dquakeplus/source/ctr/gl/gl_rmain.c
2024-09-08 18:10:06 -07:00

1882 lines
42 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
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"
entity_t r_worldentity;
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];
int c_brush_polys, c_alias_polys;
qboolean envmap; // true during envmap command capture
int currenttexture = -1; // to avoid unnecessary texture sets
int cnttextures[2] = {-1, -1}; // cached
int particletexture; // little dot for particles
int playertextures; // up to 16 color translated skins
int mirrortexturenum; // quake texturenum, not gltexturenum
qboolean mirror;
mplane_t *mirror_plane;
//
// 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];
//
// screen size info
//
refdef_t r_refdef;
mleaf_t *r_viewleaf, *r_oldviewleaf;
texture_t *r_notexture_mip;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
void R_MarkLeaves (void);
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"};
cvar_t r_mirroralpha = {"r_mirroralpha","1"};
cvar_t r_wateralpha = {"r_wateralpha","1"};
cvar_t r_dynamic = {"r_dynamic","1"};
cvar_t r_novis = {"r_novis","0"};
cvar_t r_skyfog = {"r_skyfog", "1"};
cvar_t gl_finish = {"gl_finish","0"};
cvar_t gl_clear = {"gl_clear","0"};
cvar_t gl_cull = {"gl_cull","1"};
cvar_t gl_texsort = {"gl_texsort","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","1"};
cvar_t gl_playermip = {"gl_playermip","0"};
cvar_t gl_nocolors = {"gl_nocolors","0"};
cvar_t gl_keeptjunctions = {"gl_keeptjunctions","0"};
cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"};
cvar_t gl_doubleeyes = {"gl_doubleeys", "1"};
//QMB
cvar_t r_explosiontype = {"r_explosiontype", "0",qtrue};
cvar_t r_laserpoint = {"r_laserpoint", "0",qtrue};
cvar_t r_part_explosions = {"r_part_explosions", "1",qtrue};
cvar_t r_part_trails = {"r_part_trails", "1",qtrue};
cvar_t r_part_sparks = {"r_part_sparks", "1",qtrue};
cvar_t r_part_spikes = {"r_part_spikes", "1",qtrue};
cvar_t r_part_gunshots = {"r_part_gunshots", "1",qtrue};
cvar_t r_part_blood = {"r_part_blood", "1",qtrue};
cvar_t r_part_telesplash = {"r_part_telesplash", "1",qtrue};
cvar_t r_part_blobs = {"r_part_blobs", "1",qtrue};
cvar_t r_part_lavasplash = {"r_part_lavasplash", "1",qtrue};
cvar_t r_part_flames = {"r_part_flames", "1",qtrue};
cvar_t r_part_lightning = {"r_part_lightning", "1",qtrue};
cvar_t r_part_flies = {"r_part_flies", "1",qtrue};
cvar_t r_part_muzzleflash = {"r_part_muzzleflash", "1",qtrue};
cvar_t r_flametype = {"r_flametype", "2",qtrue};
//Shpuld
cvar_t r_model_brightness = { "r_model_brightness", "1", qtrue}; // Toggle high brightness model lighting
cvar_t r_farclip = {"r_farclip", "4096"}; //far cliping for q3 models
cvar_t r_flatlightstyles = {"r_flatlightstyles", "0", qfalse};
extern cvar_t gl_ztrick;
extern cvar_t scr_fov_viewmodel;
/*
=================
R_CullBox
Returns true if the box is completely outside the frustom
=================
*/
qboolean R_CullBox (vec3_t mins, vec3_t maxs)
{
int i;
for (i=0 ; i<4 ; i++)
if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2)
return true;
return false;
}
void R_RotateForEntity (entity_t *e, unsigned char scale)
{
glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
glRotatef (e->angles[1], 0, 0, 1);
glRotatef (-e->angles[0], 0, 1, 0);
glRotatef (e->angles[2], 1, 0, 0);
if (scale != ENTSCALE_DEFAULT && scale != 0) {
float scalefactor = ENTSCALE_DECODE(scale);
glScalef(scalefactor, scalefactor, scalefactor);
}
}
void IgnoreInterpolatioFrame (entity_t *e, aliashdr_t *paliashdr)
{
if (strcmp(e->old_model, e->model->name) && e->model != NULL)
{
strcpy(e->old_model, e->model->name);
// fenix@io.com: model transform interpolation
e->frame_start_time = 0;
e->translate_start_time = 0;
e->rotate_start_time = 0;
e->pose1 = 0;
e->pose2 = paliashdr->frames[e->frame].firstpose;
}
}
/*
=============
R_InterpolateEntity
was R_BlendedRotateForEntity
fenix@io.com: model transform interpolation
modified by blubswillrule
//fixme (come back and fix this once we can test on psp and view the true issue with interpolation)
=============
*/
void R_InterpolateEntity(entity_t *e, int shadow) // Tomaz - New Shadow
{
float timepassed;
float blend;
vec3_t deltaVec;
int i;
// positional interpolation
timepassed = realtime - e->translate_start_time;
//notes to self (blubs)
//-Added this method, and commented out the check for r_i_model_transforms.value
//tried the snapping interpolation, though it worked, it was still a bit jittery...
