mirror of
https://github.com/Shpoike/Quakespasm.git
synced 2024-11-15 01:11:59 +00:00
859 lines
22 KiB
C
859 lines
22 KiB
C
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/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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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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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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mplane_t frustum[4];
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//johnfitz -- rendering statistics
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int rs_brushpolys, rs_aliaspolys, rs_skypolys, rs_particles, rs_fogpolys;
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int rs_dynamiclightmaps, rs_brushpasses, rs_aliaspasses, rs_skypasses;
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float rs_megatexels;
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qboolean envmap; // true during envmap command capture
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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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float r_fovx, r_fovy; //johnfitz -- rendering fov may be different becuase of r_waterwarp and r_stereo
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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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int d_lightstylevalue[256]; // 8.8 fraction of base light value
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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"};
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cvar_t r_shadows = {"r_shadows","0",true};
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cvar_t r_wateralpha = {"r_wateralpha","1",true};
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cvar_t r_dynamic = {"r_dynamic","1",true};
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cvar_t r_novis = {"r_novis","0",true};
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cvar_t gl_finish = {"gl_finish","0"};
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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_flashblend = {"gl_flashblend","0",true};
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cvar_t gl_playermip = {"gl_playermip","0"};
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cvar_t gl_nocolors = {"gl_nocolors","0"};
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//johnfitz -- new cvars
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cvar_t r_stereo = {"r_stereo","0"};
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cvar_t r_stereodepth = {"r_stereodepth","128"};
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cvar_t r_clearcolor = {"r_clearcolor","2", true};
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cvar_t r_drawflat = {"r_drawflat","0"};
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cvar_t r_flatlightstyles = {"r_flatlightstyles", "0"};
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cvar_t gl_fullbrights = {"gl_fullbrights", "1", true};
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cvar_t gl_farclip = {"gl_farclip", "16384", true};
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cvar_t gl_overbright = {"gl_overbright", "1", true};
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cvar_t gl_overbright_models = {"gl_overbright_models", "1", true};
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cvar_t r_oldskyleaf = {"r_oldskyleaf", "0"};
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cvar_t r_drawworld = {"r_drawworld", "1"};
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cvar_t r_showtris = {"r_showtris", "0"};
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cvar_t r_showbboxes = {"r_showbboxes", "0"};
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cvar_t r_lerpmodels = {"r_lerpmodels", "1"};
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cvar_t r_lerpmove = {"r_lerpmove", "1"};
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cvar_t r_nolerp_list = {"r_nolerp_list", "progs/flame.mdl,progs/flame2.mdl,progs/braztall.mdl,progs/brazshrt.mdl,progs/longtrch.mdl,progs/flame_pyre.mdl,progs/v_saw.mdl,progs/v_xfist.mdl,progs/h2stuff/newfire.mdl"};
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extern cvar_t r_vfog;
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//johnfitz
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qboolean r_drawflat_cheatsafe, r_fullbright_cheatsafe, r_lightmap_cheatsafe, r_drawworld_cheatsafe; //johnfitz
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/*
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=================
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R_CullBox -- johnfitz -- replaced with new function from lordhavoc
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Returns true if the box is completely outside the frustum
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=================
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*/
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qboolean R_CullBox (vec3_t emins, vec3_t emaxs)
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{
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int i;
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mplane_t *p;
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for (i = 0;i < 4;i++)
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{
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p = frustum + i;
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switch(p->signbits)
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{
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default:
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case 0:
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if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist)
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return true;
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break;
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case 1:
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if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist)
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return true;
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break;
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case 2:
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if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist)
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return true;
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break;
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case 3:
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if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist)
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return true;
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break;
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case 4:
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if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist)
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return true;
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break;
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case 5:
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if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist)
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return true;
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break;
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case 6:
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if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist)
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return true;
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break;
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case 7:
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if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist)
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return true;
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break;
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}
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}
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return false;
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}
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/*
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===============
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R_CullModelForEntity -- johnfitz -- uses correct bounds based on rotation
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===============
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*/
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qboolean R_CullModelForEntity (entity_t *e)
