75c31d7223
Fixed a typo creating shaders in the wrong way git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@770 fc73d0e0-1445-4013-8a0c-d673dee63da5
1826 lines
40 KiB
C
1826 lines
40 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_main.c
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#include "quakedef.h"
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#ifdef RGLQUAKE
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#include "glquake.h"
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void R_RenderBrushPoly (msurface_t *fa);
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#define PROJECTION_DISTANCE 200
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#define MAX_STENCIL_ENTS 128
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extern int gl_canstencil;
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PFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB;
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PFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB;
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extern struct mleaf_s *GLMod_PointInLeaf (float *p, struct model_s *model);
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#define Q2RF_WEAPONMODEL 4 // only draw through eyes
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#define Q2RF_DEPTHHACK 16
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entity_t r_worldentity;
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qboolean r_cache_thrash; // compatability
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vec3_t modelorg, r_entorigin;
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entity_t *currententity;
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int r_visframecount; // bumped when going to a new PVS
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int r_framecount; // used for dlight push checking
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float r_wateralphaval; //allowed or not...
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mplane_t frustum[4];
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int c_brush_polys, c_alias_polys;
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qboolean envmap; // true during envmap command capture
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int particletexture; // little dot for particles
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int explosiontexture;
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int playertextures; // up to 16 color translated skins
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int mirrortexturenum; // quake texturenum, not gltexturenum
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qboolean mirror;
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mplane_t *mirror_plane;
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msurface_t *r_mirror_chain;
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void R_DrawAliasModel (entity_t *e);
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//
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// view origin
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//
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vec3_t vup;
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vec3_t vpn;
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vec3_t vright;
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vec3_t r_origin;
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float r_world_matrix[16];
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float r_base_world_matrix[16];
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//
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// screen size info
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//
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refdef_t r_refdef;
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mleaf_t *r_viewleaf, *r_oldviewleaf;
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mleaf_t *r_viewleaf2, *r_oldviewleaf2;
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int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
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texture_t *r_notexture_mip;
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int d_lightstylevalue[256]; // 8.8 fraction of base light value
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void GLR_MarkLeaves (void);
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cvar_t r_norefresh = {"r_norefresh","0"};
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//cvar_t r_drawentities = {"r_drawentities","1"};
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//cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
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//cvar_t r_speeds = {"r_speeds","0"};
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//cvar_t r_fullbright = {"r_fullbright","0"};
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cvar_t r_lightmap = {"r_lightmap","0", NULL, CVAR_CHEAT};
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cvar_t r_mirroralpha = {"r_mirroralpha","1", NULL, CVAR_CHEAT};
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cvar_t r_wateralpha = {"r_wateralpha","1", NULL};
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//cvar_t r_waterwarp = {"r_waterwarp", "0"};
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cvar_t r_novis = {"r_novis","0"};
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//cvar_t r_netgraph = {"r_netgraph","0"};
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extern cvar_t gl_part_flame;
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extern cvar_t gl_part_torch;
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cvar_t gl_clear = {"gl_clear","0"};
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cvar_t gl_cull = {"gl_cull","1"};
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cvar_t gl_smoothmodels = {"gl_smoothmodels","1"};
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cvar_t gl_affinemodels = {"gl_affinemodels","0"};
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cvar_t gl_polyblend = {"gl_polyblend","1"};
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cvar_t gl_playermip = {"gl_playermip","0"};
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cvar_t gl_keeptjunctions = {"gl_keeptjunctions","1"};
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cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"};
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cvar_t gl_finish = {"gl_finish","0"};
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cvar_t gl_contrast = {"gl_contrast", "1"};
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cvar_t gl_dither = {"gl_dither", "1"};
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cvar_t gl_maxdist = {"gl_maxdist", "8192"};
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extern cvar_t gl_ati_truform;
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extern cvar_t gl_ati_truform_type;
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extern cvar_t gl_ati_truform_tesselation;
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#ifdef R_XFLIP
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cvar_t r_xflip = {"leftisright", "0"};
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#endif
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extern cvar_t gl_ztrick;
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extern cvar_t scr_fov;
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// post processing stuff
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int scenepp_texture;
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int scenepp_ww_program;
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int scenepp_ww_parm_texturei;
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int scenepp_ww_parm_timef;
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int scenepp_ww_parm_xscalef;
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int scenepp_ww_parm_yscalef;
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int scenepp_ww_parm_ampscalef;
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// KrimZon - init post processing - called in GL_CheckExtensions, when they're called
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// I put it here so that only this file need be changed when messing with the post
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// processing shaders
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void GL_InitSceneProcessingShaders (void)
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{
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int vert, frag;
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char *genericvert = "\
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varying vec2 v_texCoord;\
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void main (void)\
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{\
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vec4 v = vec4( gl_Vertex.x, gl_Vertex.y, gl_Vertex.z, 1.0 );\
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gl_Position = gl_ModelViewProjectionMatrix * v;\
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v_texCoord = gl_MultiTexCoord0.xy;\
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}\
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";
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char *wwfrag = "\
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varying vec2 v_texCoord;\
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uniform sampler2D texture;\
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uniform float time;\
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uniform float xscale;\
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uniform float yscale;\
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uniform float ampscale;\
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void main (void)\
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{\
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v_texCoord.x = v_texCoord.x + sin((v_texCoord.y * xscale) + time) * ampscale;\
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v_texCoord.y = v_texCoord.y + cos((v_texCoord.x * yscale) + time) * ampscale;\
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gl_FragColor = texture2D( texture, v_texCoord );\
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}\
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";
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vert = GLSlang_CreateShader(genericvert, 1);
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frag = GLSlang_CreateShader(wwfrag, 0);
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scenepp_ww_program = GLSlang_CreateProgram(vert, frag);
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scenepp_ww_parm_texturei = GLSlang_GetUniformLocation(scenepp_ww_program, "texture");
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scenepp_ww_parm_timef = GLSlang_GetUniformLocation(scenepp_ww_program, "time");
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scenepp_ww_parm_xscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "xscale");
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scenepp_ww_parm_yscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "yscale");
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scenepp_ww_parm_ampscalef = GLSlang_GetUniformLocation(scenepp_ww_program, "ampscale");
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GLSlang_SetUniform1i(scenepp_ww_parm_texturei, 0);
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GLSlang_SetUniform1f(scenepp_ww_parm_ampscalef, 0.08);
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}
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/*
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=================
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R_CullBox
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Returns true if the box is completely outside the frustom
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=================
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*/
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qboolean R_CullBox (vec3_t mins, vec3_t maxs)
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{
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int i;
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for (i=0 ; i<4 ; i++)
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if (BOX_ON_PLANE_SIDE (mins, maxs, &frustum[i]) == 2)
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return true;
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return false;
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}
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qboolean R_CullSphere (vec3_t org, float radius)
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{
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//four frustrum planes all point inwards in an expanding 'cone'.
