mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-22 20:21:38 +00:00
eae11661e4
strncat is not the maximum length of the destination string, but of the SOURCE string, thus strncat (dest, src, sizeof (dest)) is incorrect. It should be strncat (dest, src, sizeof (text) - strlen (dest)). Even then, no terminating nul will be written if src is too long, but at least it won't crash the stack:)
988 lines
21 KiB
C
988 lines
21 KiB
C
/*
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gl_rmain.c
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <math.h>
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#include <string.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "qargs.h"
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#include "bothdefs.h"
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#include "commdef.h"
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#include "console.h"
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#include "glquake.h"
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#include "model.h"
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#include "render.h"
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#include "sys.h"
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#include "r_dynamic.h"
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#include "skin.h"
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#include "cl_main.h"
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#include "cl_cam.h"
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#include "va.h"
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#include "view.h"
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entity_t r_worldentity;
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vec3_t modelorg, r_entorigin;
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entity_t *currententity;
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int r_visframecount; // bumped when going to a new PVS
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int r_framecount; // used for dlight push checking
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mplane_t frustum[4];
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int c_brush_polys, c_alias_polys;
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qboolean envmap; // true during envmap command capture
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int playertextures; // up to 16 color translated skins
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//
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// view origin
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//
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vec3_t vup;
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vec3_t vpn;
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vec3_t vright;
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vec3_t r_origin;
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float r_world_matrix[16];
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float r_base_world_matrix[16];
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//
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// screen size info
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//
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refdef_t r_refdef;
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mleaf_t *r_viewleaf, *r_oldviewleaf;
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int d_lightstylevalue[256]; // 8.8 fraction of base light value
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vec3_t shadecolor; // Ender (Extend) Colormod
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float modelalpha; // Ender (EXtend) Alpha
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void R_MarkLeaves (void);
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cvar_t *r_norefresh;
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cvar_t *r_drawentities;
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cvar_t *r_drawviewmodel;
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cvar_t *r_speeds;
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cvar_t *r_shadows;
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cvar_t *r_wateralpha;
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cvar_t *r_waterripple;
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cvar_t *r_dynamic;
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cvar_t *r_novis;
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cvar_t *r_netgraph;
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cvar_t *gl_clear;
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cvar_t *gl_cull;
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cvar_t *gl_texsort;
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cvar_t *gl_smooth;
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cvar_t *gl_smoothdlights;
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cvar_t *gl_affinemodels;
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cvar_t *gl_flashblend;
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cvar_t *gl_playermip;
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cvar_t *gl_nocolors;
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cvar_t *gl_keeptjunctions;
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cvar_t *gl_particles;
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cvar_t *r_skyname;
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cvar_t *gl_skymultipass;
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cvar_t *gl_sky_clip;
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cvar_t *gl_fb_models;
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cvar_t *gl_fb_bmodels;
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cvar_t *brighten;
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extern cvar_t *scr_fov;
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extern byte gammatable[256];
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extern qboolean lighthalf;
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// LordHavoc: place for gl_rmain setup code
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void glrmain_init()
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{
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};
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/*
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GL_CheckBrightness
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This is something like the brightness cvar, except it hacks the palette
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directly instead of brightening the screen afterward.