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{
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vec3_t mins, maxs;
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if (e->angles[0] || e->angles[2]) //pitch or roll
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{
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VectorAdd (e->origin, e->model->rmins, mins);
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VectorAdd (e->origin, e->model->rmaxs, maxs);
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}
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else if (e->angles[1]) //yaw
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{
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VectorAdd (e->origin, e->model->ymins, mins);
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VectorAdd (e->origin, e->model->ymaxs, maxs);
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}
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else //no rotation
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{
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VectorAdd (e->origin, e->model->mins, mins);
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VectorAdd (e->origin, e->model->maxs, maxs);
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}
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return R_CullBox (mins, maxs);
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}
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/*
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===============
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R_RotateForEntity -- johnfitz -- modified to take origin and angles instead of pointer to entity
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===============
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*/
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void R_RotateForEntity (vec3_t origin, vec3_t angles)
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{
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glTranslatef (origin[0], origin[1], origin[2]);
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glRotatef (angles[1], 0, 0, 1);
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glRotatef (-angles[0], 0, 1, 0);
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glRotatef (angles[2], 1, 0, 0);
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}
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/*
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=============
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GL_PolygonOffset -- johnfitz
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negative offset moves polygon closer to camera
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=============
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*/
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void GL_PolygonOffset (int offset)
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{
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if (offset > 0)
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{
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glEnable (GL_POLYGON_OFFSET_FILL);
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glEnable (GL_POLYGON_OFFSET_LINE);
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glPolygonOffset(1, offset);
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}
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else if (offset < 0)
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{
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glEnable (GL_POLYGON_OFFSET_FILL);
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glEnable (GL_POLYGON_OFFSET_LINE);
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glPolygonOffset(-1, offset);
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}
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else
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{
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glDisable (GL_POLYGON_OFFSET_FILL);
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glDisable (GL_POLYGON_OFFSET_LINE);
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}
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}
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//==============================================================================
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//
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// SETUP FRAME
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//
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//==============================================================================
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int SignbitsForPlane (mplane_t *out)
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{
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int bits, j;
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// for fast box on planeside test
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bits = 0;
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for (j=0 ; j<3 ; j++)
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{
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if (out->normal[j] < 0)
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bits |= 1<<j;
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}
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return bits;
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}
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/*
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===============
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TurnVector -- johnfitz
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turn forward towards side on the plane defined by forward and side
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if angle = 90, the result will be equal to side
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assumes side and forward are perpendicular, and normalized
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to turn away from side, use a negative angle
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===============
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*/
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#define DEG2RAD( a ) ( (a) * M_PI_DIV_180 )
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void TurnVector (vec3_t out, const vec3_t forward, const vec3_t side, float angle)
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{
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float scale_forward, scale_side;
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scale_forward = cos( DEG2RAD( angle ) );
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scale_side = sin( DEG2RAD( angle ) );
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out[0] = scale_forward*forward[0] + scale_side*side[0];
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out[1] = scale_forward*forward[1] + scale_side*side[1];
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out[2] = scale_forward*forward[2] + scale_side*side[2];
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}
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/*
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===============
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R_SetFrustum -- johnfitz -- rewritten
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===============
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*/
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void R_SetFrustum (float fovx, float fovy)
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{
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int i;
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if (r_stereo.value)
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fovx += 10; //silly hack so that polygons don't drop out becuase of stereo skew
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TurnVector(frustum[0].normal, vpn, vright, fovx/2 - 90); //left plane
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TurnVector(frustum[1].normal, vpn, vright, 90 - fovx/2); //right plane
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TurnVector(frustum[2].normal, vpn, vup, 90 - fovy/2); //bottom plane
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TurnVector(frustum[3].normal, vpn, vup, fovy/2 - 90); //top plane
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for (i=0 ; i<4 ; i++)
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{
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frustum[i].type = PLANE_ANYZ;
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frustum[i].dist = DotProduct (r_origin, frustum[i].normal); //FIXME: shouldn't this always be zero?