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int i;
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float d;
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for (i=0 ; i<4 ; i++)
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{
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d = DotProduct(frustum[i].normal, org)-frustum[i].dist;
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if (d <= -radius)
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return true;
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}
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return false;
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}
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void R_RotateForEntity (entity_t *e)
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{
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float m[16];
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m[0] = e->axis[0][0];
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m[1] = e->axis[0][1];
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m[2] = e->axis[0][2];
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m[3] = 0;
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m[4] = e->axis[1][0];
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m[5] = e->axis[1][1];
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m[6] = e->axis[1][2];
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m[7] = 0;
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m[8] = e->axis[2][0];
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m[9] = e->axis[2][1];
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m[10] = e->axis[2][2];
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m[11] = 0;
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m[12] = e->origin[0];
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m[13] = e->origin[1];
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m[14] = e->origin[2];
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m[15] = 1;
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#if 1
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#if 0
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{
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void Matrix4_Multiply(float *a, float *b, float *out);
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float new[16];
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Matrix4_Multiply(m, r_world_matrix, new);
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qglLoadMatrixf(new);
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}
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#endif
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qglMultMatrixf(m);
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#else
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qglTranslatef (e->origin[0], e->origin[1], e->origin[2]);
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qglRotatef (e->angles[1], 0, 0, 1);
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qglRotatef (-e->angles[0], 0, 1, 0);
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//ZOID: fixed z angle
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qglRotatef (e->angles[2], 1, 0, 0);
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#endif
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}
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/*
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=============================================================
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SPRITE MODELS
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=============================================================
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*/
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/*
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================
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R_GetSpriteFrame
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================
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*/
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mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
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{
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msprite_t *psprite;
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mspritegroup_t *pspritegroup;
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mspriteframe_t *pspriteframe;
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int i, numframes, frame;
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float *pintervals, fullinterval, targettime, time;
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psprite = currententity->model->cache.data;
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frame = currententity->frame;
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if ((frame >= psprite->numframes) || (frame < 0))
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{
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Con_Printf ("R_DrawSprite: no such frame %d (%s)\n", frame, currententity->model->name);
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frame = 0;
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}
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if (psprite->frames[frame].type == SPR_SINGLE)
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{
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pspriteframe = psprite->frames[frame].frameptr;
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}
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else if (psprite->frames[frame].type == SPR_ANGLED)
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{
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pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
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pspriteframe = pspritegroup->frames[(int)((r_refdef.viewangles[1]-currententity->angles[1])/360*8 + 0.5-4)&7];
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}
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else
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{
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pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
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pintervals = pspritegroup->intervals;
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numframes = pspritegroup->numframes;
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fullinterval = pintervals[numframes-1];
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time = cl.time + currententity->syncbase;
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// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
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// are positive, so we don't have to worry about division by 0
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targettime = time - ((int)(time / fullinterval)) * fullinterval;
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for (i=0 ; i<(numframes-1) ; i++)
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{
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if (pintervals[i] > targettime)
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break;
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}
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pspriteframe = pspritegroup->frames[i];
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}
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return pspriteframe;
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}
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/*
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=================
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R_DrawSpriteModel
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=================
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*/
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void R_DrawSpriteModel (entity_t *e)
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{
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vec3_t point;
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mspriteframe_t *frame;
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vec3_t forward, right, up;
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msprite_t *psprite;
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// don't even bother culling, because it's just a single
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// polygon without a surface cache
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frame = R_GetSpriteFrame (e);
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psprite = currententity->model->cache.data;
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// frame = 0x05b94140;
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if (psprite->type == SPR_ORIENTED)
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{ // bullet marks on walls
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AngleVectors (currententity->angles, forward, right, up);
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}
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else if (psprite->type == SPR_FACING_UPRIGHT)
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{
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up[0] = 0;up[1] = 0;up[2]=1;
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right[0] = e->origin[1] - r_origin[1];
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right[1] = -(e->origin[0] - r_origin[0]);
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right[2] = 0;
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VectorNormalize (right);
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}
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else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT)
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{
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up[0] = 0;up[1] = 0;up[2]=1;
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VectorCopy (vright, right);
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}
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else
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{ // normal sprite
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VectorCopy(vup, up);
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VectorCopy(vright, right);
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}
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up[0]*=currententity->scale;
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up[1]*=currententity->scale;
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up[2]*=currententity->scale;
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right[0]*=currententity->scale;
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right[1]*=currententity->scale;
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right[2]*=currententity->scale;
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qglColor4f (1,1,1, e->alpha);
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GL_DisableMultitexture();
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GL_Bind(frame->gl_texturenum);
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if (e->alpha<1)
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{
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qglEnable(GL_BLEND);
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qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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}
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else
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qglEnable (GL_ALPHA_TEST);
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qglDisable(GL_CULL_FACE);
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qglBegin (GL_QUADS);
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qglTexCoord2f (0, 1);
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VectorMA (e->origin, frame->down, up, point);
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VectorMA (point, frame->left, right, point);
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qglVertex3fv (point);
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qglTexCoord2f (0, 0);
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VectorMA (e->origin, frame->up, up, point);
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VectorMA (point, frame->left, right, point);
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qglVertex3fv (point);
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qglTexCoord2f (1, 0);
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VectorMA (e->origin, frame->up, up, point);
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VectorMA (point, frame->right, right, point);
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qglVertex3fv (point);
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qglTexCoord2f (1, 1);
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VectorMA (e->origin, frame->down, up, point);
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VectorMA (point, frame->right, right, point);
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qglVertex3fv (point);
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qglEnd ();
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qglDisable(GL_BLEND);
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qglDisable (GL_ALPHA_TEST);
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}
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#if 0
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extern int gldepthfunc;
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typedef struct decal_s {
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vec3_t origin;
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vec3_t normal;
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int modelindex;
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float endtime;
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float starttime;
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float size;
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struct decal_s *next;
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} decal_t;
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decal_t *firstdecal;
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void vectoangles(vec3_t vec, vec3_t ang);
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void R_DrawDecals(void)
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{
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// vec3_t point;
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// vec3_t right, up;
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entity_t ent;
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extern int cl_spikeindex;
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extern model_t mod_known[];
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decal_t *dec = firstdecal;
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// glDisable(GL_TEXTURE_2D);
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glDisable (GL_ALPHA_TEST);
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glEnable (GL_BLEND);
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// glDepthFunc(GL_LEQUAL);
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// glDisable(GL_CULL_TEST);
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// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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GL_Bind(particletexture);
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// glDepthMask(0);
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// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glColor4f(0, 0, 0, 0.5);
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// glClearStencil(0x0);
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// glEnable(GL_STENCIL_TEST);
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memset(&ent, 0, sizeof(ent));
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while(dec)
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{
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// if (dec->modelindex)
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{
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ent.origin[0] = dec->origin[0];
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ent.origin[1] = dec->origin[1];
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ent.origin[2] = dec->origin[2];
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ent.angles[0] = -dec->normal[0];
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ent.angles[1] = -dec->normal[1];
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ent.angles[2] = -dec->normal[2];
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vectoangles(ent.angles, ent.angles);
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ent.model = &mod_known[cl_spikeindex];//dec->modelindex;
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currententity = &ent;
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switch(currententity->model->type)
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{
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case mod_alias:
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R_DrawAliasModel(currententity);
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break;
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case mod_alias3:
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R_DrawAlias3Model(currententity);
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break;
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}
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dec = dec->next;
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continue;
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}
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/*
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PerpendicularVector(up, dec->normal);
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CrossProduct(dec->normal, up, right);
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#if 0
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glClear(GL_STENCIL_BUFFER_BIT);
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glStencilFunc (GL_ALWAYS, 0x1, 0x1);
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glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE);
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glBegin(GL_QUADS);
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glVertex2f (-1.0, 0.0);
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glVertex2f (0.0, 1.0);
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glVertex2f (1.0, 0.0);
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glVertex2f (0.0, -1.0);
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glEnd();
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|
|
|
glStencilFunc (GL_EQUAL, 0x1, 0x1); //where we drew to the stencil buffer.