//problem with linear interpolation is we don't know the exact time it should take to move from origin1 to origin2...
//looks like the rotation interpolation doesn't work all that great either, rotation could benefit from the snapping interpolation that I use
//if I get this method to work well, make sure we go back and check for r_i_model_transforms again, (because vmodel and other models that don't use interpolation)
//probably go back and edit animations too as I redo the last 2 textures..
if (e->translate_start_time == 0 || timepassed > 1)
{
e->translate_start_time = realtime;
VectorCopy (e->origin, e->origin1);
VectorCopy (e->origin, e->origin2);
}
//our origin has been updated
if (!VectorCompare (e->origin, e->origin2))
{
e->translate_start_time = realtime;
VectorCopy (e->origin2, e->origin1);
VectorCopy (e->origin, e->origin2);
blend = 0;
}
else
{
blend = timepassed / 0.4;//0.1 not sure what this value should be...
//technically this value should be the total amount of time that we take from 1 position to the next, it's practically how long it should take us to go from one location to the next...
if (cl.paused || blend > 1)
blend = 0;
}
VectorSubtract (e->origin2, e->origin1, deltaVec);
glTranslatef (e->origin[0] + (blend * deltaVec[0]), e->origin[1] + (blend * deltaVec[1]), e->origin[2] + (blend * deltaVec[2]));
// orientation interpolation (Euler angles, yuck!)
timepassed = realtime - e->rotate_start_time;
if (e->rotate_start_time == 0 || timepassed > 1)
{
e->rotate_start_time = realtime;
VectorCopy (e->angles, e->angles1);
VectorCopy (e->angles, e->angles2);
}
if (!VectorCompare (e->angles, e->angles2))
{
e->rotate_start_time = realtime;
VectorCopy (e->angles2, e->angles1);
VectorCopy (e->angles, e->angles2);
blend = 0;
}
else
{
blend = timepassed / 0.1;
if (cl.paused || blend > 1)
blend = 1;
}
VectorSubtract (e->angles2, e->angles1, deltaVec);
// always interpolate along the shortest path
for (i = 0; i < 3; i++)
{
if (deltaVec[i] > 180)
{
deltaVec[i] -= 360;
}
else if (deltaVec[i] < -180)
{
deltaVec[i] += 360;
}
}
glRotatef ((e->angles1[YAW] + ( blend * deltaVec[YAW])) * (M_PI / 180.0f), 0, 0, 1);
if (shadow == 0)
{
glRotatef ((-e->angles1[PITCH] + (-blend * deltaVec[PITCH])) * (M_PI / 180.0f), 0, 1, 0);
glRotatef ((e->angles1[ROLL] + ( blend * deltaVec[ROLL])) * (M_PI / 180.0f), 1, 0, 0);
}
}
/*
=================
R_FrustumCheckBox
Returns 0 if box completely inside frustum
Returns +N with intersected planes count as N
Returns -1 when completely outside frustum
=================
*/
int R_FrustumCheckBox (vec3_t mins, vec3_t maxs)
{
int i, res;
int intersections = 0;
for (i=0 ; i<4 ; i++)
{
res = BoxOnPlaneSide (mins, maxs, &frustum[i]);
if (res == 2) return -1;
if (res == 3) ++intersections;
}
return intersections;
}
/*
=============================================================
SPRITE MODELS
=============================================================
*/
/*
================
R_GetSpriteFrame
================
*/
mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
{
msprite_t *psprite;
mspritegroup_t *pspritegroup;
mspriteframe_t *pspriteframe;
int i, numframes, frame;
float *pintervals, fullinterval, targettime, time;
psprite = currententity->model->cache.data;
frame = currententity->frame;
if ((frame >= psprite->numframes) || (frame < 0))
{
Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
frame = 0;
}
if (psprite->frames[frame].type == SPR_SINGLE)
{
pspriteframe = psprite->frames[frame].frameptr;
}
else
{
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pintervals = pspritegroup->intervals;
numframes = pspritegroup->numframes;
fullinterval = pintervals[numframes-1];
time = cl.time + currententity->syncbase;
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
// are positive, so we don't have to worry about division by 0
targettime = time - ((int)(time / fullinterval)) * fullinterval;
for (i=0 ; i<(numframes-1) ; i++)
{
if (pintervals[i] > targettime)
break;
}
pspriteframe = pspritegroup->frames[i];
}
return pspriteframe;
}
/*
=================
R_DrawSpriteModel
=================
*/
void R_DrawSpriteModel (entity_t *e)
{
vec3_t point;
mspriteframe_t *frame;
float *up, *right;
vec3_t v_forward, v_right, v_up;
msprite_t *psprite;
float scale = ENTSCALE_DECODE(e->scale);
if (scale == 0) scale = 1.0f;
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = currententity->model->cache.data;
if (psprite->type == SPR_ORIENTED)
{ // bullet marks on walls
AngleVectors (currententity->angles, v_forward, v_right, v_up);
up = v_up;
right = v_right;
}
else
{ // normal sprite
up = vup;
right = vright;
}
glColor3f (1,1,1);
GL_DisableMultitexture();
GL_Bind(frame->gl_texturenum);
Fog_DisableGFog ();
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBegin (GL_QUADS);
glTexCoord2f (0, 1);
VectorMA (e->origin, frame->down * scale, up, point);
VectorMA (point, frame->left * scale, right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
VectorMA (e->origin, frame->up * scale, up, point);
VectorMA (point, frame->left * scale, right, point);
glVertex3fv (point);
glTexCoord2f (1, 0);
VectorMA (e->origin, frame->up * scale, up, point);
VectorMA (point, frame->right * scale, right, point);
glVertex3fv (point);
glTexCoord2f (1, 1);
VectorMA (e->origin, frame->down * scale, up, point);
VectorMA (point, frame->right * scale, right, point);
glVertex3fv (point);
glEnd ();
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