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*/
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void
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GL_CheckBrightness (unsigned char *pal)
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{
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int i, inf;
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float brightness;
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brighten = Cvar_Get ("brighten", "1", CVAR_NONE,
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"Palette hack equivalent to brightness");
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if ((i = COM_CheckParm ("-brighten"))) {
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brightness = atof (com_argv[i + 1]);
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} else {
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brightness = brighten->value;
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}
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brightness = bound (1, brightness, 5);
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Cvar_SetValue (brighten, brightness);
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Cvar_SetFlags (brighten, brighten->flags | CVAR_ROM);
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// Build gamma table
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if (brightness == 1.0) { // screw the math
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for (i = 0; i < 256; i++) {
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gammatable[i] = i;
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}
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} else {
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for (i = 0; i < 256; i++) { // brighten up the palette
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inf = (i * brightness);
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inf = bound (0, inf, 255);
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gammatable[i] = inf;
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}
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}
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// correct the palette
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for (i = 0; i < 768; i++) {
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pal[i] = gammatable[pal[i]];
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}
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}
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/*
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=================
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R_CullBox
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Returns true if the box is completely outside the frustom
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=================
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*/
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/*
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qboolean R_CullBox (vec3_t mins, vec3_t maxs)
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{
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int i;
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for (i=0 ; i<4 ; i++)
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if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2)
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return true;
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return false;
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}
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*/
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void R_RotateForEntity (entity_t *e)
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{
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glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
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glRotatef (e->angles[1], 0, 0, 1);
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glRotatef (-e->angles[0], 0, 1, 0);
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//ZOID: fixed z angle
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glRotatef (e->angles[2], 1, 0, 0);
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}
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/*
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=============================================================
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SPRITE MODELS
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=============================================================
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*/
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/*
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================
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R_GetSpriteFrame
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================
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*/
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static mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
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{
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msprite_t *psprite;
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mspritegroup_t *pspritegroup;
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mspriteframe_t *pspriteframe;
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int i, numframes, frame;
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float *pintervals, fullinterval, targettime, time;
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psprite = currententity->model->cache.data;
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frame = currententity->frame;
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if ((frame >= psprite->numframes) || (frame < 0))
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{
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Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
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frame = 0;
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}
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if (psprite->frames[frame].type == SPR_SINGLE)
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{
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pspriteframe = psprite->frames[frame].frameptr;
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}
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else
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{
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pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
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pintervals = pspritegroup->intervals;
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numframes = pspritegroup->numframes;
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fullinterval = pintervals[numframes-1];
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time = cl.time + currententity->syncbase;
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// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
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// are positive, so we don't have to worry about division by 0
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targettime = time - ((int)(time / fullinterval)) * fullinterval;
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for (i=0 ; i<(numframes-1) ; i++)
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{
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if (pintervals[i] > targettime)
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break;
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}
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pspriteframe = pspritegroup->frames[i];
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}
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return pspriteframe;
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}
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/*
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=================
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R_DrawSpriteModel
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=================
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*/
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static void R_DrawSpriteModel (entity_t *e)
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{
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vec3_t point;
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mspriteframe_t *frame;
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float *up, *right;
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vec3_t v_forward, v_right, v_up;
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msprite_t *psprite;
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// don't even bother culling, because it's just a single
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// polygon without a surface cache
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frame = R_GetSpriteFrame (e);
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psprite = currententity->model->cache.data;
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if (psprite->type == SPR_ORIENTED)
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{ // bullet marks on walls
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AngleVectors (currententity->angles, v_forward, v_right, v_up);