|
|
glStencilOp (GL_ZERO, GL_KEEP, GL_KEEP);
|
|
#endif
|
|
|
|
|
|
// glColor4f(1, 1, 1, (dec->starttime-dec->endtime) * (cl.time-dec->starttime));
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
glTexCoord2f (0, 0.5);
|
|
VectorMA (dec->origin, dec->size, up, point);
|
|
VectorMA (point, -dec->size, right, point);
|
|
glVertex3fv (point);
|
|
|
|
glTexCoord2f (0, 0);
|
|
VectorMA (dec->origin, -dec->size, up, point);
|
|
VectorMA (point, -dec->size, right, point);
|
|
glVertex3fv (point);
|
|
|
|
glTexCoord2f (0.5, 0);
|
|
VectorMA (dec->origin, -dec->size, up, point);
|
|
VectorMA (point, dec->size, right, point);
|
|
glVertex3fv (point);
|
|
|
|
glTexCoord2f (0.5, 0.5);
|
|
VectorMA (dec->origin, dec->size, up, point);
|
|
VectorMA (point, dec->size, right, point);
|
|
glVertex3fv (point);
|
|
glEnd ();
|
|
|
|
dec = dec->next;
|
|
*/
|
|
}
|
|
// glDisable(GL_STENCIL_TEST);
|
|
// glDepthMask(1);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glDisable (GL_BLEND);
|
|
|
|
// glDepthFunc(gldepthfunc);
|
|
}
|
|
|
|
void TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
|
|
void GLR_AddDecals(vec3_t org)
|
|
{
|
|
decal_t *dec;
|
|
vec3_t end, impact, norm;
|
|
vec3_t dir[] = {
|
|
{0, 0, 10},
|
|
{0, 0, -10},
|
|
{0, 10, 0},
|
|
{0, -10, 0},
|
|
{10, 0, 0},
|
|
{-10, 0, 0}
|
|
};
|
|
int i;
|
|
#define STOP_EPSILON 0.01
|
|
|
|
return;
|
|
|
|
for (i = 0; i < 6; i++)
|
|
{
|
|
VectorAdd(org, dir[i], end);
|
|
TraceLineN(org, end, impact, norm);
|
|
|
|
if (!((end[0]==impact[0] && end[1]==impact[1] && end[2]==impact[2]) || (!impact[0] && !impact[1] && !impact[2])))
|
|
{
|
|
dec = Z_Malloc(sizeof(decal_t));
|
|
VectorCopy(norm, dec->normal);
|
|
// VectorCopy(impact, dec->origin);
|
|
VectorMA(impact, STOP_EPSILON, norm, dec->origin);
|
|
dec->next = firstdecal;
|
|
firstdecal = dec;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
//==================================================================================
|
|
|
|
/*
|
|
=============
|
|
R_DrawEntitiesOnList
|
|
=============
|
|
*/
|
|
void GLR_DrawEntitiesOnList (void)
|
|
{
|
|
int i;
|
|
|
|
if (!r_drawentities.value)
|
|
return;
|
|
|
|
// draw sprites seperately, because of alpha blending
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = &cl_visedicts[i];
|
|
|
|
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
|
|
continue;
|
|
|
|
if (!Cam_DrawPlayer(0, currententity->keynum-1))
|
|
continue;
|
|
|
|
if (!currententity->model)
|
|
continue;
|
|
|
|
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
|
|
{
|
|
if (currententity->model->particleeffect>=0)
|
|
{
|
|
if (currententity->model->particleengulphs)
|
|
{
|
|
if (gl_part_flame.value)
|
|
{
|
|
R_TorchEffect(currententity->origin, currententity->model->particleeffect);
|
|
currententity->model = NULL;
|
|
continue;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (gl_part_torch.value)
|
|
{
|
|
R_TorchEffect(currententity->origin, currententity->model->particleeffect);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_alias:
|
|
if (r_refdef.flags & 1 || !cl.worldmodel || cl.worldmodel->fromgame == fg_doom)
|
|
R_DrawGAliasModel (currententity);
|
|
break;
|
|
|
|
#ifdef HALFLIFEMODELS
|
|
case mod_halflife:
|
|
R_DrawHLModel (currententity);
|
|
break;
|
|
#endif
|
|
|
|
case mod_brush:
|
|
if (cl.worldmodel->fromgame == fg_doom)
|
|
PPL_BaseBModelTextures (currententity);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = &cl_visedicts[i];
|
|
|
|
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
|
|
continue;
|
|
|
|
if (!currententity->model)
|
|
continue;
|
|
|
|
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
|
|
{
|
|
if (currententity->model->particleeffect>=0)
|
|
{
|
|
if (currententity->model->particleengulphs)
|
|
{
|
|
if (gl_part_flame.value)
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_sprite:
|
|
R_DrawSpriteModel (currententity);
|
|
break;
|
|
|
|
default :
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawViewModel
|
|
=============
|
|
*/
|
|
void GLR_DrawViewModel (void)
|
|
{
|
|
// float ambient[4], diffuse[4];
|
|
// int j;
|
|
// int lnum;
|
|
// vec3_t dist;
|
|
// float add;
|
|
// dlight_t *dl;
|
|
// int ambientlight, shadelight;
|
|
|
|
static struct model_s *oldmodel[MAX_SPLITS];
|
|
static float lerptime[MAX_SPLITS];
|
|
static int prevframe[MAX_SPLITS];
|
|
|
|
#ifdef SIDEVIEWS
|
|
extern qboolean r_secondaryview;
|
|
if (r_secondaryview==1)
|
|
return;
|
|
#endif
|
|
|
|
if (!r_drawviewmodel.value || !Cam_DrawViewModel(r_refdef.currentplayernum))
|
|
return;
|
|
|
|
if (envmap)
|
|
return;
|
|
|
|
#ifdef Q2CLIENT
|
|
if (cls.q2server)
|
|
return;
|
|
#endif
|
|
|
|
if (!r_drawentities.value)
|
|
return;
|
|
|
|
if (cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_INVISIBILITY)
|
|
return;
|
|
|
|
if (cl.stats[r_refdef.currentplayernum][STAT_HEALTH] <= 0)
|
|
return;
|
|
|
|
currententity = &cl.viewent[r_refdef.currentplayernum];