Fog_EnableGFog ();
}
/*
=============================================================
ALIAS MODELS
=============================================================
*/
#define NUMVERTEXNORMALS 162
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "../../anorms.h"
};
vec3_t shadevector;
float shadelight, ambientlight;
extern vec3_t lightcolor; // LordHavoc: .lit support to the definitions at the top
// precalculated dot products for quantized angles
#define SHADEDOT_QUANT 16
float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
#include "../../anorm_dots.h"
;
float *shadedots = r_avertexnormal_dots[0];
int lastposenum;
/*
=============
GL_DrawAliasFrame -- johnfitz -- rewritten to support colored light, lerping, entalpha, multitexture, and r_drawflat
=============
*/
void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum)
{
float vertcolor[4];
trivertx_t *verts;
int *commands;
int count;
float u,v;
verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
verts += posenum * paliashdr->poseverts;
commands = (int *)((byte *)paliashdr + paliashdr->commands);
glColor4f(lightcolor[0]/255, lightcolor[1]/255, lightcolor[2]/255, 1.0f);
while (1)
{
// get the vertex count and primitive type
count = *commands++;
if (!count)
break; // done
if (count < 0)
{
count = -count;
glBegin (GL_TRIANGLE_FAN);
}
else
glBegin (GL_TRIANGLE_STRIP);
do
{
u = ((float *)commands)[0];
v = ((float *)commands)[1];
glTexCoord2f (u, v);
commands += 2;
glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
verts++;
} while (--count);
glEnd ();
}
}
/*
=============
GL_DrawAliasBlendedFrame
fenix@io.com: model animation interpolation
=============
*/
// fenix@io.com: model animation interpolation
int lastposenum0;
void GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2, float blend)
{
// if (r_showtris.value)
// {
// GL_DrawAliasBlendedWireFrame(paliashdr, pose1, pose2, blend);
// return;
// }
trivertx_t* verts1;
trivertx_t* verts2;
vec3_t d;
int *commands;
int count;
float u,v;
lastposenum0 = pose1;
lastposenum = pose2;
verts1 = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
verts2 = verts1;
verts1 += pose1 * paliashdr->poseverts;
verts2 += pose2 * paliashdr->poseverts;
commands = (int *)((byte *)paliashdr + paliashdr->commands);
glColor4f(lightcolor[0]/255, lightcolor[1]/255, lightcolor[2]/255, 1.0f);
while (1)
{
// get the vertex count and primitive type
count = *commands++;
if (!count)
break; // done
if (count < 0)
{
count = -count;
glBegin (GL_TRIANGLE_FAN);
}
else
glBegin (GL_TRIANGLE_STRIP);
do
{
u = ((float *)commands)[0];
v = ((float *)commands)[1];
glTexCoord2f (u, v);
commands += 2;
VectorSubtract(verts2->v, verts1->v, d);
glVertex3f (verts1->v[0] + (blend * d[0]), verts1->v[1] + (blend * d[1]), verts1->v[2] + (blend * d[2]));
verts1++;
verts2++;
} while (--count);
glEnd ();
}
}
/*
=============
GL_DrawAliasShadow
=============
*/
extern vec3_t lightspot;
void GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
{
float s, t, l;
int i, j;
int index;
trivertx_t *v, *verts;
int list;
int *order;
vec3_t point;
float *normal;
float height, lheight;
int count;
lheight = currententity->origin[2] - lightspot[2];
height = 0;
verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
verts += posenum * paliashdr->poseverts;
order = (int *)((byte *)paliashdr + paliashdr->commands);
height = -lheight + 1.0;
while (1)
{
// get the vertex count and primitive type
count = *order++;
if (!count)
break; // done
if (count < 0)
{
count = -count;
glBegin (GL_TRIANGLE_FAN);
}
else
glBegin (GL_TRIANGLE_STRIP);
do
{
// texture coordinates come from the draw list
// (skipped for shadows) glTexCoord2fv ((float *)order);
order += 2;
// normals and vertexes come from the frame list
point[0] = verts->v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0];
point[1] = verts->v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1];
point[2] = verts->v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2];
point[0] -= shadevector[0]*(point[2]+lheight);
point[1] -= shadevector[1]*(point[2]+lheight);
point[2] = height;
// height -= 0.001;
glVertex3fv (point);
verts++;
} while (--count);
glEnd ();
}
}
/*
=================
R_SetupAliasFrame
=================
*/
void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr)
{
int pose, numposes;
float interval;
if ((frame >= paliashdr->numframes) || (frame < 0))
{
Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
frame = 0;
}
pose = paliashdr->frames[frame].firstpose;
numposes = paliashdr->frames[frame].numposes;
if (numposes > 1)
{
interval = paliashdr->frames[frame].interval;
pose += (int)(cl.time / interval) % numposes;
}
GL_DrawAliasFrame(paliashdr, pose);
}
/*
=================
R_SetupAliasBlendedFrame
fenix@io.com: model animation interpolation
=================
*/
//double t1, t2, t3;
void R_SetupAliasBlendedFrame (int frame, aliashdr_t *paliashdr, entity_t* e)
{
int pose;
int numposes;
float blend;
if ((frame >= paliashdr->numframes) || (frame < 0))
{
Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
frame = 0;
}
// HACK: if we're a certain distance away, don't bother blending
// cypress -- Lets not care about Z (up).. chances are they're out of the frustum anyway
int dist_x = (cl.viewent.origin[0] - e->origin[0]);
int dist_y = (cl.viewent.origin[1] - e->origin[1]);
int distance_from_client = (int)((dist_x) * (dist_x) + (dist_y) * (dist_y)); // no use sqrting, just slows us down.
