fteqw/engine/gl/gl_rmain.c

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/*
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"
#include "glquake.h"
void R_RenderBrushPoly (msurface_t *fa);
#define PROJECTION_DISTANCE 200
#define MAX_STENCIL_ENTS 128
static entity_t *g_stencilEnts[MAX_STENCIL_ENTS];
static int g_numStencilEnts = 0;
extern int gl_canstencil;
PFNGLCOMPRESSEDTEXIMAGE2DARBPROC qglCompressedTexImage2DARB;
PFNGLGETCOMPRESSEDTEXIMAGEARBPROC qglGetCompressedTexImageARB;
extern struct mleaf_s *GLMod_PointInLeaf (float *p, struct model_s *model);
#define Q2RF_WEAPONMODEL 4 // only draw through eyes
#define Q2RF_DEPTHHACK 16
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
float r_wateralphaval; //allowed or not...
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 particletexture; // little dot for particles
int explosiontexture;
int playertextures; // up to 16 color translated skins
int mirrortexturenum; // quake texturenum, not gltexturenum
qboolean mirror;
mplane_t *mirror_plane;
void R_DrawAliasModel (entity_t *e);
//
// 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;
mleaf_t *r_viewleaf2, *r_oldviewleaf2;
int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
texture_t *r_notexture_mip;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
void GLR_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", NULL, CVAR_CHEAT};
cvar_t r_mirroralpha = {"r_mirroralpha","1", NULL, CVAR_CHEAT};
cvar_t r_wateralpha = {"r_wateralpha","1", NULL};
//cvar_t r_waterwarp = {"r_waterwarp", "0"};
cvar_t r_novis = {"r_novis","0"};
//cvar_t r_netgraph = {"r_netgraph","0"};
extern cvar_t gl_part_flame;
extern cvar_t gl_part_torch;
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_playermip = {"gl_playermip","0"};
cvar_t gl_keeptjunctions = {"gl_keeptjunctions","1"};
cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"};
cvar_t gl_finish = {"gl_finish","0"};
cvar_t gl_contrast = {"gl_contrast", "1"};
cvar_t gl_dither = {"gl_dither", "1"};
extern cvar_t gl_ati_truform;
extern cvar_t gl_ati_truform_type;
extern cvar_t gl_ati_truform_tesselation;
#ifdef R_XFLIP
cvar_t r_xflip = {"leftisright", "0"};
#endif
extern cvar_t gl_ztrick;
extern cvar_t scr_fov;
/*
=================
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)
{
glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
glRotatef (e->angles[1], 0, 0, 1);
glRotatef (-e->angles[0], 0, 1, 0);
//ZOID: fixed z angle
glRotatef (e->angles[2], 1, 0, 0);
}
/*
=============================================================
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 if (psprite->frames[frame].type == SPR_ANGLED)
{
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pspriteframe = pspritegroup->frames[(int)((r_refdef.viewangles[1]-currententity->angles[1])/360*8 + 0.5-4)&7];
}
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;
vec3_t forward, right, up;
msprite_t *psprite;
// 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;
// frame = 0x05b94140;
if (psprite->type == SPR_ORIENTED)
{ // bullet marks on walls
AngleVectors (currententity->angles, forward, right, up);
}
else if (psprite->type == SPR_FACING_UPRIGHT)
{
up[0] = 0;up[1] = 0;up[2]=1;
right[0] = e->origin[1] - r_origin[1];
right[1] = -(e->origin[0] - r_origin[0]);
right[2] = 0;
VectorNormalize (right);
}
else if (psprite->type == SPR_VP_PARALLEL_UPRIGHT)
{
up[0] = 0;up[1] = 0;up[2]=1;
VectorCopy (vright, right);
}
else
{ // normal sprite
VectorCopy(vup, up);
VectorCopy(vright, right);
}
up[0]*=currententity->scale;
up[1]*=currententity->scale;