|
|
if (!currententity->model)
|
|
return;
|
|
|
|
// if (cls.allow_anyparticles || currententity->visframe) //allowed or static
|
|
{
|
|
if (currententity->model->particleeffect>=0)
|
|
{
|
|
if (currententity->model->particleengulphs)
|
|
{
|
|
if (gl_part_flame.value)
|
|
{
|
|
R_TorchEffect(currententity->origin, currententity->model->particleeffect);
|
|
currententity->model = NULL;
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (gl_part_torch.value)
|
|
{
|
|
R_TorchEffect(currententity->origin, currententity->model->particleeffect);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
#ifdef PEXT_SCALE
|
|
currententity->scale = 1;
|
|
#endif
|
|
if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1)
|
|
currententity->alpha = r_drawviewmodel.value;
|
|
else
|
|
currententity->alpha = 1;
|
|
|
|
if (currententity->frame != prevframe[r_refdef.currentplayernum])
|
|
{
|
|
currententity->oldframe = prevframe[r_refdef.currentplayernum];
|
|
lerptime[r_refdef.currentplayernum] = realtime;
|
|
}
|
|
prevframe[r_refdef.currentplayernum] = currententity->frame;
|
|
|
|
if (currententity->model != oldmodel[r_refdef.currentplayernum])
|
|
{
|
|
oldmodel[r_refdef.currentplayernum] = currententity->model;
|
|
currententity->oldframe = currententity->frame;
|
|
lerptime[r_refdef.currentplayernum] = realtime;
|
|
}
|
|
currententity->lerptime = 1-(realtime-lerptime[r_refdef.currentplayernum])*10;
|
|
if (currententity->lerptime<0)currententity->lerptime=0;
|
|
if (currententity->lerptime>1)currententity->lerptime=1;
|
|
|
|
|
|
currententity->flags = Q2RF_WEAPONMODEL|Q2RF_DEPTHHACK;
|
|
|
|
switch(currententity->model->type)
|
|
{
|
|
case mod_sprite:
|
|
R_DrawSpriteModel (currententity);
|
|
break;
|
|
|
|
case mod_alias:
|
|
R_DrawGAliasModel (currententity);
|
|
break;
|
|
|
|
#ifdef HALFLIFEMODELS
|
|
case mod_halflife:
|
|
R_DrawHLModel (currententity);
|
|
break;
|
|
#else
|
|
case mod_halflife: //no gcc warning please
|
|
break;
|
|
#endif
|
|
|
|
//we don't support these as view models
|
|
case mod_brush:
|
|
case mod_dummy:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
R_PolyBlend
|
|
============
|
|
*/
|
|
void R_PolyBlend (void)
|
|
{
|
|
extern qboolean gammaworks;
|
|
if (!v_blend[3] || gammaworks)
|
|
return;
|
|
|
|
//Con_Printf("R_PolyBlend(): %4.2f %4.2f %4.2f %4.2f\n",v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
qglDisable (GL_ALPHA_TEST);
|
|
qglEnable (GL_BLEND);
|
|
qglDisable (GL_DEPTH_TEST);
|
|
qglDisable (GL_TEXTURE_2D);
|
|
|
|
qglLoadIdentity ();
|
|
|
|
qglRotatef (-90, 1, 0, 0); // put Z going up
|
|
qglRotatef (90, 0, 0, 1); // put Z going up
|
|
|
|
qglColor4fv (v_blend);
|
|
|
|
qglBegin (GL_QUADS);
|
|
|
|
qglVertex3f (10, 100, 100);
|
|
qglVertex3f (10, -100, 100);
|
|
qglVertex3f (10, -100, -100);
|
|
qglVertex3f (10, 100, -100);
|
|
qglEnd ();
|
|
|
|
qglDisable (GL_BLEND);
|
|
qglEnable (GL_TEXTURE_2D);
|
|
qglEnable (GL_ALPHA_TEST);
|
|
}
|
|
|
|
void GLR_BrightenScreen (void)
|
|
{
|
|
extern float vid_gamma;
|
|
float f;
|
|
|
|
RSpeedMark();
|
|
|
|
if (gl_contrast.value <= 1.0)
|
|
return;
|
|
|
|
f = gl_contrast.value;
|
|
f = min (f, 3);
|
|
|
|
f = pow (f, vid_gamma);
|
|
|
|
qglDisable (GL_TEXTURE_2D);
|
|
qglEnable (GL_BLEND);
|
|
qglBlendFunc (GL_DST_COLOR, GL_ONE);
|
|
qglBegin (GL_QUADS);
|
|
while (f > 1) {
|
|
if (f >= 2)
|
|
qglColor3f (1,1,1);
|
|
else
|
|
qglColor3f (f - 1, f - 1, f - 1);
|
|
qglVertex2f (0, 0);
|
|
qglVertex2f (vid.width, 0);
|
|
qglVertex2f (vid.width, vid.height);
|
|
qglVertex2f (0, vid.height);
|
|
f *= 0.5;
|
|
}
|
|
qglEnd ();
|
|
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglEnable (GL_TEXTURE_2D);
|
|
qglDisable (GL_BLEND);
|
|
qglColor3f(1, 1, 1);
|
|
|
|
RSpeedEnd(RSPEED_PALETTEFLASHES);
|
|
}
|
|
|
|
int SignbitsForPlane (mplane_t *out)
|
|
{
|
|
int bits, j;
|
|
|
|
// for fast box on planeside test
|
|
|
|
bits = 0;
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
if (out->normal[j] < 0)
|
|
bits |= 1<<j;
|
|
}
|
|
return bits;
|
|
}
|
|
|
|
|
|
void R_SetFrustum (void)
|
|
{
|
|
int i;
|
|
|
|
if ((int)r_novis.value & 4)
|
|
return;
|
|
|
|
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++)
|
|
{
|
|
frustum[i].type = PLANE_ANYZ;
|
|
frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
|
|
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_SetupFrame
|
|
===============
|
|
*/
|
|
void GLR_SetupFrame (void)
|
|
{
|
|
// don't allow cheats in multiplayer
|
|
r_wateralphaval = r_wateralpha.value;
|
|
if (!cls.allow_watervis)
|
|
r_wateralphaval = 1;
|
|
|
|
GLR_AnimateLight ();
|
|
|
|
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
|
|
if (r_refdef.flags & 1)
|
|
{
|
|
}
|
|
#ifdef Q2BSPS
|
|
else if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3))
|
|
{
|
|
static mleaf_t fakeleaf;
|
|
mleaf_t *leaf;
|
|
|
|
r_viewleaf = &fakeleaf; //so we can use quake1 rendering routines for q2 bsps.