// They're too far away from us to care about blending their frames.
if (distance_from_client >= 160000) { // 400 * 400
// Fix them from jumping from last lerp
e->pose1 = e->pose2 = paliashdr->frames[frame].firstpose;
e->frame_interval = 0.1;
GL_DrawAliasFrame (paliashdr, paliashdr->frames[frame].firstpose);
} else {
pose = paliashdr->frames[frame].firstpose;
numposes = paliashdr->frames[frame].numposes;
if (numposes > 1)
{
e->frame_interval = paliashdr->frames[frame].interval;
pose += (int)(cl.time / e->frame_interval) % numposes;
}
else
{
/* One tenth of a second is a good for most Quake animations.
If the nextthink is longer then the animation is usually meant to pause
(e.g. check out the shambler magic animation in shambler.qc). If its
shorter then things will still be smoothed partly, and the jumps will be
less noticable because of the shorter time. So, this is probably a good
assumption. */
e->frame_interval = 0.1;
}
if (e->pose2 != pose)
{
e->frame_start_time = realtime;
e->pose1 = e->pose2;
e->pose2 = pose;
blend = 0;
}
else
blend = (realtime - e->frame_start_time) / e->frame_interval;
// wierd things start happening if blend passes 1
if (cl.paused || blend > 1) blend = 1;
if (blend == 1)
GL_DrawAliasFrame (paliashdr, pose);
else
GL_DrawAliasBlendedFrame (paliashdr, e->pose1, e->pose2, blend);
}
}
/*
=================
R_DrawZombieLimb
=================
*/
//Blubs Z hacks: need this declaration.
model_t *Mod_FindName (char *name);
void R_DrawZombieLimb (entity_t *e, int which)
{
model_t *clmodel;
aliashdr_t *paliashdr;
entity_t *limb_ent;
switch(which) {
case 1:
limb_ent = &cl_entities[e->z_head];
break;
case 2:
limb_ent = &cl_entities[e->z_larm];
break;
case 3:
limb_ent = &cl_entities[e->z_rarm];
break;
default:
return;
}
clmodel = limb_ent->model;
if (clmodel == NULL)
return;
VectorCopy(e->origin, r_entorigin);
VectorSubtract(r_origin, r_entorigin, modelorg);
// locate the proper data
paliashdr = (aliashdr_t *)Mod_Extradata(clmodel);//e->model
c_alias_polys += paliashdr->numtris;
GL_DisableMultitexture();
//Shpuld
if(r_model_brightness.value)
{
lightcolor[0] += 48;
lightcolor[1] += 48;
lightcolor[2] += 48;
}
glPushMatrix ();
R_RotateForEntity (e, e->scale);
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
if (gl_smoothmodels.value)
glShadeModel (GL_SMOOTH);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
IgnoreInterpolatioFrame(e, paliashdr);
R_SetupAliasBlendedFrame (currententity->frame, paliashdr, e);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glShadeModel (GL_FLAT);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glPopMatrix ();
}
/*
=================
R_DrawTransparentAliasModel
=================
*/
void R_DrawTransparentAliasModel (entity_t *e)
{
int i, j;
int lnum;
vec3_t dist;
float add;
model_t *clmodel;
vec3_t mins, maxs;
aliashdr_t *paliashdr;
trivertx_t *verts, *v;
int index;
float s, t, an;
int anim;
clmodel = currententity->model;
VectorAdd (currententity->origin, clmodel->mins, mins);
VectorAdd (currententity->origin, clmodel->maxs, maxs);
// naievil -- fixme: on psp this is == 2 ?