up[2]*=currententity->scale;
right[0]*=currententity->scale;
right[1]*=currententity->scale;
right[2]*=currententity->scale;
glColor4f (1,1,1, e->alpha);
GL_DisableMultitexture();
GL_Bind(frame->gl_texturenum);
if (e->alpha<1)
{
glEnable(GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
}
else
glEnable (GL_ALPHA_TEST);
glDisable(GL_CULL_FACE);
glBegin (GL_QUADS);
glTexCoord2f (0, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->left, right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->left, right, point);
glVertex3fv (point);
glTexCoord2f (1, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->right, right, point);
glVertex3fv (point);
glTexCoord2f (1, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->right, right, point);
glVertex3fv (point);
glEnd ();
glDisable(GL_BLEND);
glDisable (GL_ALPHA_TEST);
}
#if 0
extern int gldepthfunc;
typedef struct decal_s {
vec3_t origin;
vec3_t normal;
int modelindex;
float endtime;
float starttime;
float size;
struct decal_s *next;
} decal_t;
decal_t *firstdecal;
void vectoangles(vec3_t vec, vec3_t ang);
void R_DrawDecals(void)
{
// vec3_t point;
// vec3_t right, up;
entity_t ent;
extern int cl_spikeindex;
extern model_t mod_known[];
decal_t *dec = firstdecal;
// glDisable(GL_TEXTURE_2D);
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
// glDepthFunc(GL_LEQUAL);
// glDisable(GL_CULL_TEST);
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
GL_Bind(particletexture);
// glDepthMask(0);
// glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(0, 0, 0, 0.5);
// glClearStencil(0x0);
// glEnable(GL_STENCIL_TEST);
memset(&ent, 0, sizeof(ent));
while(dec)
{
// if (dec->modelindex)
{
ent.origin[0] = dec->origin[0];
ent.origin[1] = dec->origin[1];
ent.origin[2] = dec->origin[2];
ent.angles[0] = -dec->normal[0];
ent.angles[1] = -dec->normal[1];
ent.angles[2] = -dec->normal[2];
vectoangles(ent.angles, ent.angles);
ent.model = &mod_known[cl_spikeindex];//dec->modelindex;
currententity = &ent;
switch(currententity->model->type)
{
case mod_alias:
R_DrawAliasModel(currententity);
break;
case mod_alias3:
R_DrawAlias3Model(currententity);
break;
}
dec = dec->next;
continue;
}
/*
PerpendicularVector(up, dec->normal);
CrossProduct(dec->normal, up, right);
#if 0
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc (GL_ALWAYS, 0x1, 0x1);
glStencilOp (GL_REPLACE, GL_REPLACE, GL_REPLACE);
glBegin(GL_QUADS);
glVertex2f (-1.0, 0.0);
glVertex2f (0.0, 1.0);
glVertex2f (1.0, 0.0);
glVertex2f (0.0, -1.0);
glEnd();
glStencilFunc (GL_EQUAL, 0x1, 0x1); //where we drew to the stencil buffer.
glStencilOp (GL_ZERO, GL_KEEP, GL_KEEP);
#endif
// glColor4f(1, 1, 1, (dec->starttime-dec->endtime) * (cl.time-dec->starttime));
glBegin (GL_QUADS);
glTexCoord2f (0, 0.5);
VectorMA (dec->origin, dec->size, up, point);
VectorMA (point, -dec->size, right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
VectorMA (dec->origin, -dec->size, up, point);
VectorMA (point, -dec->size, right, point);
glVertex3fv (point);
glTexCoord2f (0.5, 0);
VectorMA (dec->origin, -dec->size, up, point);
VectorMA (point, dec->size, right, point);
glVertex3fv (point);
glTexCoord2f (0.5, 0.5);
VectorMA (dec->origin, dec->size, up, point);
VectorMA (point, dec->size, right, point);
glVertex3fv (point);
glEnd ();
dec = dec->next;
*/
}
// glDisable(GL_STENCIL_TEST);
// glDepthMask(1);
glEnable(GL_TEXTURE_2D);
glDisable (GL_BLEND);
// glDepthFunc(gldepthfunc);
}
void TraceLineN (vec3_t start, vec3_t end, vec3_t impact, vec3_t normal);
void GLR_AddDecals(vec3_t org)
{
decal_t *dec;
vec3_t end, impact, norm;