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frustum[i].signbits = SignbitsForPlane (&frustum[i]);
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}
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}
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/*
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=============
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GL_SetFrustum -- johnfitz -- written to replace MYgluPerspective
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=============
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*/
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#define NEARCLIP 4
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float frustum_skew = 0.0; //used by r_stereo
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void GL_SetFrustum(float fovx, float fovy)
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{
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float xmax, ymax;
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xmax = NEARCLIP * tan( fovx * M_PI / 360.0 );
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ymax = NEARCLIP * tan( fovy * M_PI / 360.0 );
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glFrustum(-xmax + frustum_skew, xmax + frustum_skew, -ymax, ymax, NEARCLIP, gl_farclip.value);
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}
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/*
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=============
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R_SetupGL
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=============
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*/
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void R_SetupGL (void)
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{
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//johnfitz -- rewrote this section
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity ();
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glViewport (glx + r_refdef.vrect.x,
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gly + glheight - r_refdef.vrect.y - r_refdef.vrect.height,
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r_refdef.vrect.width,
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r_refdef.vrect.height);
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//johnfitz
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GL_SetFrustum (r_fovx, r_fovy); //johnfitz -- use r_fov* vars
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// glCullFace(GL_BACK); //johnfitz -- glquake used CCW with backwards culling -- let's do it right
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity ();
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glRotatef (-90, 1, 0, 0); // put Z going up
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glRotatef (90, 0, 0, 1); // put Z going up
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glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
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glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
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glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
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glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
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glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
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//
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// set drawing parms
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//
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if (gl_cull.value)
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glEnable(GL_CULL_FACE);
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else
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glEnable(GL_DEPTH_TEST);
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}
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/*
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=============
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R_Clear -- johnfitz -- rewritten and gutted
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=============
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*/
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void R_Clear (void)
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{
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extern int gl_stencilbits;
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unsigned int clearbits;
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clearbits = GL_DEPTH_BUFFER_BIT;
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if (gl_clear.value || isIntelVideo) clearbits |= GL_COLOR_BUFFER_BIT; //intel video workarounds from Baker
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if (gl_stencilbits) clearbits |= GL_STENCIL_BUFFER_BIT;
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glClear (clearbits);
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}
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/*
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===============
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R_SetupScene -- johnfitz -- this is the stuff that needs to be done once per eye in stereo mode
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===============
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*/
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void R_SetupScene (void)
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{
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R_PushDlights ();
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R_AnimateLight ();
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r_framecount++;
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R_SetupGL ();
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}
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/*
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===============
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R_SetupView -- johnfitz -- this is the stuff that needs to be done once per frame, even in stereo mode
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===============
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*/
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void R_SetupView (void)
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{
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Fog_SetupFrame (); //johnfitz
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// build the transformation matrix for the given view angles
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VectorCopy (r_refdef.vieworg, r_origin);
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AngleVectors (r_refdef.viewangles, vpn, vright, vup);
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// current viewleaf
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r_oldviewleaf = r_viewleaf;
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r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
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V_SetContentsColor (r_viewleaf->contents);
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V_CalcBlend ();
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|
r_cache_thrash = false;
|
||
|
|
||
|
//johnfitz -- calculate r_fovx and r_fovy here
|
||
|
r_fovx = r_refdef.fov_x;
|
||
|
r_fovy = r_refdef.fov_y;
|
||
|
if (r_waterwarp.value)
|
||
|
{
|
||
|
int contents = Mod_PointInLeaf (r_origin, cl.worldmodel)->contents;
|
||
|
if (contents == CONTENTS_WATER || contents == CONTENTS_SLIME || contents == CONTENTS_LAVA)
|
||
|
{
|
||
|
//variance is a percentage of width, where width = 2 * tan(fov / 2) otherwise the effect is too dramatic at high FOV and too subtle at low FOV. what a mess!