if (R_CullBox (mins, maxs))
return;
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
// for(int g = 0; g < 3; g++)
// {
// if(lightcolor[g] < 8)
// lightcolor[g] = 8;
// if(lightcolor[g] > 125)
// lightcolor[g] = 125;
// }
// //
// // get lighting information
// //
// ambientlight = shadelight = R_LightPoint (currententity->origin);
// for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
// {
// if (cl_dlights[lnum].die >= cl.time)
// {
// VectorSubtract (currententity->origin,
// cl_dlights[lnum].origin,
// dist);
// add = cl_dlights[lnum].radius - Length(dist);
// if (add > 0) {
// ambientlight += add;
// //ZOID models should be affected by dlights as well
// shadelight += add;
// }
// }
// }
// // clamp lighting so it doesn't overbright as much
// if (ambientlight > 128)
// ambientlight = 128;
// if (ambientlight + shadelight > 192)
// shadelight = 192 - ambientlight;
// shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
// shadelight = shadelight / 200.0;
// an = e->angles[1]/180*M_PI;
// shadevector[0] = cos(-an);
// shadevector[1] = sin(-an);
// shadevector[2] = 1;
// VectorNormalize (shadevector);
//
// locate the proper data
//
paliashdr = (aliashdr_t *)Mod_Extradata (e->model);
c_alias_polys += paliashdr->numtris;
//
// draw all the triangles
//
GL_DisableMultitexture();
lightcolor[0] = lightcolor[1] = lightcolor[2] = 256.0f;
glPushMatrix ();
R_RotateForEntity (e, e->scale);
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
anim = (int)(cl.time*10) & 3;
GL_Bind(paliashdr->gl_texturenum[e->skinnum][anim]);
if (gl_smoothmodels.value)
glShadeModel (GL_SMOOTH);
glEnable(GL_BLEND);
glDisable (GL_ALPHA_TEST);
glDepthMask(GL_FALSE);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
IgnoreInterpolatioFrame(e, paliashdr);
R_SetupAliasBlendedFrame (currententity->frame, paliashdr, e);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glDepthMask(GL_TRUE);
glDisable(GL_BLEND);
glShadeModel (GL_FLAT);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glPopMatrix ();
if (r_shadows.value)
{
glPushMatrix ();
R_RotateForEntity (e, e->scale);
glDisable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
glColor4f (0,0,0,0.5);
GL_DrawAliasShadow (paliashdr, lastposenum);
glEnable (GL_TEXTURE_2D);
glDisable (GL_BLEND);
glColor4f (1,1,1,1);
glPopMatrix ();
}
}
/*
=================
R_DrawAliasModel
=================
*/
int doZHack;
extern int zombie_skins[4];
void R_DrawAliasModel (entity_t *e)
{
char specChar;
int i, j;
int lnum;
vec3_t dist;
float add;
model_t *clmodel;
vec3_t mins, maxs;
aliashdr_t *paliashdr;
trivertx_t *verts, *v;
int index;
float s, t, an;
int anim;
clmodel = currententity->model;
VectorAdd (currententity->origin, clmodel->mins, mins);
VectorAdd (currententity->origin, clmodel->maxs, maxs);
// naievil -- fixme: on psp this is == 2 ?
if (R_CullBox (mins, maxs))
return;
specChar = clmodel->name[strlen(clmodel->name) - 5];
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
for(int g = 0; g < 3; g++)
{
if(lightcolor[g] < 8)
lightcolor[g] = 8;
if(lightcolor[g] > 125)
lightcolor[g] = 125;
}
//
// get lighting information
//
ambientlight = shadelight = R_LightPoint (currententity->origin);
// allways give the gun some light
if (e == &cl.viewent && ambientlight < 24)
ambientlight = shadelight = 24;
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
if (cl_dlights[lnum].die >= cl.time)
{
VectorSubtract (currententity->origin,
cl_dlights[lnum].origin,
dist);
add = cl_dlights[lnum].radius - Length(dist);
if (add > 0) {
ambientlight += add;
//ZOID models should be affected by dlights as well
shadelight += add;
}
}
}
// clamp lighting so it doesn't overbright as much
if (ambientlight > 128)
ambientlight = 128;
if (ambientlight + shadelight > 192)
shadelight = 192 - ambientlight;
// ZOID: never allow players to go totally black
i = currententity - cl_entities;
if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "models/player.mdl") */)
if (ambientlight < 8)
ambientlight = shadelight = 8;
// HACK HACK HACK -- no fullbright colors, so make torches full light
if (!strcmp (clmodel->name, "progs/flame2.mdl")
|| !strcmp (clmodel->name, "progs/flame.mdl") )
ambientlight = shadelight = 256;
shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
shadelight = shadelight / 200.0;
an = e->angles[1]/180*M_PI;
shadevector[0] = cos(-an);
shadevector[1] = sin(-an);
shadevector[2] = 1;
VectorNormalize (shadevector);
//
// locate the proper data
//
if(doZHack && specChar == '%')
{
if(clmodel->name[12] == 'c')
paliashdr = (aliashdr_t *) Mod_Extradata(Mod_FindName("models/ai/zcfull.mdl"));
else
paliashdr = (aliashdr_t *) Mod_Extradata(Mod_FindName("models/ai/zfull.mdl"));
}
else
paliashdr = (aliashdr_t *)Mod_Extradata (e->model);
c_alias_polys += paliashdr->numtris;
//
// draw all the triangles
//
GL_DisableMultitexture();
//Shpuld
if(r_model_brightness.value)
{
lightcolor[0] += 60;
lightcolor[1] += 60;
lightcolor[2] += 60;
}
if(specChar == '!' || (e->effects & EF_FULLBRIGHT))
{
lightcolor[0] = lightcolor[1] = lightcolor[2] = 256;
}
add = 72.0f - (lightcolor[0] + lightcolor[1] + lightcolor[2]);
if (add > 0.0f)
{
lightcolor[0] += add / 3.0f;
lightcolor[1] += add / 3.0f;
lightcolor[2] += add / 3.0f;
}
glPushMatrix ();
R_RotateForEntity (e, ENTSCALE_DEFAULT);
if (!strcmp (clmodel->name, "progs/eyes.mdl") && gl_doubleeyes.value) {
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8));
// double size of eyes, since they are really hard to see in gl
glScalef (paliashdr->scale[0]*2, paliashdr->scale[1]*2, paliashdr->scale[2]*2);
} else {
// Special handling of view model to keep FOV from altering look. Pretty good. Not perfect but rather close.