vec3_t dir[] = {
{0, 0, 10},
{0, 0, -10},
{0, 10, 0},
{0, -10, 0},
{10, 0, 0},
{-10, 0, 0}
};
int i;
#define STOP_EPSILON 0.01
return;
for (i = 0; i < 6; i++)
{
VectorAdd(org, dir[i], end);
TraceLineN(org, end, impact, norm);
if (!((end[0]==impact[0] && end[1]==impact[1] && end[2]==impact[2]) || (!impact[0] && !impact[1] && !impact[2])))
{
dec = Z_Malloc(sizeof(decal_t));
VectorCopy(norm, dec->normal);
// VectorCopy(impact, dec->origin);
VectorMA(impact, STOP_EPSILON, norm, dec->origin);
dec->next = firstdecal;
firstdecal = dec;
}
}
}
#endif
//==================================================================================
/*
=============
R_DrawEntitiesOnList
=============
*/
void GLR_DrawEntitiesOnList (void)
{
int i;
if (!r_drawentities.value)
return;
// draw sprites seperately, because of alpha blending
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
continue;
if (!currententity->model)
continue;
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->particleeffect>=0)
{
if (currententity->model->particleengulphs)
{
if (gl_part_flame.value)
{
R_TorchEffect(currententity->origin, currententity->model->particleeffect);
currententity->model = NULL;
continue;
}
}
else
{
if (gl_part_torch.value)
{
R_TorchEffect(currententity->origin, currententity->model->particleeffect);
}
}
}
}
switch (currententity->model->type)
{
case mod_alias:
if (cl.worldmodel->fromgame == fg_doom)
R_DrawGAliasModel (currententity);
break;
#ifdef HALFLIFEMODELS
case mod_halflife:
R_DrawHLModel (currententity);
break;
#endif
case mod_brush:
if (cl.worldmodel->fromgame == fg_doom)
PPL_BaseBModelTextures (currententity);
break;
default:
break;
}
}
for (i=0 ; i<cl_numvisedicts ; i++)
{
currententity = &cl_visedicts[i];
if (cl.viewentity[r_refdef.currentplayernum] && currententity->keynum == cl.viewentity[r_refdef.currentplayernum])
continue;
if (!currententity->model)
continue;
if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->particleeffect>=0)
{
if (currententity->model->particleengulphs)
{
if (gl_part_flame.value)
{
continue;
}
}
}
}
switch (currententity->model->type)
{
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
default :
break;
}
}
}
/*
=============
R_DrawViewModel
=============
*/
void GLR_DrawViewModel (void)
{
// float ambient[4], diffuse[4];
// int j;
// int lnum;
// vec3_t dist;
// float add;
// dlight_t *dl;
// int ambientlight, shadelight;
static struct model_s *oldmodel[MAX_SPLITS];
static float lerptime[MAX_SPLITS];
static int prevframe[MAX_SPLITS];
#ifdef SIDEVIEWS
extern qboolean r_secondaryview;
if (r_secondaryview==1)
return;
#endif
if (!r_drawviewmodel.value || !Cam_DrawViewModel(r_refdef.currentplayernum))
return;
if (envmap)
return;
#ifdef Q2CLIENT
if (cls.q2server)
return;
#endif
if (!r_drawentities.value)
return;
if (cl.stats[r_refdef.currentplayernum][STAT_ITEMS] & IT_INVISIBILITY)
return;
if (cl.stats[r_refdef.currentplayernum][STAT_HEALTH] <= 0)
return;
currententity = &cl.viewent[r_refdef.currentplayernum];
if (!currententity->model)
return;
// if (cls.allow_anyparticles || currententity->visframe) //allowed or static
{
if (currententity->model->particleeffect>=0)
{
if (currententity->model->particleengulphs)
{
if (gl_part_flame.value)
{
R_TorchEffect(currententity->origin, currententity->model->particleeffect);
currententity->model = NULL;
return;
}
}
else
{
if (gl_part_torch.value)
{
R_TorchEffect(currententity->origin, currententity->model->particleeffect);
}
}
}
}
#ifdef PEXT_SCALE
currententity->scale = 1;
#endif
if (r_drawviewmodel.value > 0 && r_drawviewmodel.value < 1)