|
||
|
r_fovx = atan(tan(DEG2RAD(r_refdef.fov_x) / 2) * (0.97 + sin(cl.time * 1.5) * 0.03)) * 2 / M_PI_DIV_180;
|
||
|
r_fovy = atan(tan(DEG2RAD(r_refdef.fov_y) / 2) * (1.03 - sin(cl.time * 1.5) * 0.03)) * 2 / M_PI_DIV_180;
|
||
|
}
|
||
|
}
|
||
|
//johnfitz
|
||
|
|
||
|
R_SetFrustum (r_fovx, r_fovy); //johnfitz -- use r_fov* vars
|
||
|
|
||
|
R_MarkSurfaces (); //johnfitz -- create texture chains from PVS
|
||
|
|
||
|
R_CullSurfaces (); //johnfitz -- do after R_SetFrustum and R_MarkSurfaces
|
||
|
|
||
|
R_UpdateWarpTextures (); //johnfitz -- do this before R_Clear
|
||
|
|
||
|
R_Clear ();
|
||
|
|
||
|
//johnfitz -- cheat-protect some draw modes
|
||
|
r_drawflat_cheatsafe = r_fullbright_cheatsafe = r_lightmap_cheatsafe = false;
|
||
|
r_drawworld_cheatsafe = true;
|
||
|
if (cl.maxclients == 1)
|
||
|
{
|
||
|
if (!r_drawworld.value) r_drawworld_cheatsafe = false;
|
||
|
|
||
|
if (r_drawflat.value) r_drawflat_cheatsafe = true;
|
||
|
else if (r_fullbright.value || !cl.worldmodel->lightdata) r_fullbright_cheatsafe = true;
|
||
|
else if (r_lightmap.value) r_lightmap_cheatsafe = true;
|
||
|
}
|
||
|
//johnfitz
|
||
|
}
|
||
|
|
||
|
//==============================================================================
|
||
|
//
|
||
|
// RENDER VIEW
|
||
|
//
|
||
|
//==============================================================================
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
R_DrawEntitiesOnList
|
||
|
=============
|
||
|
*/
|
||
|
void R_DrawEntitiesOnList (qboolean alphapass) //johnfitz -- added parameter
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
if (!r_drawentities.value)
|
||
|
return;
|
||
|
|
||
|
//johnfitz -- sprites are not a special case
|
||
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
||
|
{
|
||
|
currententity = cl_visedicts[i];
|
||
|
|
||
|
//johnfitz -- if alphapass is true, draw only alpha entites this time
|
||
|
//if alphapass is false, draw only nonalpha entities this time
|
||
|
if ((ENTALPHA_DECODE(currententity->alpha) < 1 && !alphapass) ||
|
||
|
(ENTALPHA_DECODE(currententity->alpha) == 1 && alphapass))
|
||
|
continue;
|
||
|
|
||
|
//johnfitz -- chasecam
|
||
|
if (currententity == &cl_entities[cl.viewentity])
|
||
|
currententity->angles[0] *= 0.3;
|
||
|
//johnfitz
|
||
|
|
||
|
switch (currententity->model->type)
|
||
|
{
|
||
|
case mod_alias:
|
||
|
R_DrawAliasModel (currententity);
|
||
|
break;
|
||
|
case mod_brush:
|
||
|
R_DrawBrushModel (currententity);
|
||
|
break;
|
||
|
case mod_sprite:
|
||
|
R_DrawSpriteModel (currententity);
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
R_DrawViewModel -- johnfitz -- gutted
|
||
|
=============
|
||
|
*/
|
||
|
void R_DrawViewModel (void)
|
||
|
{
|
||
|
if (!r_drawviewmodel.value || !r_drawentities.value || chase_active.value || envmap)
|
||
|
return;
|
||
|
|
||
|
if (cl.items & IT_INVISIBILITY || cl.stats[STAT_HEALTH] <= 0)
|
||
|
return;
|
||
|
|
||
|
currententity = &cl.viewent;
|
||
|
if (!currententity->model)
|
||
|
return;
|
||
|
|
||
|
//johnfitz -- this fixes a crash
|
||
|
if (currententity->model->type != mod_alias)
|
||
|
return;
|
||
|
//johnfitz
|
||
|
|
||
|
// hack the depth range to prevent view model from poking into walls
|
||
|
glDepthRange (0, 0.3);
|
||
|
R_DrawAliasModel (currententity);