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up = v_up;
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right = v_right;
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}
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else
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{ // normal sprite
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up = vup;
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right = vright;
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}
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glBindTexture (GL_TEXTURE_2D, frame->gl_texturenum);
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glEnable (GL_ALPHA_TEST);
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glBegin (GL_QUADS);
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glTexCoord2f (0, 1);
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VectorMA (e->origin, frame->down, up, point);
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VectorMA (point, frame->left, right, point);
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glVertex3fv (point);
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glTexCoord2f (0, 0);
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VectorMA (e->origin, frame->up, up, point);
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VectorMA (point, frame->left, right, point);
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glVertex3fv (point);
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glTexCoord2f (1, 0);
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VectorMA (e->origin, frame->up, up, point);
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VectorMA (point, frame->right, right, point);
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glVertex3fv (point);
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glTexCoord2f (1, 1);
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VectorMA (e->origin, frame->down, up, point);
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VectorMA (point, frame->right, right, point);
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glVertex3fv (point);
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glEnd ();
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glDisable (GL_ALPHA_TEST);
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}
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/*
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=============================================================
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ALIAS MODELS
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=============================================================
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*/
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#define NUMVERTEXNORMALS 162
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float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "anorms.h"
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};
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vec3_t shadevector;
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float shadelight;
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// precalculated dot products for quantized angles
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#define SHADEDOT_QUANT 16
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float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
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#include "anorm_dots.h"
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;
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float *shadedots = r_avertexnormal_dots[0];
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int lastposenum;
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/*
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=============
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GL_DrawAliasFrame
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=============
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*/
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static void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum, qboolean fb)
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{
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float l;
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trivertx_t *verts;
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int *order;
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int count;
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lastposenum = posenum;
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verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
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verts += posenum * paliashdr->poseverts;
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order = (int *)((byte *)paliashdr + paliashdr->commands);
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if (modelalpha != 1.0)
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glDepthMask(GL_FALSE);
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while ((count = *order++)) {
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// get the vertex count and primitive type
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if (count < 0) {
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count = -count;
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glBegin (GL_TRIANGLE_FAN);
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} else
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glBegin (GL_TRIANGLE_STRIP);
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do {
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// texture coordinates come from the draw list
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glTexCoord2f (((float *)order)[0], ((float *)order)[1]);
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order += 2;
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if (fb) {
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glColor4f (1, 1, 1, modelalpha);
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} else {
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// normals and vertexes come from the frame list
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l = shadedots[verts->lightnormalindex] * shadelight;
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// LordHavoc: cleanup after Endy
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glColor4f(shadecolor[0] * l, shadecolor[1] * l, shadecolor[2] * l, modelalpha);
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}
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glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
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verts++;
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} while (--count);
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glEnd ();
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}
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if (modelalpha != 1.0)
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glDepthMask(GL_TRUE);
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glColor3ubv(lighthalf_v);
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}
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/*
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=============
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GL_DrawAliasShadow
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=============
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*/
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extern vec3_t lightspot;
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static void GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
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{
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trivertx_t *verts;
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int *order;
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vec3_t point;
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float height, lheight;
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int count;
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lheight = currententity->origin[2] - lightspot[2];
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height = 0;
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verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
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verts += posenum * paliashdr->poseverts;
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order = (int *)((byte *)paliashdr + paliashdr->commands);
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height = -lheight + 1.0;
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while (1)
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{
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// get the vertex count and primitive type
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count = *order++;
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if (!count)
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break; // done
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if (count < 0)
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{
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count = -count;
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glBegin (GL_TRIANGLE_FAN);
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}