currententity->alpha = r_drawviewmodel.value;
else
currententity->alpha = 1;
if (currententity->frame != prevframe[r_refdef.currentplayernum])
{
currententity->oldframe = prevframe[r_refdef.currentplayernum];
lerptime[r_refdef.currentplayernum] = realtime;
}
prevframe[r_refdef.currentplayernum] = currententity->frame;
if (currententity->model != oldmodel[r_refdef.currentplayernum])
{
oldmodel[r_refdef.currentplayernum] = currententity->model;
currententity->oldframe = currententity->frame;
lerptime[r_refdef.currentplayernum] = realtime;
}
currententity->lerptime = 1-(realtime-lerptime[r_refdef.currentplayernum])*10;
if (currententity->lerptime<0)currententity->lerptime=0;
if (currententity->lerptime>1)currententity->lerptime=1;
currententity->flags = Q2RF_WEAPONMODEL|Q2RF_DEPTHHACK;
switch(currententity->model->type)
{
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
case mod_alias:
R_DrawGAliasModel (currententity);
break;
#ifdef HALFLIFEMODELS
case mod_halflife:
R_DrawHLModel (currententity);
break;
#endif
case mod_brush:
break;
case mod_dummy:
break;
}
}
/*
============
R_PolyBlend
============
*/
void R_PolyBlend (void)
{
if (!v_blend[3])
return;
//Con_Printf("R_PolyBlend(): %4.2f %4.2f %4.2f %4.2f\n",v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
GL_DisableMultitexture();
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);
}
void GLR_BrightenScreen (void)
{
extern float vid_gamma;
float f;
if (gl_contrast.value <= 1.0)
return;
f = gl_contrast.value;
f = min (f, 3);
f = pow (f, vid_gamma);
glDisable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
glBlendFunc (GL_DST_COLOR, GL_ONE);
glBegin (GL_QUADS);
while (f > 1) {
if (f >= 2)
glColor3f (1,1,1);
else
glColor3f (f - 1, f - 1, f - 1);
glVertex2f (0, 0);
glVertex2f (vid.width, 0);
glVertex2f (vid.width, vid.height);
glVertex2f (0, vid.height);
f *= 0.5;
}
glEnd ();
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable (GL_TEXTURE_2D);
glDisable (GL_BLEND);
glColor3f(1, 1, 1);
}
int SignbitsForPlane (mplane_t *out)
{
int bits, j;
// for fast box on planeside test
bits = 0;
for (j=0 ; j<3 ; j++)
{
if (out->normal[j] < 0)
bits |= 1<<j;
}
return bits;
}
void R_SetFrustum (void)
{
int i;
if ((int)r_novis.value & 4)
return;
if (r_refdef.fov_x == 90)
{
// front side is visible
VectorAdd (vpn, vright, frustum[0].normal);
VectorSubtract (vpn, vright, frustum[1].normal);
VectorAdd (vpn, vup, frustum[2].normal);
VectorSubtract (vpn, vup, frustum[3].normal);
}
else
{
// rotate VPN right by FOV_X/2 degrees
RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
// rotate VPN left by FOV_X/2 degrees
RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
// rotate VPN up by FOV_X/2 degrees
RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
// rotate VPN down by FOV_X/2 degrees
RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
}
for (i=0 ; i<4 ; i++)
{
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}
/*
===============
R_SetupFrame
===============
*/
void GLR_SetupFrame (void)
{
// don't allow cheats in multiplayer
r_wateralphaval = r_wateralpha.value;
if (!cls.allow_watervis)
r_wateralphaval = 1;
GLR_AnimateLight ();
r_framecount++;
// build the transformation matrix for the given view angles
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
// current viewleaf
if (r_refdef.flags & 1)
{
}
#ifdef Q2BSPS
else if (cl.worldmodel && (cl.worldmodel->fromgame == fg_quake2 || cl.worldmodel->fromgame == fg_quake3))
{
static mleaf_t fakeleaf;
mleaf_t *leaf;
r_viewleaf = &fakeleaf; //so we can use quake1 rendering routines for q2 bsps.