|
||
|
glDepthRange (0, 1);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
R_EmitWirePoint -- johnfitz -- draws a wireframe cross shape for point entities
|
||
|
================
|
||
|
*/
|
||
|
void R_EmitWirePoint (vec3_t origin)
|
||
|
{
|
||
|
int size=8;
|
||
|
|
||
|
glBegin (GL_LINES);
|
||
|
glVertex3f (origin[0]-size, origin[1], origin[2]);
|
||
|
glVertex3f (origin[0]+size, origin[1], origin[2]);
|
||
|
glVertex3f (origin[0], origin[1]-size, origin[2]);
|
||
|
glVertex3f (origin[0], origin[1]+size, origin[2]);
|
||
|
glVertex3f (origin[0], origin[1], origin[2]-size);
|
||
|
glVertex3f (origin[0], origin[1], origin[2]+size);
|
||
|
glEnd ();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
R_EmitWireBox -- johnfitz -- draws one axis aligned bounding box
|
||
|
================
|
||
|
*/
|
||
|
void R_EmitWireBox (vec3_t mins, vec3_t maxs)
|
||
|
{
|
||
|
glBegin (GL_QUAD_STRIP);
|
||
|
glVertex3f (mins[0], mins[1], mins[2]);
|
||
|
glVertex3f (mins[0], mins[1], maxs[2]);
|
||
|
glVertex3f (maxs[0], mins[1], mins[2]);
|
||
|
glVertex3f (maxs[0], mins[1], maxs[2]);
|
||
|
glVertex3f (maxs[0], maxs[1], mins[2]);
|
||
|
glVertex3f (maxs[0], maxs[1], maxs[2]);
|
||
|
glVertex3f (mins[0], maxs[1], mins[2]);
|
||
|
glVertex3f (mins[0], maxs[1], maxs[2]);
|
||
|
glVertex3f (mins[0], mins[1], mins[2]);
|
||
|
glVertex3f (mins[0], mins[1], maxs[2]);
|
||
|
glEnd ();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
R_ShowBoundingBoxes -- johnfitz
|
||
|
|
||
|
draw bounding boxes -- the server-side boxes, not the renderer cullboxes
|
||
|
================
|
||
|
*/
|
||
|
void R_ShowBoundingBoxes (void)
|
||
|
{
|
||
|
extern edict_t *sv_player;
|
||
|
vec3_t mins,maxs;
|
||
|
edict_t *ed;
|
||
|
int i;
|
||
|
|
||
|
if (!r_showbboxes.value || cl.maxclients > 1 || !r_drawentities.value || !sv.active)
|
||
|
return;
|
||
|
|
||
|
glDisable (GL_DEPTH_TEST);
|
||
|
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
||
|
GL_PolygonOffset (OFFSET_SHOWTRIS);
|
||
|
glDisable (GL_TEXTURE_2D);
|
||
|
glDisable (GL_CULL_FACE);
|
||
|
glColor3f (1,1,1);
|
||
|
|
||
|
for (i=0, ed=NEXT_EDICT(sv.edicts) ; i<sv.num_edicts ; i++, ed=NEXT_EDICT(ed))
|
||
|
{
|
||
|
if (ed == sv_player)
|
||
|
continue; //don't draw player's own bbox
|
||
|
|
||
|
// if (r_showbboxes.value != 2)
|
||
|
// if (!SV_VisibleToClient (sv_player, ed, sv.worldmodel))
|
||
|
// continue; //don't draw if not in pvs
|
||
|
|
||
|
if (ed->v.mins[0] == ed->v.maxs[0] && ed->v.mins[1] == ed->v.maxs[1] && ed->v.mins[2] == ed->v.maxs[2])
|
||
|
{
|
||
|
//point entity
|
||
|
R_EmitWirePoint (ed->v.origin);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
//box entity
|
||
|
VectorAdd (ed->v.mins, ed->v.origin, mins);
|
||
|
VectorAdd (ed->v.maxs, ed->v.origin, maxs);
|
||
|
R_EmitWireBox (mins, maxs);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
glColor3f (1,1,1);
|
||
|
glEnable (GL_TEXTURE_2D);
|
||
|
glEnable (GL_CULL_FACE);
|
||
|
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
||
|
GL_PolygonOffset (OFFSET_NONE);
|
||
|
glEnable (GL_DEPTH_TEST);
|
||
|
|
||
|
Sbar_Changed (); //so we don't get dots collecting on the statusbar
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
R_ShowTris -- johnfitz
|
||
|
================
|
||
|
*/
