quakespasm/Quake/gl_rmain.c

862 lines
22 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_main.c
#include "quakedef.h"
qboolean r_cache_thrash; // compatability
vec3_t modelorg, r_entorigin;
entity_t *currententity;
int r_visframecount; // bumped when going to a new PVS
int r_framecount; // used for dlight push checking
mplane_t frustum[4];
//johnfitz -- rendering statistics
int rs_brushpolys, rs_aliaspolys, rs_skypolys, rs_particles, rs_fogpolys;
int rs_dynamiclightmaps, rs_brushpasses, rs_aliaspasses, rs_skypasses;
float rs_megatexels;
qboolean envmap; // true during envmap command capture
//
// view origin
//
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
float r_world_matrix[16];
float r_base_world_matrix[16];
float r_fovx, r_fovy; //johnfitz -- rendering fov may be different becuase of r_waterwarp and r_stereo
//
// screen size info
//
refdef_t r_refdef;
mleaf_t *r_viewleaf, *r_oldviewleaf;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
cvar_t r_norefresh = {"r_norefresh","0"};
cvar_t r_drawentities = {"r_drawentities","1"};
cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
cvar_t r_speeds = {"r_speeds","0"};
cvar_t r_fullbright = {"r_fullbright","0"};
cvar_t r_lightmap = {"r_lightmap","0"};
cvar_t r_shadows = {"r_shadows","0",true};
cvar_t r_wateralpha = {"r_wateralpha","1",true};
cvar_t r_dynamic = {"r_dynamic","1",true};
cvar_t r_novis = {"r_novis","0",true};
cvar_t gl_finish = {"gl_finish","0"};
cvar_t gl_clear = {"gl_clear","0"};
cvar_t gl_cull = {"gl_cull","1"};
cvar_t gl_smoothmodels = {"gl_smoothmodels","1"};
cvar_t gl_affinemodels = {"gl_affinemodels","0"};
cvar_t gl_polyblend = {"gl_polyblend","1"};
cvar_t gl_flashblend = {"gl_flashblend","0",true};
cvar_t gl_playermip = {"gl_playermip","0"};
cvar_t gl_nocolors = {"gl_nocolors","0"};
//johnfitz -- new cvars
cvar_t r_stereo = {"r_stereo","0"};
cvar_t r_stereodepth = {"r_stereodepth","128"};
cvar_t r_clearcolor = {"r_clearcolor","2", true};
cvar_t r_drawflat = {"r_drawflat","0"};
cvar_t r_flatlightstyles = {"r_flatlightstyles", "0"};
cvar_t gl_fullbrights = {"gl_fullbrights", "1", true};
cvar_t gl_farclip = {"gl_farclip", "16384", true};
cvar_t gl_overbright = {"gl_overbright", "1", true};
cvar_t gl_overbright_models = {"gl_overbright_models", "1", true};
cvar_t r_oldskyleaf = {"r_oldskyleaf", "0"};
cvar_t r_drawworld = {"r_drawworld", "1"};
cvar_t r_showtris = {"r_showtris", "0"};
cvar_t r_showbboxes = {"r_showbboxes", "0"};
cvar_t r_lerpmodels = {"r_lerpmodels", "1"};
cvar_t r_lerpmove = {"r_lerpmove", "1"};
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"};
extern cvar_t r_vfog;
//johnfitz
cvar_t gl_zfix = {"gl_zfix", "1", true}; // QuakeSpasm z-fighting fix
qboolean r_drawflat_cheatsafe, r_fullbright_cheatsafe, r_lightmap_cheatsafe, r_drawworld_cheatsafe; //johnfitz
/*
=================
R_CullBox -- johnfitz -- replaced with new function from lordhavoc
Returns true if the box is completely outside the frustum
=================
*/
qboolean R_CullBox (vec3_t emins, vec3_t emaxs)
{
int i;
mplane_t *p;
for (i = 0;i < 4;i++)
{
p = frustum + i;
switch(p->signbits)
{
default:
case 0:
if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist)
return true;
break;
case 1:
if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emaxs[2] < p->dist)
return true;
break;
case 2:
if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist)
return true;
break;
case 3:
if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emaxs[2] < p->dist)
return true;
break;
case 4:
if (p->normal[0]*emaxs[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist)
return true;
break;
case 5:
if (p->normal[0]*emins[0] + p->normal[1]*emaxs[1] + p->normal[2]*emins[2] < p->dist)
return true;
break;
case 6:
if (p->normal[0]*emaxs[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist)
return true;
break;
case 7:
if (p->normal[0]*emins[0] + p->normal[1]*emins[1] + p->normal[2]*emins[2] < p->dist)
return true;
break;
}
}
return false;
}
/*
===============
R_CullModelForEntity -- johnfitz -- uses correct bounds based on rotation
===============
*/
qboolean R_CullModelForEntity (entity_t *e)
{
vec3_t mins, maxs;
if (e->angles[0] || e->angles[2]) //pitch or roll
{
VectorAdd (e->origin, e->model->rmins, mins);
VectorAdd (e->origin, e->model->rmaxs, maxs);
}
else if (e->angles[1]) //yaw
{
VectorAdd (e->origin, e->model->ymins, mins);
VectorAdd (e->origin, e->model->ymaxs, maxs);
}
else //no rotation
{
VectorAdd (e->origin, e->model->mins, mins);
VectorAdd (e->origin, e->model->maxs, maxs);
}
return R_CullBox (mins, maxs);
}
/*
===============
R_RotateForEntity -- johnfitz -- modified to take origin and angles instead of pointer to entity
===============
*/
void R_RotateForEntity (vec3_t origin, vec3_t angles)
{
glTranslatef (origin[0], origin[1], origin[2]);