r_viewleaf->contents = Q1CONTENTS_EMPTY;
r_viewleaf2 = NULL;
r_oldviewcluster = r_viewcluster;
r_oldviewcluster2 = r_viewcluster2;
leaf = GLMod_PointInLeaf (r_origin, cl.worldmodel);
r_viewcluster = r_viewcluster2 = leaf->cluster;
// check above and below so crossing solid water doesn't draw wrong
if (!leaf->contents)
{ // look down a bit
vec3_t temp;
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = GLMod_PointInLeaf (temp, cl.worldmodel);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
else
{ // look up a bit
vec3_t temp;
VectorCopy (r_origin, temp);
temp[2] += 16;
leaf = GLMod_PointInLeaf (temp, cl.worldmodel);
if ( !(leaf->contents & Q2CONTENTS_SOLID) &&
(leaf->cluster != r_viewcluster2) )
r_viewcluster2 = leaf->cluster;
}
}
#endif
else
{
mleaf_t *leaf;
vec3_t temp;
r_oldviewleaf = r_viewleaf;
r_oldviewleaf2 = r_viewleaf2;
r_viewleaf = GLMod_PointInLeaf (r_origin, cl.worldmodel);
if (!r_viewleaf)
{
}
else if (r_viewleaf->contents == Q1CONTENTS_EMPTY)
{ //look down a bit
VectorCopy (r_origin, temp);
temp[2] -= 16;
leaf = GLMod_PointInLeaf (temp, cl.worldmodel);
if (leaf->contents <= Q1CONTENTS_WATER && leaf->contents >= Q1CONTENTS_LAVA)
r_viewleaf2 = leaf;
else
r_viewleaf2 = NULL;
}
else if (r_viewleaf->contents <= Q1CONTENTS_WATER && r_viewleaf->contents >= Q1CONTENTS_LAVA)
{ //in water, look up a bit.
VectorCopy (r_origin, temp);
temp[2] += 16;
leaf = GLMod_PointInLeaf (temp, cl.worldmodel);
if (leaf->contents == Q1CONTENTS_EMPTY)
r_viewleaf2 = leaf;
else
r_viewleaf2 = NULL;
}
else
r_viewleaf2 = NULL;
if (r_viewleaf)
V_SetContentsColor (r_viewleaf->contents);
}
GLV_CalcBlend ();
r_cache_thrash = false;
c_brush_polys = 0;
c_alias_polys = 0;
}
void MYgluPerspective( GLdouble fovy, GLdouble aspect,
GLdouble zNear, GLdouble zFar )
{
#if 1 //for the sake of the d3d...
#else
GLfloat matrix[16];
#endif
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
#if 1 //for the sake of the d3d...
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
#else
matrix[0] = (2*zNear) / (xmax - xmin);
matrix[4] = 0;
matrix[8] = (xmax + xmin) / (xmax - xmin);
matrix[12] = 0;
matrix[1] = 0;
matrix[5] = (2*zNear) / (ymax - ymin);
matrix[9] = (ymax + ymin) / (ymax - ymin);
matrix[13] = 0;
matrix[2] = 0;
matrix[6] = 0;
matrix[10] = - (zFar+zNear)/(zFar-zNear);
matrix[14] = - (2.0f*zFar*zNear)/(zFar-zNear);
matrix[3] = 0;
matrix[7] = 0;
matrix[11] = -1;
matrix[15] = 0;
glMultMatrixf(matrix);
#endif
}
void GL_InfinatePerspective( GLdouble fovy, GLdouble aspect,
GLdouble zNear)
{
GLfloat matrix[16];
// nudge infinity in just slightly for lsb slop
GLfloat nudge = 1;// - 1.0 / (1<<23);
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
matrix[0] = (2*zNear) / (xmax - xmin);
matrix[4] = 0;
matrix[8] = (xmax + xmin) / (xmax - xmin);
matrix[12] = 0;
matrix[1] = 0;
matrix[5] = (2*zNear) / (ymax - ymin);
matrix[9] = (ymax + ymin) / (ymax - ymin);
matrix[13] = 0;
matrix[2] = 0;
matrix[6] = 0;
matrix[10] = -1 * nudge;
matrix[14] = -2*zNear * nudge;