|
||
|
void R_ShowTris (void)
|
||
|
{
|
||
|
extern cvar_t r_particles;
|
||
|
int i;
|
||
|
|
||
|
if (r_showtris.value < 1 || r_showtris.value > 2 || cl.maxclients > 1)
|
||
|
return;
|
||
|
|
||
|
if (r_showtris.value == 1)
|
||
|
glDisable (GL_DEPTH_TEST);
|
||
|
glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
|
||
|
GL_PolygonOffset (OFFSET_SHOWTRIS);
|
||
|
glDisable (GL_TEXTURE_2D);
|
||
|
glColor3f (1,1,1);
|
||
|
// glEnable (GL_BLEND);
|
||
|
// glBlendFunc (GL_ONE, GL_ONE);
|
||
|
|
||
|
if (r_drawworld.value)
|
||
|
{
|
||
|
R_DrawTextureChains_ShowTris ();
|
||
|
}
|
||
|
|
||
|
if (r_drawentities.value)
|
||
|
{
|
||
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
||
|
{
|
||
|
currententity = cl_visedicts[i];
|
||
|
|
||
|
if (currententity == &cl_entities[cl.viewentity]) // chasecam
|
||
|
currententity->angles[0] *= 0.3;
|
||
|
|
||
|
switch (currententity->model->type)
|
||
|
{
|
||
|
case mod_brush:
|
||
|
R_DrawBrushModel_ShowTris (currententity);
|
||
|
break;
|
||
|
case mod_alias:
|
||
|
R_DrawAliasModel_ShowTris (currententity);
|
||
|
break;
|
||
|
case mod_sprite:
|
||
|
R_DrawSpriteModel (currententity);
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// viewmodel
|
||
|
currententity = &cl.viewent;
|
||
|
if (r_drawviewmodel.value
|
||
|
&& !chase_active.value
|
||
|
&& !envmap
|
||
|
&& cl.stats[STAT_HEALTH] > 0
|
||
|
&& !(cl.items & IT_INVISIBILITY)
|
||
|
&& currententity->model
|
||
|
&& currententity->model->type == mod_alias)
|
||
|
{
|
||
|
glDepthRange (0, 0.3);
|
||
|
R_DrawAliasModel_ShowTris (currententity);
|
||
|
glDepthRange (0, 1);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (r_particles.value)
|
||
|
{
|
||
|
R_DrawParticles_ShowTris ();
|
||
|
}
|
||
|
|
||
|
// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
// glDisable (GL_BLEND);
|
||
|
glColor3f (1,1,1);
|
||
|
glEnable (GL_TEXTURE_2D);
|
||
|
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
|
||
|
GL_PolygonOffset (OFFSET_NONE);
|
||
|
if (r_showtris.value == 1)
|
||
|
glEnable (GL_DEPTH_TEST);
|
||
|
|
||
|
Sbar_Changed (); //so we don't get dots collecting on the statusbar
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
R_DrawShadows
|
||
|
================
|
||
|
*/
|
||
|
void R_DrawShadows (void)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
if (!r_shadows.value || !r_drawentities.value || r_drawflat_cheatsafe || r_lightmap_cheatsafe)
|
||
|
return;
|
||
|
|
||
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
||
|
{
|
||
|
currententity = cl_visedicts[i];
|
||
|
|
||
|
if (currententity->model->type != mod_alias)
|
||
|
continue;
|
||
|
|
||
|
if (currententity == &cl.viewent)
|
||
|
return;
|
||
|
|
||
|
GL_DrawAliasShadow (currententity);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
R_RenderScene
|
||
|
================
|
||
|
*/
|
||
|
void R_RenderScene (void)
|
||
|
{
|
||
|
R_SetupScene (); //johnfitz -- this does everything that should be done once per call to RenderScene
|
||
|
|
||
|
Fog_EnableGFog (); //johnfitz
|
||
|
|
||
|
Sky_DrawSky (); //johnfitz
|
||
|
|
||
|
R_DrawWorld ();
|
||
|
|
||
|
S_ExtraUpdate (); // don't let sound get messed up if going slow
|
||
|
|
||
|
R_DrawShadows (); //johnfitz -- render entity shadows
|
||
|
|
||
|