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else
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glBegin (GL_TRIANGLE_STRIP);
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do
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{
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// texture coordinates come from the draw list
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// (skipped for shadows) glTexCoord2fv ((float *)order);
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order += 2;
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// normals and vertexes come from the frame list
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point[0] = verts->v[0] * paliashdr->mdl.scale[0] + paliashdr->mdl.scale_origin[0];
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point[1] = verts->v[1] * paliashdr->mdl.scale[1] + paliashdr->mdl.scale_origin[1];
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point[2] = verts->v[2] * paliashdr->mdl.scale[2] + paliashdr->mdl.scale_origin[2];
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point[0] -= shadevector[0]*(point[2]+lheight);
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point[1] -= shadevector[1]*(point[2]+lheight);
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point[2] = height;
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// height -= 0.001;
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glVertex3fv (point);
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verts++;
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} while (--count);
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glEnd ();
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}
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}
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/*
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=================
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R_SetupAliasFrame
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=================
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*/
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static void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr, qboolean fb)
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{
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int pose, numposes;
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float interval;
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if ((frame >= paliashdr->mdl.numframes) || (frame < 0))
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{
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Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
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frame = 0;
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}
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pose = paliashdr->frames[frame].firstpose;
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numposes = paliashdr->frames[frame].numposes;
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if (numposes > 1)
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{
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interval = paliashdr->frames[frame].interval;
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pose += (int)(cl.time / interval) % numposes;
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}
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GL_DrawAliasFrame (paliashdr, pose, fb);
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}
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/*
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=================
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R_DrawAliasModel
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=================
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*/
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static void R_DrawAliasModel (entity_t *e)
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{
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int i;
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int lnum;
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vec3_t dist;
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float add;
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model_t *clmodel;
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vec3_t mins, maxs;
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aliashdr_t *paliashdr;
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float an;
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int anim;
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clmodel = currententity->model;
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VectorAdd (currententity->origin, clmodel->mins, mins);
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VectorAdd (currententity->origin, clmodel->maxs, maxs);
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if (R_CullBox (mins, maxs))
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return;
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// FIXME: shadecolor is supposed to be the lighting for the model, not just colormod
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shadecolor[0] = currententity->colormod[0];
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shadecolor[1] = currententity->colormod[1];
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shadecolor[2] = currententity->colormod[2];
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if (!lighthalf)
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{
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shadecolor[0] *= 2.0;
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shadecolor[1] *= 2.0;
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shadecolor[2] *= 2.0;
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}
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VectorCopy (currententity->origin, r_entorigin);
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VectorSubtract (r_origin, r_entorigin, modelorg);
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//
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// get lighting information
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//
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shadelight = R_LightPoint (currententity->origin);
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// allways give the gun some light
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if (e == &cl.viewent)
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shadelight = max(shadelight, 24);
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for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
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{
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if (cl_dlights[lnum].die >= cl.time)
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{
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VectorSubtract (currententity->origin,
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cl_dlights[lnum].origin,
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dist);
|
|
add = (cl_dlights[lnum].radius * cl_dlights[lnum].radius * 8) / (DotProduct(dist, dist)); // FIXME Deek
|
|
|
|
if (add > 0)
|
|
{
|
|
shadelight += add;
|
|
}
|
|
}
|
|
}
|
|
|
|
// clamp lighting so it doesn't overbright as much
|
|
shadelight = min(shadelight, 100);
|
|
|
|
// ZOID: never allow players to go totally black
|
|
if (!strcmp(clmodel->name, "progs/player.mdl"))
|
|
{
|
|
shadelight = max(shadelight, 8);
|
|
} else if (!gl_fb_models->int_val && (
|
|
!strcmp (clmodel->name, "progs/flame.mdl") ||
|
|
!strcmp (clmodel->name, "progs/flame2.mdl"))) {
|
|
// HACK HACK HACK -- no fullbright colors, so make torches full light
|
|
shadelight = 256;
|
|
}
|
|
|
|
shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
|
|
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 (currententity->model);
|
|
|
|
c_alias_polys += paliashdr->mdl.numtris;
|
|
|
|
//
|
|
// draw all the triangles
|
|
//
|
|
|
|
glPushMatrix ();
|
|
R_RotateForEntity (e);
|
|
|
|
if (!strcmp (clmodel->name, "progs/eyes.mdl") )
|
|
{
|
|
glTranslatef (paliashdr->mdl.scale_origin[0], paliashdr->mdl.scale_origin[1], paliashdr->mdl.scale_origin[2] - (22 + 8));
|
|
// double size of eyes, since they are really hard to see in gl
|
|
glScalef (paliashdr->mdl.scale[0]*2, paliashdr->mdl.scale[1]*2, paliashdr->mdl.scale[2]*2);
|
|
}
|
|
else
|
|
{
|
|
glTranslatef (paliashdr->mdl.scale_origin[0], paliashdr->mdl.scale_origin[1], paliashdr->mdl.scale_origin[2]);
|
|
glScalef (paliashdr->mdl.scale[0], paliashdr->mdl.scale[1], paliashdr->mdl.scale[2]);
|
|
}
|
|
|
|
anim = (int)(cl.time*10) & 3;
|
|
glBindTexture (GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->skinnum][anim]);
|
|
|
|
// we can't dynamically colormap textures, so they are cached
|
|
// seperately for the players. Heads are just uncolored.
|
|
if (currententity->scoreboard && !gl_nocolors->int_val)
|
|
{
|
|
i = currententity->scoreboard - cl.players;
|
|
if (!currententity->scoreboard->skin)
|
|
{
|
|
Skin_Find(currententity->scoreboard);
|
|
R_TranslatePlayerSkin(i);
|
|
}
|
|
if (i >= 0 && i<MAX_CLIENTS)
|
|
glBindTexture (GL_TEXTURE_2D, playertextures + i);
|
|
}
|
|
|
|
if (gl_affinemodels->int_val)
|
|
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
|
|
R_SetupAliasFrame (currententity->frame, paliashdr, false);
|
|
|
|
// This block is GL fullbright support for objects...
