); + R_BlendView(); + R_TimeReport("blendview"); - transpolyrender(); + R_DrawCrosshair(); + R_TimeReport("crosshair"); - FOG_frameend(); - GL_BlendView(); -// if (r_speeds2.value) -// Con_Printf("\n"); + // render any queued meshs + R_Mesh_Finish(); + R_TimeReport("meshfinish"); } +