|
|
r_viewleaf->contents = Q1CONTENTS_EMPTY;
|
|
r_viewleaf2 = NULL;
|
|
|
|
r_oldviewcluster = r_viewcluster;
|
|
r_oldviewcluster2 = r_viewcluster2;
|
|
leaf = GLMod_PointInLeaf (r_origin, cl.worldmodel);
|
|
r_viewcluster = r_viewcluster2 = leaf->cluster;
|
|
|
|
// check above and below so crossing solid water doesn't draw wrong
|
|
if (!leaf->contents)
|
|
{ // look down a bit
|
|
vec3_t temp;
|
|
|
|
VectorCopy (r_origin, temp);
|
|
temp[2] -= 16;
|
|
leaf = GLMod_PointInLeaf (temp, cl.worldmodel);
|
|
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
|
|
(leaf->cluster != r_viewcluster2) )
|
|
r_viewcluster2 = leaf->cluster;
|
|
}
|
|
else
|
|
{ // look up a bit
|
|
vec3_t temp;
|
|
|
|
VectorCopy (r_origin, temp);
|
|
temp[2] += 16;
|
|
leaf = GLMod_PointInLeaf (temp, cl.worldmodel);
|
|
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
|
|
(leaf->cluster != r_viewcluster2) )
|
|
r_viewcluster2 = leaf->cluster;
|
|
}
|
|
}
|
|
#endif
|
|
else
|
|
{
|
|
mleaf_t *leaf;
|
|
vec3_t temp;
|
|
|
|
r_oldviewleaf = r_viewleaf;
|
|
r_oldviewleaf2 = r_viewleaf2;
|
|
r_viewleaf = GLMod_PointInLeaf (r_origin, cl.worldmodel);
|
|
|
|
if (!r_viewleaf)
|
|
{
|
|
}
|
|
else if (r_viewleaf->contents == Q1CONTENTS_EMPTY)
|
|
{ //look down a bit
|
|
VectorCopy (r_origin, temp);
|
|
temp[2] -= 16;
|
|
leaf = GLMod_PointInLeaf (temp, cl.worldmodel);
|
|
if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA)
|
|
r_viewleaf2 = leaf;
|
|
else
|
|
r_viewleaf2 = NULL;
|
|
}
|
|
else if (r_viewleaf->contents <= Q1CONTENTS_WATER && r_viewleaf->contents >= Q1CONTENTS_LAVA)
|
|
{ //in water, look up a bit.
|
|
|
|
VectorCopy (r_origin, temp);
|
|
temp[2] += 16;
|
|
leaf = GLMod_PointInLeaf (temp, cl.worldmodel);
|
|
if (leaf->contents == Q1CONTENTS_EMPTY)
|
|
r_viewleaf2 = leaf;
|
|
else
|
|
r_viewleaf2 = NULL;
|
|
}
|
|
else
|
|
r_viewleaf2 = NULL;
|
|
|
|
if (r_viewleaf)
|
|
V_SetContentsColor (r_viewleaf->contents);
|
|
}
|
|
GLV_CalcBlend ();
|
|
|
|
r_cache_thrash = false;
|
|
|
|
c_brush_polys = 0;
|
|
c_alias_polys = 0;
|
|
|
|
}
|
|
|
|
|
|
void MYgluPerspective( GLdouble fovy, GLdouble aspect,
|
|
GLdouble zNear, GLdouble zFar )
|
|
{
|
|
#if 1 //for the sake of the d3d...
|
|
#else
|
|
GLfloat matrix[16];
|
|
#endif
|
|
GLdouble xmin, xmax, ymin, ymax;
|
|
|
|
ymax = zNear * tan( fovy * M_PI / 360.0 );
|
|
ymin = -ymax;
|
|
|
|
xmin = ymin * aspect;
|
|
xmax = ymax * aspect;
|
|
|
|
#if 1 //for the sake of the d3d...
|
|
qglFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
|
|
#else
|
|
|
|
matrix[0] = (2*zNear) / (xmax - xmin);
|
|
matrix[4] = 0;
|
|
matrix[8] = (xmax + xmin) / (xmax - xmin);
|
|
matrix[12] = 0;
|
|
|
|
matrix[1] = 0;
|
|
matrix[5] = (2*zNear) / (ymax - ymin);
|
|
matrix[9] = (ymax + ymin) / (ymax - ymin);
|
|
matrix[13] = 0;
|
|
|
|
matrix[2] = 0;
|
|
matrix[6] = 0;
|
|
matrix[10] = - (zFar+zNear)/(zFar-zNear);
|
|
matrix[14] = - (2.0f*zFar*zNear)/(zFar-zNear);
|
|
|
|
matrix[3] = 0;
|
|
matrix[7] = 0;
|
|
matrix[11] = -1;
|
|
matrix[15] = 0;
|
|
|
|
qglMultMatrixf(matrix);
|
|
#endif
|
|
}
|
|
|
|
void GL_InfinatePerspective( GLdouble fovy, GLdouble aspect,
|
|
GLdouble zNear)
|
|
{
|
|
GLfloat matrix[16];
|
|
|
|
// nudge infinity in just slightly for lsb slop
|
|
GLfloat nudge = 1;// - 1.0 / (1<<23);
|
|
|
|
GLdouble xmin, xmax, ymin, ymax;
|
|
|
|
ymax = zNear * tan( fovy * M_PI / 360.0 );
|
|
ymin = -ymax;
|
|
|
|
xmin = ymin * aspect;
|
|
xmax = ymax * aspect;
|
|
|
|
matrix[0] = (2*zNear) / (xmax - xmin);
|
|
matrix[4] = 0;
|
|
matrix[8] = (xmax + xmin) / (xmax - xmin);
|
|
matrix[12] = 0;
|
|
|
|
matrix[1] = 0;
|
|
matrix[5] = (2*zNear) / (ymax - ymin);
|
|
matrix[9] = (ymax + ymin) / (ymax - ymin);
|
|
matrix[13] = 0;
|
|
|
|
matrix[2] = 0;
|
|
matrix[6] = 0;
|
|
matrix[10] = -1 * nudge;
|
|
matrix[14] = -2*zNear * nudge;
|
|
|
|
matrix[3] = 0;
|
|
matrix[7] = 0;
|
|
matrix[11] = -1;
|
|
matrix[15] = 0;
|
|
|
|
qglMultMatrixf(matrix);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_SetupGL
|
|
=============
|
|
*/
|
|
void R_SetupGL (void)
|
|
{
|
|
float screenaspect;
|
|
extern int glwidth, glheight;
|
|
int x, x2, y2, y, w, h;
|
|
|
|
//
|
|
// set up viewpoint
|
|
//
|
|
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 = ((int)vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/(int)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;
|
|
}
|
|
|
|
qglViewport (glx + x, gly + y2, w, h);
|
|
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglLoadIdentity ();
|
|
|
|
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
|
|
if (!r_shadows.value || !gl_canstencil)//gl_nv_range_clamp)
|
|
{
|
|
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
|
|
// yfov = (2.0 * tan (scr_fov.value/360*M_PI)) / screenaspect;
|
|
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov.value*2)/M_PI;
|
|
// MYgluPerspective (yfov, screenaspect, 4, 4096);
|
|
MYgluPerspective (r_refdef.fov_y, screenaspect, 4, gl_maxdist.value);
|
|
}
|
|
else
|
|
{
|
|
GL_InfinatePerspective(r_refdef.fov_y, screenaspect, 4);
|
|
}
|
|
|
|
if (mirror)
|
|
{
|
|
if (mirror_plane->normal[2])
|
|
qglScalef (1, -1, 1);
|
|
else
|
|
qglScalef (-1, 1, 1);
|
|
qglCullFace(GL_BACK);
|
|
}
|
|
else
|
|
qglCullFace(GL_FRONT);
|
|
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglLoadIdentity ();
|
|
|
|
qglRotatef (-90, 1, 0, 0); // put Z going up