|
|
if (clmodel->hasfullbrights && gl_fb_models->int_val &&
|
|
paliashdr->gl_fb_texturenum[currententity->skinnum][anim]) {
|
|
glBindTexture (GL_TEXTURE_2D, paliashdr->gl_fb_texturenum[currententity->skinnum][anim]);
|
|
R_SetupAliasFrame (currententity->frame, paliashdr, true);
|
|
}
|
|
|
|
if (gl_affinemodels->int_val)
|
|
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
|
|
|
glPopMatrix ();
|
|
|
|
if (r_shadows->int_val)
|
|
{
|
|
glPushMatrix ();
|
|
R_RotateForEntity (e);
|
|
glDisable (GL_TEXTURE_2D);
|
|
glColor4f (0,0,0,0.5);
|
|
GL_DrawAliasShadow (paliashdr, lastposenum);
|
|
glEnable (GL_TEXTURE_2D);
|
|
glColor3ubv(lighthalf_v);
|
|
glPopMatrix ();
|
|
}
|
|
|
|
}
|
|
|
|
//==================================================================================
|
|
|
|
/*
|
|
=============
|
|
R_DrawEntitiesOnList
|
|
=============
|
|
*/
|
|
static void R_DrawEntitiesOnList (void)
|
|
{
|
|
int i;
|
|
|
|
if (!r_drawentities->int_val)
|
|
return;
|
|
|
|
// LordHavoc: split into 3 loops to simplify state changes
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
if (cl_visedicts[i].model->type != mod_brush)
|
|
continue;
|
|
currententity = &cl_visedicts[i];
|
|
modelalpha = currententity->alpha;
|
|
|
|
R_DrawBrushModel (currententity);
|
|
}
|
|
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
if (cl_visedicts[i].model->type != mod_alias)
|
|
continue;
|
|
currententity = &cl_visedicts[i];
|
|
modelalpha = currententity->alpha;
|
|
|
|
R_DrawAliasModel (currententity);
|
|
}
|
|
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
if (cl_visedicts[i].model->type != mod_sprite)
|
|
continue;
|
|
currententity = &cl_visedicts[i];
|
|
modelalpha = currententity->alpha;
|
|
|
|
R_DrawSpriteModel (currententity);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawViewModel
|
|
=============
|
|
*/
|
|
static void R_DrawViewModel (void)
|
|
{
|
|
currententity = &cl.viewent;
|
|
if (!r_drawviewmodel->int_val
|
|
|| !Cam_DrawViewModel()
|
|
|| envmap
|
|
|| !r_drawentities->int_val
|
|
|| (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
|
|
|| cl.stats[STAT_HEALTH] <= 0
|
|
|| !currententity->model)
|
|
return;
|
|
|
|
// this is a HACK! --KB
|
|
modelalpha = currententity->alpha;
|
|
|
|
// 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);
|
|
}
|
|
|
|
static 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;
|
|
}
|
|
|
|
|
|
static 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
|
|
{
|
|
|
|
// 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
|
|
===============
|
|
*/
|
|
static void R_SetupFrame (void)
|
|
{
|
|
// don't allow cheats in multiplayer
|
|
if (!atoi(Info_ValueForKey(cl.serverinfo, "watervis")))
|
|
Cvar_SetValue(r_wateralpha, 1);
|
|
|
|
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 ();
|
|
|
|
c_brush_polys = 0;
|
|
c_alias_polys = 0;
|
|
|
|
}
|
|
|
|
|
|
static 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
|
|
=============
|
|
*/
|
|
static void R_SetupGL (void)
|
|
{
|
|
float screenaspect;
|
|
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;
|
|
// 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);
|
|
|
|
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->int_val)
|
|
glEnable (GL_CULL_FACE);
|
|
else
|
|
glDisable (GL_CULL_FACE);
|
|
|
|
glDisable (GL_ALPHA_TEST);
|
|
glAlphaFunc (GL_GREATER, 0.5);
|
|
glEnable (GL_DEPTH_TEST);
|
|
if (gl_smooth->int_val)
|
|
glShadeModel (GL_SMOOTH);
|
|
else
|
|
glShadeModel (GL_FLAT);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_Clear
|
|
=============
|
|
*/
|
|
static void R_Clear (void)
|
|
{
|
|
if (gl_clear->int_val)
|
|
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_RenderView
|
|
|
|
r_refdef must be set before the first call
|
|
================
|
|
*/
|
|
void R_RenderView (void)
|
|
{
|
|
if (r_norefresh->int_val)
|
|
return;
|
|
|
|
if (!r_worldentity.model || !cl.worldmodel)
|
|
Sys_Error ("R_RenderView: NULL worldmodel");
|
|
|
|
// glFinish ();
|
|
|
|
R_Clear ();
|
|
|
|
// render normal view
|
|
R_SetupFrame (); // Setup stuff for frame.
|
|
|
|
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 ();
|
|
|
|
R_RenderDlights ();
|
|
|
|
R_DrawWaterSurfaces ();
|
|
|
|
R_UpdateFires ();
|
|
|
|
R_DrawParticles ();
|
|
|
|
R_DrawViewModel ();
|
|
}
|