if ((e == &cl.viewent || e == &cl.viewent2) && scr_fov_viewmodel.value) {
float scale = 1.0f / tan (DEG2RAD (scr_fov.value / 2.0f)) * scr_fov_viewmodel.value / 90.0f;
if (e->scale != ENTSCALE_DEFAULT && e->scale != 0) scale *= ENTSCALE_DECODE(e->scale);
glTranslatef (paliashdr->scale_origin[0] * scale, paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
glScalef (paliashdr->scale[0] * scale, paliashdr->scale[1], paliashdr->scale[2]);
} else {
float scale = 1.0f;
if (e->scale != ENTSCALE_DEFAULT && e->scale != 0) scale *= ENTSCALE_DECODE(e->scale);
glTranslatef (paliashdr->scale_origin[0] * scale, paliashdr->scale_origin[1] * scale, paliashdr->scale_origin[2] * scale);
glScalef (paliashdr->scale[0] * scale, paliashdr->scale[1] * scale, paliashdr->scale[2] * scale);
}
}
if (specChar == '%')//Zombie body
{
switch(e->skinnum)
{
case 0:
GL_Bind(zombie_skins[0]);
break;
case 1:
GL_Bind(zombie_skins[1]);
break;
case 2:
GL_Bind(zombie_skins[2]);
break;
case 3:
GL_Bind(zombie_skins[3]);
break;
default: //out of bounds? assuming 0
Con_Printf("Zombie tex out of bounds: Tex[%i]\n",e->skinnum);
GL_Bind(zombie_skins[0]);
break;
}
}
else
{
anim = (int)(cl.time*10) & 3;
GL_Bind(paliashdr->gl_texturenum[e->skinnum][anim]);
}
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
if (currententity->colormap != vid.colormap && !gl_nocolors.value)
{
i = currententity - cl_entities;
if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "models/player.mdl") */)
GL_Bind(playertextures - 1 + i);
}
if (gl_smoothmodels.value)
glShadeModel (GL_SMOOTH);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
IgnoreInterpolatioFrame(e, paliashdr);
R_SetupAliasBlendedFrame (currententity->frame, paliashdr, e);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glShadeModel (GL_FLAT);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glPopMatrix ();
if (doZHack == 0 && specChar == '%')//if we're drawing zombie, also draw its limbs in one call
{
if(e->z_head)
R_DrawZombieLimb(e,1);
if(e->z_larm)
R_DrawZombieLimb(e,2);
if(e->z_rarm)
R_DrawZombieLimb(e,3);
}
if (r_shadows.value)
{
glPushMatrix ();
R_RotateForEntity (e, e->scale);
glDisable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
glColor4f (0,0,0,0.5);
GL_DrawAliasShadow (paliashdr, lastposenum);
glEnable (GL_TEXTURE_2D);
glDisable (GL_BLEND);
glColor4f (1,1,1,1);
glPopMatrix ();
}
}
//==================================================================================
/*
=============
R_DrawEntitiesOnList
=============
*/
void R_DrawEntitiesOnList (void)
{
int i;
if (!r_drawentities.value)
return;
int zHackCount = 0;
doZHack = 0;
char specChar;
// draw sprites seperately, because of alpha blending
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = cl_visedicts[i];
specChar = currententity->model->name[strlen(currententity->model->name)-5];
if(specChar == '(' || specChar == '^')//skip heads and arms: it's faster to do this than a strcmp...
{
continue;
}
doZHack = 0;
if(specChar == '%')
{
if(zHackCount > 5 || ((currententity->z_head != 0) && (currententity->z_larm != 0) && (currententity->z_rarm != 0)))
{
doZHack = 1;
}
else
{
zHackCount ++;//drawing zombie piece by piece.