|
|
qglRotatef (90, 0, 0, 1); // put Z going up
|
|
|
|
#ifdef R_XFLIP
|
|
if (r_xflip.value)
|
|
{
|
|
qglScalef (1, -1, 1);
|
|
qglCullFace(GL_BACK);
|
|
}
|
|
#endif
|
|
|
|
|
|
qglRotatef (-r_refdef.viewangles[2], 1, 0, 0);
|
|
qglRotatef (-r_refdef.viewangles[0], 0, 1, 0);
|
|
qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);
|
|
qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
|
|
|
|
qglGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
|
|
|
|
//
|
|
// set drawing parms
|
|
//
|
|
if (gl_cull.value)
|
|
qglEnable(GL_CULL_FACE);
|
|
else
|
|
qglDisable(GL_CULL_FACE);
|
|
|
|
qglDisable(GL_BLEND);
|
|
qglDisable(GL_ALPHA_TEST);
|
|
qglEnable(GL_DEPTH_TEST);
|
|
|
|
//#ifndef D3DQUAKE
|
|
// glClearDepth(1.0f);
|
|
//#endif
|
|
|
|
// if (gl_lightmap_format == GL_LUMINANCE)
|
|
// glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
|
|
/* else if (gl_lightmap_format == GL_INTENSITY)
|
|
{
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
glColor4f (0,0,0,1);
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
else if (gl_lightmap_format == GL_RGBA)
|
|
{
|
|
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
|
|
}
|
|
|
|
*/
|
|
|
|
if (gl_dither.value)
|
|
{
|
|
qglEnable(GL_DITHER);
|
|
}
|
|
else
|
|
{
|
|
qglDisable(GL_DITHER);
|
|
}
|
|
|
|
GL_DisableMultitexture();
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderScene
|
|
|
|
r_refdef must be set before the first call
|
|
================
|
|
*/
|
|
void R_RenderScene (void)
|
|
{
|
|
qboolean GLR_DoomWorld(void);
|
|
if (!mirror)
|
|
GLR_SetupFrame ();
|
|
|
|
TRACE(("dbg: calling R_SetFrustrum\n"));
|
|
R_SetFrustum ();
|
|
|
|
TRACE(("dbg: calling R_SetupGL\n"));
|
|
R_SetupGL ();
|
|
|
|
if (!(r_refdef.flags & 1))
|
|
{
|
|
#ifdef DOOMWADS
|
|
if (!GLR_DoomWorld ())
|
|
#endif
|
|
{
|
|
TRACE(("dbg: calling GLR_MarkLeaves\n"));
|
|
GLR_MarkLeaves (); // done here so we know if we're in water
|
|
TRACE(("dbg: calling R_DrawWorld\n"));
|
|
R_DrawWorld (); // adds static entities to the list
|
|
}
|
|
}
|
|
|
|
S_ExtraUpdate (); // don't let sound get messed up if going slow
|
|
|
|
TRACE(("dbg: calling GLR_DrawEntitiesOnList\n"));
|
|
GLR_DrawEntitiesOnList ();
|
|
|
|
// R_DrawDecals();
|
|
|
|
TRACE(("dbg: calling GL_DisableMultitexture\n"));
|
|
GL_DisableMultitexture();
|
|
|
|
TRACE(("dbg: calling R_RenderDlights\n"));
|
|
R_RenderDlights ();
|
|
|
|
if (cl.worldmodel)
|
|
{
|
|
TRACE(("dbg: calling R_DrawParticles\n"));
|
|
R_DrawParticles ();
|
|
}
|
|
|
|
#ifdef GLTEST
|
|
Test_Draw ();
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_Clear
|
|
=============
|
|
*/
|
|
int gldepthfunc;
|
|
void R_Clear (void)
|
|
{
|
|
if (r_mirroralpha.value != 1.0)
|
|
{
|
|
if (gl_clear.value && !r_secondaryview)
|
|
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
else
|
|
qglClear (GL_DEPTH_BUFFER_BIT);
|
|
gldepthmin = 0;
|
|
gldepthmax = 0.5;
|
|
qglDepthFunc (gldepthfunc=GL_LEQUAL);
|
|
}
|
|
#ifdef SIDEVIEWS
|
|
else if (gl_ztrick.value && !gl_ztrickdisabled)
|
|
#else
|
|
else if (gl_ztrick.value)
|
|
#endif
|
|
{
|
|
static int trickframe;
|
|
|
|
if (gl_clear.value && !(r_refdef.flags & 1))
|
|
qglClear (GL_COLOR_BUFFER_BIT);
|
|
|
|
trickframe++;
|
|
if (trickframe & 1)
|
|
{
|
|
gldepthmin = 0;
|
|
gldepthmax = 0.49999;
|
|
qglDepthFunc (gldepthfunc=GL_LEQUAL);
|
|
}
|
|
else
|
|
{
|
|
gldepthmin = 1;
|
|
gldepthmax = 0.5;
|
|
qglDepthFunc (gldepthfunc=GL_GEQUAL);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (gl_clear.value && !r_secondaryview)
|
|
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
else
|
|
qglClear (GL_DEPTH_BUFFER_BIT);
|
|
gldepthmin = 0;
|
|
gldepthmax = 1;
|
|
qglDepthFunc (gldepthfunc=GL_LEQUAL);
|
|
}
|
|
|
|
qglDepthRange (gldepthmin, gldepthmax);
|
|
}
|
|
|
|
//#if 0 //!!! FIXME, Zoid, mirror is disabled for now
|
|
/*
|
|
=============
|
|
R_Mirror
|
|
=============
|
|
*/
|
|
|
|
void CL_AddFlagModels (entity_t *ent, int team);
|
|
void R_MirrorAddPlayerModels (void)
|
|
{
|
|
extern int cl_playerindex;
|
|
extern cvar_t cl_predict_players, cl_predict_players2;
|
|
player_state_t *state;
|
|
player_state_t exact;
|
|
player_info_t *info=cl.players + cl.playernum[0];
|
|
double playertime;
|
|
entity_t *ent;
|
|
int msec;
|
|
frame_t *frame;
|
|
int oldphysent;
|
|
extern cvar_t spectator;
|
|
|
|
playertime = realtime - cls.latency + 0.02;
|
|
if (playertime > realtime)
|
|
playertime = realtime;
|
|
|
|
frame = &cl.frames[cl.parsecount&UPDATE_MASK];
|
|
|
|
state=&frame->playerstate[cl.playernum[0]];
|
|
|
|
if (!state->modelindex || spectator.value)
|
|
return;
|
|
|
|
ent = &cl_visedicts[cl_numvisedicts];
|
|
cl_numvisedicts++;
|
|
|
|
ent->keynum = cl.playernum[0]+1;
|
|
|
|
ent->model = cl.model_precache[state->modelindex];
|
|
ent->skinnum = state->skinnum;
|
|
ent->frame = state->frame;
|
|
ent->oldframe = state->oldframe;
|
|
if (state->lerpstarttime)
|
|
{
|
|
ent->lerptime = 1-(realtime - state->lerpstarttime)*10;
|
|
if (ent->lerptime < 0)
|
|
ent->lerptime = 0;
|
|
}
|
|
else
|
|
ent->lerptime = 0;
|
|
|
|
ent->colormap = cl.players[cl.playernum[0]].translations;
|
|
if (state->modelindex == cl_playerindex)
|
|
ent->scoreboard = &cl.players[cl.playernum[0]]; // use custom skin
|
|
else
|
|
ent->scoreboard = NULL;
|
|
|
|
#ifdef PEXT_SCALE
|
|