matrix[3] = 0;
matrix[7] = 0;
matrix[11] = -1;
matrix[15] = 0;
glMultMatrixf(matrix);
}
/*
=============
R_SetupGL
=============
*/
void R_SetupGL (void)
{
float screenaspect;
extern int glwidth, glheight;
int x, x2, y2, y, w, h;
//
// set up viewpoint
//
x = r_refdef.vrect.x * glwidth/vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
y2 = ((int)vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/(int)vid.height;
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < glwidth)
x2++;
if (y2 < 0)
y2--;
if (y < glheight)
y++;
w = x2 - x;
h = y - y2;
if (envmap)
{
x = y2 = 0;
w = h = 256;
}
glViewport (glx + x, gly + y2, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
if (!r_shadows.value || !gl_canstencil)//gl_nv_range_clamp)
{
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
// yfov = (2.0 * tan (scr_fov.value/360*M_PI)) / screenaspect;
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov.value*2)/M_PI;
// MYgluPerspective (yfov, screenaspect, 4, 4096);
MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
}
else
{
GL_InfinatePerspective(r_refdef.fov_y, screenaspect, 4);
}
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
#ifdef R_XFLIP
if (r_xflip.value)
{
glScalef (1, -1, 1);
glCullFace(GL_BACK);
}
#endif
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);
//#ifndef D3DQUAKE
// glClearDepth(1.0f);
//#endif
// if (gl_lightmap_format == GL_LUMINANCE)
// glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
/* else if (gl_lightmap_format == GL_INTENSITY)
{
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glColor4f (0,0,0,1);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
else if (gl_lightmap_format == GL_RGBA)
{
glBlendFunc (GL_ZERO, GL_ONE_MINUS_SRC_COLOR);
}
*/
if (gl_dither.value)
{
glEnable(GL_DITHER);
}
else
{
glDisable(GL_DITHER);
}
GL_DisableMultitexture();
}
/*
================
R_RenderScene
r_refdef must be set before the first call
================
*/
void R_RenderScene (void)
{
qboolean GLR_DoomWorld(void);
if (!mirror)
GLR_SetupFrame ();
R_SetFrustum ();
R_SetupGL ();
if (!(r_refdef.flags & 1))
{
#ifdef DOOMWADS
if (!GLR_DoomWorld ())
#endif
{
GLR_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
GLR_DrawEntitiesOnList ();
// R_DrawDecals();
GL_DisableMultitexture();
R_RenderDlights ();
if (cl.worldmodel)
R_DrawParticles ();
#ifdef GLTEST
Test_Draw ();
#endif
}
/*
=============
R_Clear
=============
*/
int gldepthfunc;
void R_Clear (void)
{
if (r_mirroralpha.value != 1.0)
{
if (gl_clear.value && !r_secondaryview)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 0.5;
glDepthFunc (gldepthfunc=GL_LEQUAL);
}
#ifdef SIDEVIEWS
else if (gl_ztrick.value && !gl_ztrickdisabled)
#else
else if (gl_ztrick.value)
#endif
{
static int trickframe;
if (gl_clear.value && !(r_refdef.flags & 1))
glClear (GL_COLOR_BUFFER_BIT);
trickframe++;
if (trickframe & 1)
{
gldepthmin = 0;
gldepthmax = 0.49999;
glDepthFunc (gldepthfunc=GL_LEQUAL);
}
else
{
gldepthmin = 1;
gldepthmax = 0.5;