}
}
switch (currententity->model->type)
{
case mod_alias:
if(specChar == '$')//This is for smooth alpha, draw in the following loop, not this one
{
continue;
}
R_DrawAliasModel (currententity);
break;
case mod_brush:
R_DrawBrushModel (currententity);
break;
default:
break;
}
doZHack = 0;
}
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = cl_visedicts[i];
if(!(currententity->model))
{
continue;
}
specChar = currententity->model->name[strlen(currententity->model->name)-5];
switch (currententity->model->type)
{
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
case mod_alias:
if(specChar == '$')//mdl model with blended alpha
{
R_DrawTransparentAliasModel(currententity);
}
break;
default: break;
}
}
}
/*
=============
R_DrawView2Model
=============
*/
void R_DrawView2Model (void)
{
float ambient[4], diffuse[4];
int j;
int lnum;
vec3_t dist;
float add;
dlight_t *dl;
int ambientlight, shadelight;
if (!r_drawviewmodel.value)
return;
if (chase_active.value)
return;
if (envmap)
return;
if (!r_drawentities.value)
return;
if (cl.stats[STAT_HEALTH] <= 0)
return;
currententity = &cl.viewent2;
if (!currententity->model)
return;
j = R_LightPoint (currententity->origin);
if (j < 24)
j = 24; // allways give some light on gun
ambientlight = j;
shadelight = j;
// add dynamic lights
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
dl = &cl_dlights[lnum];
if (!dl->radius)
continue;
if (!dl->radius)
continue;
if (dl->die < cl.time)
continue;
VectorSubtract (currententity->origin, dl->origin, dist);
add = dl->radius - Length(dist);
if (add > 0)
ambientlight += add;
}
ambient[0] = ambient[1] = ambient[2] = ambient[3] = (float)ambientlight / 128;
diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = (float)shadelight / 128;
// hack the depth range to prevent view model from poking into walls
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
R_DrawAliasModel (currententity);
glDepthRange (gldepthmin, gldepthmax);
}
/*
=============
R_DrawViewModel
=============
*/
void R_DrawViewModel (void)
{
float ambient[4], diffuse[4];
int j;
int lnum;
vec3_t dist;
float add;
dlight_t *dl;
int ambientlight, shadelight;
if (!r_drawviewmodel.value)
return;
if (chase_active.value)
return;
if (envmap)
return;
if (!r_drawentities.value)
return;
if (cl.stats[STAT_HEALTH] <= 0)
return;
currententity = &cl.viewent;
if (!currententity->model)
return;
j = R_LightPoint (currententity->origin);
if (j < 24)
j = 24; // allways give some light on gun
ambientlight = j;
shadelight = j;
// add dynamic lights
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
{
dl = &cl_dlights[lnum];
if (!dl->radius)
continue;
if (!dl->radius)
continue;
if (dl->die < cl.time)
continue;
VectorSubtract (currententity->origin, dl->origin, dist);
add = dl->radius - Length(dist);
if (add > 0)
ambientlight += add;
}
ambient[0] = ambient[1] = ambient[2] = ambient[3] = (float)ambientlight / 128;
diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = (float)shadelight / 128;
// hack the depth range to prevent view model from poking into walls
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
R_DrawAliasModel (currententity);
glDepthRange (gldepthmin, gldepthmax);
}
/*
============
R_PolyBlend
============
*/
void R_PolyBlend (void)
{
if (!gl_polyblend.value)
return;
if (!v_blend[3])
return;
GL_DisableMultitexture();
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_DEPTH_TEST);
glDisable (GL_TEXTURE_2D);
glLoadIdentity ();
glRotatef (-90, 1, 0, 0); // put Z going up
glRotatef (90, 0, 0, 1); // put Z going up
glColor4fv (v_blend);
glBegin (GL_QUADS);
glVertex3f (10, 100, 100);
glVertex3f (10, -100, 100);
glVertex3f (10, -100, -100);
glVertex3f (10, 100, -100);
glEnd ();
glDisable (GL_BLEND);
glEnable (GL_TEXTURE_2D);
glEnable (GL_ALPHA_TEST);
}
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 (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
{
// naievil -- hi, this is floored because any basically non integer(? i think short precision float) value made the rendering all fucked up
// so hope this helps (it does). This reduces some accuracy but it is not as important
// rotate VPN right by FOV_X/2 degrees
RotatePointAroundVector( frustum[0].normal, vup, vpn, floor(-(90-r_refdef.fov_x / 2 )) );
// rotate VPN left by FOV_X/2 degrees
RotatePointAroundVector( frustum[1].normal, vup, vpn, floor(90-r_refdef.fov_x / 2) );
// rotate VPN up by FOV_X/2 degrees
RotatePointAroundVector( frustum[2].normal, vright, vpn, floor(90-r_refdef.fov_y / 2) );
// rotate VPN down by FOV_X/2 degrees
RotatePointAroundVector( frustum[3].normal, vright, vpn, floor(-( 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 R_SetupFrame (void)