ent->scale = state->scale;
|
|
if (!ent->scale)
|
|
ent->scale = 1;
|
|
#endif
|
|
#ifdef PEXT_TRANS
|
|
ent->alpha = state->trans;
|
|
if (!ent->alpha)
|
|
ent->alpha = 1;
|
|
#endif
|
|
|
|
//
|
|
// angles
|
|
//
|
|
ent->angles[PITCH] = -r_refdef.viewangles[PITCH]/3;
|
|
ent->angles[YAW] = r_refdef.viewangles[YAW];
|
|
// ent->angles[ROLL] = 0;
|
|
ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4;
|
|
AngleVectors(ent->angles, ent->axis[0], ent->axis[1], ent->axis[2]);
|
|
VectorInverse(ent->axis[1]);
|
|
|
|
// only predict half the move to minimize overruns
|
|
msec = 500*(playertime - state->state_time);
|
|
if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value))
|
|
{
|
|
VectorCopy (state->origin, ent->origin);
|
|
//Con_DPrintf ("nopredict\n");
|
|
}
|
|
else
|
|
{
|
|
// predict players movement
|
|
if (msec > 255)
|
|
msec = 255;
|
|
state->command.msec = msec;
|
|
//Con_DPrintf ("predict: %i\n", msec);
|
|
|
|
oldphysent = pmove.numphysent;
|
|
CL_SetSolidPlayers (cl.playernum[0]);
|
|
CL_PredictUsercmd (0, state, &exact, &state->command);
|
|
pmove.numphysent = oldphysent;
|
|
VectorCopy (exact.origin, ent->origin);
|
|
}
|
|
|
|
VectorCopy(cl.simorg[0], ent->origin);
|
|
|
|
if (state->effects & EF_FLAG1)
|
|
CL_AddFlagModels (ent, 0);
|
|
else if (state->effects & EF_FLAG2)
|
|
CL_AddFlagModels (ent, 1);
|
|
|
|
if (info->vweapindex)
|
|
CL_AddVWeapModel(ent, info->vweapindex);
|
|
|
|
}
|
|
|
|
|
|
void R_Mirror (void)
|
|
{
|
|
float d;
|
|
msurface_t *s;
|
|
// entity_t *ent;
|
|
|
|
int oldvisents;
|
|
vec3_t oldangles, oldorg; //cache - for rear view mirror and stuff.
|
|
|
|
if (!mirror)
|
|
return;
|
|
|
|
oldvisents = cl_numvisedicts;
|
|
R_MirrorAddPlayerModels(); //we need to add the player model. Invisible in mirror otherwise.
|
|
|
|
memcpy(oldangles, r_refdef.viewangles, sizeof(vec3_t));
|
|
memcpy(oldorg, r_refdef.vieworg, sizeof(vec3_t));
|
|
|
|
memcpy (r_base_world_matrix, r_world_matrix, sizeof(r_base_world_matrix));
|
|
|
|
d = DotProduct (r_refdef.vieworg, mirror_plane->normal) - mirror_plane->dist;
|
|
VectorMA (r_refdef.vieworg, -2*d, mirror_plane->normal, r_refdef.vieworg);
|
|
memcpy(r_origin, r_refdef.vieworg, sizeof(vec3_t));
|
|
|
|
d = DotProduct (vpn, mirror_plane->normal);
|
|
VectorMA (vpn, -2*d, mirror_plane->normal, vpn);
|
|
|
|
r_refdef.viewangles[0] = -asin (vpn[2])/M_PI*180;
|
|
r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0])/M_PI*180;
|
|
r_refdef.viewangles[2] = -r_refdef.viewangles[2];
|
|
/*
|
|
r_refdef.vieworg[0] = 400;
|
|
r_refdef.vieworg[1] = 575;
|
|
r_refdef.vieworg[2] = 64;
|
|
*/
|
|
|
|
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
|
|
|
|
|
|
gldepthmin = 0.5;
|
|
gldepthmax = 1;
|
|
qglDepthRange (gldepthmin, gldepthmax);
|
|
qglDepthFunc (GL_LEQUAL);
|
|
|
|
R_RenderScene ();
|
|
|
|
GLR_DrawWaterSurfaces ();
|
|
|
|
|
|
gldepthmin = 0;
|
|
gldepthmax = 0.5;
|
|
qglDepthRange (gldepthmin, gldepthmax);
|
|
qglDepthFunc (GL_LEQUAL);
|
|
|
|
|
|
memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t));
|
|
|
|
qglMatrixMode(GL_PROJECTION);
|
|
if (mirror_plane->normal[2])
|
|
qglScalef (1,-1,1);
|
|
else
|
|
qglScalef (-1,1,1);
|
|
qglCullFace(GL_FRONT);
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
|
|
qglLoadMatrixf (r_base_world_matrix);
|
|
|
|
|
|
|
|
// blend on top
|
|
qglDisable(GL_ALPHA_TEST);
|
|
qglEnable (GL_BLEND);
|
|
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
qglColor4f (1,1,1,r_mirroralpha.value);
|
|
s = r_mirror_chain;
|
|
for ( ; s ; s=s->texturechain)
|
|
R_RenderBrushPoly (s);
|
|
cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
|
|
qglDisable (GL_BLEND);
|
|
qglColor4f (1,1,1,1);
|
|
|
|
//put things back for rear views
|
|
qglCullFace(GL_BACK);
|
|
|
|
memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t));
|
|
memcpy(r_refdef.vieworg, oldorg, sizeof(vec3_t));
|
|
cl_numvisedicts = oldvisents;
|
|
}
|
|
//#endif
|
|
|
|
/*
|
|
================
|
|
R_RenderView
|
|
|
|
r_refdef must be set before the first call
|
|
================
|
|
*/
|
|
void GLR_RenderView (void)
|
|
{
|
|
extern msurface_t *r_alpha_surfaces;
|
|
double time1 = 0, time2;
|
|
|
|
if (r_norefresh.value)
|
|
return;
|
|
|
|
if (!(r_refdef.flags & 1))
|
|
if (!r_worldentity.model || !cl.worldmodel)
|
|
|
|
return;
|
|
// Sys_Error ("R_RenderView: NULL worldmodel");
|
|
|
|
|
|
|
|
if (qglPNTrianglesiATI)
|
|
{
|
|
if (gl_ati_truform_type.value)
|
|
{ //linear
|
|
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI);
|
|
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
|
|
}
|
|
else
|
|
{ //quadric
|
|
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);
|
|
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
|
|
}
|
|
qglPNTrianglesfATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, gl_ati_truform_tesselation.value);
|
|
}
|
|
|
|
|
|
|
|
|
|
if (gl_finish.value)
|
|
{
|
|
RSpeedMark();
|
|
qglFinish ();
|
|
RSpeedEnd(RSPEED_FINISH);
|
|
}
|
|
|
|
if (r_speeds.value)
|
|
{
|
|
time1 = Sys_DoubleTime ();
|
|
c_brush_polys = 0;
|
|
c_alias_polys = 0;
|
|
}
|
|
|
|
mirror = false;
|
|
|
|
R_Clear ();
|
|
/*
|
|
if (r_viewleaf)// && r_viewleaf->contents != CONTENTS_EMPTY)
|
|
{
|
|
// static fogcolour;
|
|
float fogcol[4]={0};
|
|
float fogperc;
|
|
float fogdist;
|
|
#pragma comment (lib, "opengl32.lib") //temp only.