glDepthFunc (gldepthfunc=GL_GEQUAL);
}
}
else
{
if (gl_clear.value && !r_secondaryview)
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
else
glClear (GL_DEPTH_BUFFER_BIT);
gldepthmin = 0;
gldepthmax = 1;
glDepthFunc (gldepthfunc=GL_LEQUAL);
}
glDepthRange (gldepthmin, gldepthmax);
}
//#if 0 //!!! FIXME, Zoid, mirror is disabled for now
/*
=============
R_Mirror
=============
*/
void CL_AddFlagModels (entity_t *ent, int team);
void R_MirrorAddPlayerModels (void)
{
extern int cl_playerindex;
extern cvar_t cl_predict_players, cl_predict_players2;
player_state_t *state;
player_state_t exact;
player_info_t *info=cl.players + cl.playernum[0];
double playertime;
entity_t *ent;
int msec;
frame_t *frame;
int oldphysent;
extern cvar_t spectator;
playertime = realtime - cls.latency + 0.02;
if (playertime > realtime)
playertime = realtime;
frame = &cl.frames[cl.parsecount&UPDATE_MASK];
state=&frame->playerstate[cl.playernum[0]];
if (!state->modelindex || spectator.value)
return;
ent = &cl_visedicts[cl_numvisedicts];
cl_numvisedicts++;
ent->keynum = cl.playernum[0]+1;
ent->model = cl.model_precache[state->modelindex];
ent->skinnum = state->skinnum;
ent->frame = state->frame;
ent->oldframe = state->oldframe;
if (state->lerpstarttime)
{
ent->lerptime = 1-(realtime - state->lerpstarttime)*10;
if (ent->lerptime < 0)
ent->lerptime = 0;
}
else
ent->lerptime = 0;
ent->colormap = cl.players[cl.playernum[0]].translations;
if (state->modelindex == cl_playerindex)
ent->scoreboard = &cl.players[cl.playernum[0]]; // use custom skin
else
ent->scoreboard = NULL;
#ifdef PEXT_SCALE
ent->scale = state->scale;
if (!ent->scale)
ent->scale = 1;
#endif
#ifdef PEXT_TRANS
ent->alpha = state->trans;
if (!ent->alpha)
ent->alpha = 1;
#endif
//
// angles
//
ent->angles[PITCH] = -r_refdef.viewangles[PITCH]/3;
ent->angles[YAW] = r_refdef.viewangles[YAW];
// ent->angles[ROLL] = 0;
ent->angles[ROLL] = V_CalcRoll (ent->angles, state->velocity)*4;
// only predict half the move to minimize overruns
msec = 500*(playertime - state->state_time);
if (msec <= 0 || (!cl_predict_players.value && !cl_predict_players2.value))
{
VectorCopy (state->origin, ent->origin);
//Con_DPrintf ("nopredict\n");
}
else
{
// predict players movement
if (msec > 255)
msec = 255;
state->command.msec = msec;
//Con_DPrintf ("predict: %i\n", msec);
oldphysent = pmove.numphysent;
CL_SetSolidPlayers (cl.playernum[0]);
CL_PredictUsercmd (0, state, &exact, &state->command);
pmove.numphysent = oldphysent;
VectorCopy (exact.origin, ent->origin);
}
if (state->effects & EF_FLAG1)
CL_AddFlagModels (ent, 0);
else if (state->effects & EF_FLAG2)
CL_AddFlagModels (ent, 1);
if (info->vweapindex)
CL_AddVWeapModel(ent, info->vweapindex);
}
void R_Mirror (void)
{
float d;
msurface_t *s;
// entity_t *ent;
int oldvisents;
vec3_t oldangles, oldorg; //cache - for rear view mirror and stuff.
if (!mirror)
return;
oldvisents = cl_numvisedicts;
R_MirrorAddPlayerModels(); //we need to add the player model. Invisible in mirror otherwise.