glRotatef (angles[1], 0, 0, 1);
glRotatef (-angles[0], 0, 1, 0);
glRotatef (angles[2], 1, 0, 0);
}
/*
=============
GL_PolygonOffset -- johnfitz
negative offset moves polygon closer to camera
=============
*/
void GL_PolygonOffset (int offset)
{
if (offset > 0)
{
glEnable (GL_POLYGON_OFFSET_FILL);
glEnable (GL_POLYGON_OFFSET_LINE);
glPolygonOffset(1, offset);
}
else if (offset < 0)
{
glEnable (GL_POLYGON_OFFSET_FILL);
glEnable (GL_POLYGON_OFFSET_LINE);
glPolygonOffset(-1, offset);
}
else
{
glDisable (GL_POLYGON_OFFSET_FILL);
glDisable (GL_POLYGON_OFFSET_LINE);
}
}
//==============================================================================
//
// SETUP FRAME
//
//==============================================================================
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;
}
/*
===============
TurnVector -- johnfitz
turn forward towards side on the plane defined by forward and side
if angle = 90, the result will be equal to side
assumes side and forward are perpendicular, and normalized
to turn away from side, use a negative angle
===============
*/
#define DEG2RAD( a ) ( (a) * M_PI_DIV_180 )
void TurnVector (vec3_t out, const vec3_t forward, const vec3_t side, float angle)
{
float scale_forward, scale_side;
scale_forward = cos( DEG2RAD( angle ) );
scale_side = sin( DEG2RAD( angle ) );
out[0] = scale_forward*forward[0] + scale_side*side[0];
out[1] = scale_forward*forward[1] + scale_side*side[1];
out[2] = scale_forward*forward[2] + scale_side*side[2];
}
/*
===============
R_SetFrustum -- johnfitz -- rewritten
===============
*/
void R_SetFrustum (float fovx, float fovy)
{
int i;
if (r_stereo.value)
fovx += 10; //silly hack so that polygons don't drop out becuase of stereo skew
TurnVector(frustum[0].normal, vpn, vright, fovx/2 - 90); //left plane
TurnVector(frustum[1].normal, vpn, vright, 90 - fovx/2); //right plane
TurnVector(frustum[2].normal, vpn, vup, 90 - fovy/2); //bottom plane
TurnVector(frustum[3].normal, vpn, vup, fovy/2 - 90); //top plane
for (i=0 ; i<4 ; i++)
{
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = DotProduct (r_origin, frustum[i].normal); //FIXME: shouldn't this always be zero?
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}
/*
=============
GL_SetFrustum -- johnfitz -- written to replace MYgluPerspective
=============
*/
#define NEARCLIP 4
float frustum_skew = 0.0; //used by r_stereo
void GL_SetFrustum(float fovx, float fovy)
{
float xmax, ymax;
xmax = NEARCLIP * tan( fovx * M_PI / 360.0 );
ymax = NEARCLIP * tan( fovy * M_PI / 360.0 );
glFrustum(-xmax + frustum_skew, xmax + frustum_skew, -ymax, ymax, NEARCLIP, gl_farclip.value);
}
/*
=============
R_SetupGL
=============
*/
void R_SetupGL (void)
{
//johnfitz -- rewrote this section
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
glViewport (glx + r_refdef.vrect.x,
gly + glheight - r_refdef.vrect.y - r_refdef.vrect.height,
r_refdef.vrect.width,
r_refdef.vrect.height);
//johnfitz
GL_SetFrustum (r_fovx, r_fovy); //johnfitz -- use r_fov* vars
// glCullFace(GL_BACK); //johnfitz -- glquake used CCW with backwards culling -- let's do it right
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
glRotatef (-90, 1, 0, 0); // put Z going up
glRotatef (90, 0, 0, 1); // put Z going up
glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
//
// set drawing parms
//
if (gl_cull.value)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glEnable(GL_DEPTH_TEST);
}
/*
=============
R_Clear -- johnfitz -- rewritten and gutted
=============
*/
void R_Clear (void)
{
extern int gl_stencilbits;
unsigned int clearbits;
clearbits = GL_DEPTH_BUFFER_BIT;
if (gl_clear.value || isIntelVideo) clearbits |= GL_COLOR_BUFFER_BIT; //intel video workarounds from Baker
if (gl_stencilbits) clearbits |= GL_STENCIL_BUFFER_BIT;
glClear (clearbits);
}
/*
===============
R_SetupScene -- johnfitz -- this is the stuff that needs to be done once per eye in stereo mode
===============
*/
void R_SetupScene (void)
{
R_PushDlights ();
R_AnimateLight ();
r_framecount++;
R_SetupGL ();
}
/*
===============
R_SetupView -- johnfitz -- this is the stuff that needs to be done once per frame, even in stereo mode
===============
*/
void R_SetupView (void)
{
Fog_SetupFrame (); //johnfitz
// build the transformation matrix for the given view angles
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
// current viewleaf
r_oldviewleaf = r_viewleaf;
r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
V_SetContentsColor (r_viewleaf->contents);
V_CalcBlend ();
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");
time1 = 0; /* avoid compiler warning */
if (r_speeds.value)
{
glFinish ();
time1 = Sys_DoubleTime ();
//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_DoubleTime ();
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
}