{
int edgecount;
vrect_t vrect;
float w, h;
// don't allow cheats in multiplayer
if (cl.maxclients > 1)
Cvar_Set ("r_fullbright", "0");
R_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
r_oldviewleaf = r_viewleaf;
r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
V_SetContentsColor (r_viewleaf->contents);
V_CalcBlend ();
r_cache_thrash = false;
c_brush_polys = 0;
c_alias_polys = 0;
}
void MYgluPerspective( GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar )
{
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
}
/*
=============
R_SetupGL
=============
*/
void R_SetupGL (void)
{
float screenaspect;
float yfov;
int i;
extern int glwidth, glheight;
int x, x2, y2, y, w, h;
//
// set up viewpoint
//
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
x = r_refdef.vrect.x * glwidth/vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < glwidth)
x2++;
if (y2 < 0)
y2--;
if (y < glheight)
y++;
w = x2 - x;
h = y - y2;
if (envmap)
{
x = y2 = 0;
w = h = 256;
}
glViewport (glx + x, gly + y2, w, h);
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
gluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
if (mirror)
{
if (mirror_plane->normal[2])
glScalef (1, -1, 1);
else
glScalef (-1, 1, 1);
glCullFace(GL_BACK);
}
else
glCullFace(GL_FRONT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
glRotatef (-90, 1, 0, 0); // put Z going up
glRotatef (90, 0, 0, 1); // put Z going up
glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
//
// set drawing parms
//
if (gl_cull.value)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glEnable(GL_DEPTH_TEST);
}
/*
================
R_RenderScene
r_refdef must be set before the first call
================
*/
void R_RenderScene (void)
{
R_SetupFrame ();
R_SetFrustum ();
R_SetupGL ();
R_MarkLeaves (); // done here so we know if we're in water
R_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList ();
GL_DisableMultitexture();
//R_RenderDlights ();
R_DrawParticles ();
}
/*
=============
R_Clear
=============
*/
void R_Clear (void)
{
if (r_mirroralpha.value != 1.0)
{
if (gl_clear.value)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 0.5;
glDepthFunc (GL_LEQUAL);
}
else if (gl_ztrick.value)
{
static int trickframe;
if (gl_clear.value)
glClear (GL_COLOR_BUFFER_BIT);
trickframe++;
if (trickframe & 1)
{
gldepthmin = 0;
gldepthmax = 0.49999;
glDepthFunc (GL_LEQUAL);
}
else
{
gldepthmin = 1;
gldepthmax = 0.5;
glDepthFunc (GL_GEQUAL);
}
}
else
{
if (gl_clear.value)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 1;
glDepthFunc (GL_LEQUAL);
}
glDepthRange (gldepthmin, gldepthmax);
}
/*
=============
R_Mirror
=============
*/
void R_Mirror (void)
{
float d;
msurface_t *s;
entity_t *ent;
if (!mirror)
return;
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);
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];
ent = &cl_entities[cl.viewentity];
if (cl_numvisedicts < MAX_VISEDICTS)
{
cl_visedicts[cl_numvisedicts] = ent;
cl_numvisedicts++;
}
gldepthmin = 0.5;
gldepthmax = 1;
glDepthRange (gldepthmin, gldepthmax);
glDepthFunc (GL_LEQUAL);
R_RenderScene ();
R_DrawWaterSurfaces ();
gldepthmin = 0;
gldepthmax = 0.5;
glDepthRange (gldepthmin, gldepthmax);
glDepthFunc (GL_LEQUAL);
// blend on top
glEnable (GL_BLEND);
glMatrixMode(GL_PROJECTION);
if (mirror_plane->normal[2])
glScalef (1,-1,1);
else
glScalef (-1,1,1);
glCullFace(GL_FRONT);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf (r_base_world_matrix);
glColor4f (1,1,1,r_mirroralpha.value);
s = cl.worldmodel->textures[mirrortexturenum]->texturechain;
for ( ; s ; s=s->texturechain)
R_RenderBrushPoly (s);
cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
glDisable (GL_BLEND);
glColor4f (1,1,1,1);
}
/*
================
R_RenderView
r_refdef must be set before the first call
================
*/
void R_RenderView (void)
{
double time1, time2;
GLfloat colors[4] = {(GLfloat) 0.0, (GLfloat) 0.0, (GLfloat) 1, (GLfloat) 0.20};
if (r_norefresh.value)
return;
if (!r_worldentity.model || !cl.worldmodel)
Sys_Error ("R_RenderView: NULL worldmodel");
if (r_speeds.value)
{
glFinish ();
time1 = Sys_FloatTime ();
c_brush_polys = 0;
c_alias_polys = 0;
}
mirror = false;
if (gl_finish.value)
glFinish ();
R_Clear ();
// render normal view
Fog_EnableGFog (); //johnfitz
R_RenderScene ();
R_DrawViewModel ();
R_DrawView2Model ();
R_DrawWaterSurfaces ();
Fog_DisableGFog (); //johnfitz
// render mirror view
R_Mirror ();
R_PolyBlend ();
if (r_speeds.value)
{
// glFinish ();
time2 = Sys_FloatTime ();
Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
}
}