R_DrawEntitiesOnList (false); //johnfitz -- false means this is the pass for nonalpha entities
|
||
|
|
||
|
R_DrawTextureChains_Water (); //johnfitz -- drawn here since they might have transparency
|
||
|
|
||
|
R_DrawEntitiesOnList (true); //johnfitz -- true means this is the pass for alpha entities
|
||
|
|
||
|
R_RenderDlights (); //triangle fan dlights -- johnfitz -- moved after water
|
||
|
|
||
|
R_DrawParticles ();
|
||
|
|
||
|
Fog_DisableGFog (); //johnfitz
|
||
|
|
||
|
R_DrawViewModel (); //johnfitz -- moved here from R_RenderView
|
||
|
|
||
|
R_ShowTris (); //johnfitz
|
||
|
|
||
|
R_ShowBoundingBoxes (); //johnfitz
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
================
|
||
|
R_RenderView
|
||
|
================
|
||
|
*/
|
||
|
void R_RenderView (void)
|
||
|
{
|
||
|
double time1, time2;
|
||
|
|
||
|
if (r_norefresh.value)
|
||
|
return;
|
||
|
|
||
|
if (!cl.worldmodel)
|
||
|
Sys_Error ("R_RenderView: NULL worldmodel");
|
||
|
|
||
|
if (r_speeds.value)
|
||
|
{
|
||
|
glFinish ();
|
||
|
time1 = Sys_FloatTime ();
|
||
|
|
||
|
//johnfitz -- rendering statistics
|
||
|
rs_brushpolys = rs_aliaspolys = rs_skypolys = rs_particles = rs_fogpolys = rs_megatexels =
|
||
|
rs_dynamiclightmaps = rs_aliaspasses = rs_skypasses = rs_brushpasses = 0;
|
||
|
}
|
||
|
else if (gl_finish.value)
|
||
|
glFinish ();
|
||
|
|
||
|
R_SetupView (); //johnfitz -- this does everything that should be done once per frame
|
||
|
|
||
|
//johnfitz -- stereo rendering -- full of hacky goodness
|
||
|
if (r_stereo.value)
|
||
|
{
|
||
|
float eyesep = CLAMP(-8.0f, r_stereo.value, 8.0f);
|
||
|
float fdepth = CLAMP(32.0f, r_stereodepth.value, 1024.0f);
|
||
|
|
||
|
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
|
||
|
|
||
|
//render left eye (red)
|
||
|
glColorMask(1, 0, 0, 1);
|
||
|
VectorMA (r_refdef.vieworg, -0.5f * eyesep, vright, r_refdef.vieworg);
|
||
|
frustum_skew = 0.5 * eyesep * NEARCLIP / fdepth;
|
||
|
srand((int) (cl.time * 1000)); //sync random stuff between eyes
|
||
|
|
||
|
R_RenderScene ();
|
||
|
|
||
|
//render right eye (cyan)
|
||
|
glClear (GL_DEPTH_BUFFER_BIT);
|
||
|
glColorMask(0, 1, 1, 1);
|
||
|
VectorMA (r_refdef.vieworg, 1.0f * eyesep, vright, r_refdef.vieworg);
|
||
|
frustum_skew = -frustum_skew;
|
||
|
srand((int) (cl.time * 1000)); //sync random stuff between eyes
|
||
|
|
||
|
R_RenderScene ();
|
||
|
|
||
|
//restore
|
||
|
glColorMask(1, 1, 1, 1);
|
||
|
VectorMA (r_refdef.vieworg, -0.5f * eyesep, vright, r_refdef.vieworg);
|
||
|
frustum_skew = 0.0f;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
R_RenderScene ();
|
||
|
}
|
||
|
//johnfitz
|
||
|
|
||
|
//johnfitz -- modified r_speeds output
|
||
|
time2 = Sys_FloatTime ();
|
||
|
if (r_speeds.value == 2)
|
||
|
Con_Printf ("%3i ms %4i/%4i wpoly %4i/%4i epoly %3i lmap %4i/%4i sky %1.1f mtex\n",
|
||
|
(int)((time2-time1)*1000),
|
||
|
rs_brushpolys,
|
||
|
rs_brushpasses,
|
||
|
rs_aliaspolys,
|
||
|
rs_aliaspasses,
|
||
|
rs_dynamiclightmaps,
|
||
|
rs_skypolys,
|
||
|
rs_skypasses,
|
||
|
TexMgr_FrameUsage ());
|
||
|
else if (r_speeds.value)
|
||
|
Con_Printf ("%3i ms %4i wpoly %4i epoly %3i lmap\n",
|
||
|
(int)((time2-time1)*1000),
|
||
|
rs_brushpolys,
|
||
|
rs_aliaspolys,
|
||
|
rs_dynamiclightmaps);
|
||
|
//johnfitz
|
||
|
}
|
||
|
|