memcpy(oldangles, r_refdef.viewangles, sizeof(vec3_t));
memcpy(oldorg, r_refdef.vieworg, sizeof(vec3_t));
memcpy (r_base_world_matrix, r_world_matrix, sizeof(r_base_world_matrix));
d = DotProduct (r_refdef.vieworg, mirror_plane->normal) - mirror_plane->dist;
VectorMA (r_refdef.vieworg, -2*d, mirror_plane->normal, r_refdef.vieworg);
memcpy(r_origin, r_refdef.vieworg, sizeof(vec3_t));
d = DotProduct (vpn, mirror_plane->normal);
VectorMA (vpn, -2*d, mirror_plane->normal, vpn);
r_refdef.viewangles[0] = -asin (vpn[2])/M_PI*180;
r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0])/M_PI*180;
r_refdef.viewangles[2] = -r_refdef.viewangles[2];
/*
r_refdef.vieworg[0] = 400;
r_refdef.vieworg[1] = 575;
r_refdef.vieworg[2] = 64;
*/
gldepthmin = 0.5;
gldepthmax = 1;
glDepthRange (gldepthmin, gldepthmax);
glDepthFunc (GL_LEQUAL);
R_RenderScene ();
GLR_DrawWaterSurfaces ();
gldepthmin = 0;
gldepthmax = 0.5;
glDepthRange (gldepthmin, gldepthmax);
glDepthFunc (GL_LEQUAL);
memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t));
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);
// blend on top
glDisable(GL_ALPHA_TEST);
glEnable (GL_BLEND);
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);
//put things back for rear views
glCullFace(GL_BACK);
memcpy(r_refdef.viewangles, oldangles, sizeof(vec3_t));
memcpy(r_refdef.vieworg, oldorg, sizeof(vec3_t));
cl_numvisedicts = oldvisents;
}
//#endif
/*
================
R_RenderView
r_refdef must be set before the first call
================
*/
void GLR_RenderView (void)
{
extern msurface_t *r_alpha_surfaces;
double time1 = 0, time2;
if (r_norefresh.value)
return;
if (!(r_refdef.flags & 1))
if (!r_worldentity.model || !cl.worldmodel)
return;
// Sys_Error ("R_RenderView: NULL worldmodel");
if (qglPNTrianglesiATI)
{
if (gl_ati_truform_type.value)
{ //linear
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
}
else
{ //quadric
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
}
qglPNTrianglesfATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, gl_ati_truform_tesselation.value);
}
if (r_speeds.value)
{
glFinish ();
time1 = Sys_DoubleTime ();
c_brush_polys = 0;
c_alias_polys = 0;
}
mirror = false;
if (gl_finish.value)
glFinish ();
R_Clear ();
/*
if (r_viewleaf)// && r_viewleaf->contents != CONTENTS_EMPTY)
{
// static fogcolour;
float fogcol[4]={0};
float fogperc;
float fogdist;
#pragma comment (lib, "opengl32.lib") //temp only.
fogperc=0;
fogdist=512;
switch(r_viewleaf->contents)
{
case CONTENTS_WATER:
fogcol[0] = 64/255.0;
fogcol[1] = 128/255.0;
fogcol[2] = 192/255.0;
fogperc=0.2;
fogdist=512;
break;
case CONTENTS_SLIME:
fogcol[0] = 32/255.0;
fogcol[1] = 192/255.0;
fogcol[2] = 92/255.0;
fogperc=1;
fogdist=256;
break;
case CONTENTS_LAVA:
fogcol[0] = 192/255.0;
fogcol[1] = 32/255.0;
fogcol[2] = 64/255.0;
fogperc=1;
fogdist=128;
break;
default:
fogcol[0] = 192/255.0;
fogcol[1] = 192/255.0;
fogcol[2] = 192/255.0;
fogperc=1;
fogdist=1024;
break;
}
if (fogperc)
{
glFogi(GL_FOG_MODE, GL_LINEAR);
glFogfv(GL_FOG_COLOR, fogcol);
glFogf(GL_FOG_DENSITY, fogperc);
glFogf(GL_FOG_START, 1);
glFogf(GL_FOG_END, fogdist);
glEnable(GL_FOG);
}
}
*/
r_alpha_surfaces = NULL;
// render normal view
R_RenderScene ();
GLR_DrawViewModel ();
GLR_DrawWaterSurfaces ();
GLR_DrawAlphaSurfaces ();
// render mirror view
R_Mirror ();
R_PolyBlend ();
// glDisable(GL_FOG);
if (r_speeds.value)
{
// glFinish ();
time2 = Sys_DoubleTime ();
Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
}
}