|
|
|
|
fogperc=0;
|
|
fogdist=512;
|
|
switch(r_viewleaf->contents)
|
|
{
|
|
case CONTENTS_WATER:
|
|
fogcol[0] = 64/255.0;
|
|
fogcol[1] = 128/255.0;
|
|
fogcol[2] = 192/255.0;
|
|
fogperc=0.2;
|
|
fogdist=512;
|
|
break;
|
|
case CONTENTS_SLIME:
|
|
fogcol[0] = 32/255.0;
|
|
fogcol[1] = 192/255.0;
|
|
fogcol[2] = 92/255.0;
|
|
fogperc=1;
|
|
fogdist=256;
|
|
break;
|
|
case CONTENTS_LAVA:
|
|
fogcol[0] = 192/255.0;
|
|
fogcol[1] = 32/255.0;
|
|
fogcol[2] = 64/255.0;
|
|
fogperc=1;
|
|
fogdist=128;
|
|
break;
|
|
default:
|
|
fogcol[0] = 192/255.0;
|
|
fogcol[1] = 192/255.0;
|
|
fogcol[2] = 192/255.0;
|
|
fogperc=1;
|
|
fogdist=1024;
|
|
break;
|
|
}
|
|
if (fogperc)
|
|
{
|
|
glFogi(GL_FOG_MODE, GL_LINEAR);
|
|
glFogfv(GL_FOG_COLOR, fogcol);
|
|
glFogf(GL_FOG_DENSITY, fogperc);
|
|
glFogf(GL_FOG_START, 1);
|
|
glFogf(GL_FOG_END, fogdist);
|
|
glEnable(GL_FOG);
|
|
}
|
|
}
|
|
*/
|
|
r_alpha_surfaces = NULL;
|
|
|
|
// render normal view
|
|
R_RenderScene ();
|
|
GLR_DrawViewModel ();
|
|
GLR_DrawWaterSurfaces ();
|
|
GLR_DrawAlphaSurfaces ();
|
|
|
|
// render mirror view
|
|
R_Mirror ();
|
|
|
|
R_PolyBlend ();
|
|
|
|
// glDisable(GL_FOG);
|
|
|
|
if (r_speeds.value)
|
|
{
|
|
// glFinish ();
|
|
time2 = Sys_DoubleTime ();
|
|
|
|
RQuantAdd(RQUANT_MSECS, (int)((time2-time1)*1000000));
|
|
|
|
RQuantAdd(RQUANT_WPOLYS, c_brush_polys);
|
|
RQuantAdd(RQUANT_EPOLYS, c_alias_polys);
|
|
// Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
|
|
}
|
|
|
|
// SCENE POST PROCESSING
|
|
// we check if we need to use any shaders - currently it's just waterwarp
|
|
if ((gl_config.arb_shader_objects) && (r_waterwarp.value /*&& r_viewleaf->contents <= Q1CONTENTS_WATER*/))
|
|
{
|
|
float vwidth = 1, vheight = 1;
|
|
float vs, vt;
|
|
|
|
// get the powers of 2 for the size of the texture that will hold the scene
|
|
while (vwidth < glwidth)
|
|
{
|
|
vwidth *= 2;
|
|
}
|
|
while (vheight < glheight)
|
|
{
|
|
vheight *= 2;
|
|
}
|
|
|
|
// get the texcoords while we're at it
|
|
vs = glwidth - vwidth;
|
|
vt = glheight - vheight;
|
|
|
|
// 2d mode, but upside down to quake's normal 2d drawing
|
|
// this makes grabbing the sreen a lot easier
|
|
qglViewport (glx, gly, glwidth, glheight);
|
|
|
|
qglMatrixMode(GL_PROJECTION);
|
|
// Push the matrices to go into 2d mode, that matches opengl's mode
|
|
qglPushMatrix();
|
|
qglLoadIdentity ();
|
|
// TODO: use actual window width and height
|
|
qglOrtho (0, vid.width, 0, vid.height, -99999, 99999);
|
|
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPushMatrix();
|
|
qglLoadIdentity ();
|
|
|
|
qglDisable (GL_DEPTH_TEST);
|
|
qglDisable (GL_CULL_FACE);
|
|
qglDisable (GL_BLEND);
|
|
qglEnable (GL_ALPHA_TEST);
|
|
|
|
// copy the scene to texture
|
|
GL_Bind(scenepp_texture);
|
|
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0);
|
|
|
|
// Here we apply the shaders - currently just waterwarp
|
|
GLSlang_UseProgram(scenepp_ww_program);
|
|
GLSlang_SetUniform1f(scenepp_ww_parm_xscalef, glwidth / 32.0f);
|
|
GLSlang_SetUniform1f(scenepp_ww_parm_xscalef, glheight / 32.0f);
|
|
GLSlang_SetUniform1f(scenepp_ww_parm_timef, cl.time);
|
|
|
|
glBegin(GL_QUADS);
|
|
|
|
glTexCoord2f(0, 0);
|
|
glVertex2f(0, 0);
|
|
|
|
glTexCoord2f(vs, 0);
|
|
glVertex2f(vwidth, 0);
|
|
|
|
glTexCoord2f(vs, vt);
|
|
glVertex2f(vwidth, vheight);
|
|
|
|
glTexCoord2f(0, vt);
|
|
glVertex2f(0, vheight);
|
|
|
|
glEnd();
|
|
|
|
// Disable shaders
|
|
GLSlang_UseProgram(NULL);
|
|
|
|
// After all the post processing, pop the matrices
|
|
qglMatrixMode(GL_PROJECTION);
|
|
qglPopMatrix();
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
qglPopMatrix();
|
|
}
|
|
}
|
|
|
|
#endif
|