newtree/source/gl_rmain.c
2000-12-18 10:53:38 +00:00

1205 lines
27 KiB
C

/*
gl_rmain.c
(description)
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:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <math.h>
#include <string.h>
#include <stdio.h>
#include <stdlib.h>
#include "qargs.h"
#include "bothdefs.h"
#include "commdef.h"
#include "console.h"
#include "glquake.h"
#include "model.h"
#include "render.h"
#include "sys.h"
#include "r_dynamic.h"
#include "skin.h"
#include "cl_main.h"
#include "cl_cam.h"
#include "va.h"
#include "view.h"
entity_t r_worldentity;
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 playertextures; // up to 16 color translated skins
//
// 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;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
vec3_t shadecolor; // Ender (Extend) Colormod
float modelalpha; // Ender (EXtend) Alpha
void R_MarkLeaves (void);
cvar_t *r_norefresh;
cvar_t *r_drawentities;
cvar_t *r_drawviewmodel;
cvar_t *r_speeds;
cvar_t *r_shadows;
cvar_t *r_wateralpha;
cvar_t *r_waterripple;
cvar_t *r_dynamic;
cvar_t *r_novis;
cvar_t *r_netgraph;
cvar_t *gl_clear;
cvar_t *gl_cull;
cvar_t *gl_texsort;
cvar_t *gl_smooth;
cvar_t *gl_smoothdlights;
cvar_t *gl_affinemodels;
cvar_t *gl_flashblend;
cvar_t *gl_playermip;
cvar_t *gl_nocolors;
cvar_t *gl_keeptjunctions;
cvar_t *gl_particles;
cvar_t *gl_lerp_anim;
cvar_t *r_skyname;
cvar_t *gl_skymultipass;
cvar_t *gl_sky_clip;
cvar_t *gl_sky_divide;
cvar_t *gl_fb_models;
cvar_t *gl_fb_bmodels;
cvar_t *brighten;
extern cvar_t *scr_fov;
extern byte gammatable[256];
extern qboolean lighthalf;
// LordHavoc: place for gl_rmain setup code
void
glrmain_init (void)
{
}
/*
GL_CheckBrightness
This is something like the brightness cvar, except it hacks the palette
directly instead of brightening the screen afterward.
*/
void
GL_CheckBrightness (unsigned char *pal)
{
int i, inf;
float brightness;
brighten = Cvar_Get ("brighten", "1", CVAR_NONE,
"Palette hack equivalent to brightness");
if ((i = COM_CheckParm ("-brighten"))) {
brightness = atof (com_argv[i + 1]);
} else {
brightness = brighten->value;
}
brightness = bound (1, brightness, 5);
Cvar_SetValue (brighten, brightness);
Cvar_SetFlags (brighten, brighten->flags | CVAR_ROM);
// Build gamma table
if (brightness == 1.0) { // screw the math
for (i = 0; i < 256; i++) {
gammatable[i] = i;
}
} else {
for (i = 0; i < 256; i++) { // brighten up the palette
inf = (i * brightness);
inf = bound (0, inf, 255);
gammatable[i] = inf;
}
}
// correct the palette
for (i = 0; i < 768; i++) {
pal[i] = gammatable[pal[i]];
}
}
/*
=================
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
================
*/
static 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
=================
*/
static 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;
// 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;
}
glBindTexture (GL_TEXTURE_2D, frame->gl_texturenum);
glEnable (GL_ALPHA_TEST);
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_ALPHA_TEST);
}
/*
=============================================================
ALIAS MODELS
=============================================================
*/
#define NUMVERTEXNORMALS 162
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
vec3_t shadevector;
float shadelight;
// 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, lastposenum0;
/*
GL_DrawAliasFrame
Standard model drawing
*/
static void
GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum, qboolean fb)
{
float l;
trivertx_t *verts;
int *order;
int count;
lastposenum = posenum;
verts = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
verts += posenum * paliashdr->poseverts;
order = (int *) ((byte *) paliashdr + paliashdr->commands);
if (modelalpha != 1.0)
glDepthMask (GL_FALSE);
while ((count = *order++)) {
// get the vertex count and primitive type
if (count < 0) {
count = -count;
glBegin (GL_TRIANGLE_FAN);
} else {
glBegin (GL_TRIANGLE_STRIP);
}
do {
// texture coordinates come from the draw list
glTexCoord2f (((float *) order)[0], ((float *) order)[1]);
order += 2;
if (fb) {
glColor4f (1, 1, 1, modelalpha);
} else {
// normals and vertexes come from the frame list
l = shadedots[verts->lightnormalindex] * shadelight;
// LordHavoc: cleanup after Endy
glColor4f (shadecolor[0] * l, shadecolor[1] * l,
shadecolor[2] * l, modelalpha);
}
glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
verts++;
} while (--count);
glEnd ();
}
if (modelalpha != 1.0)
glDepthMask (GL_TRUE);
glColor3ubv (lighthalf_v);
}
/*
GL_DrawAliasBlendedFrame
Interpolated model drawing
*/
void
GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2, float blend, qboolean fb)
{
float l;
trivertx_t *verts1;
trivertx_t *verts2;
int *order;
int count;
vec3_t d;
lastposenum0 = pose1;
lastposenum = pose2;
verts1 = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
verts2 = verts1;
verts1 += pose1 * paliashdr->poseverts;
verts2 += pose2 * paliashdr->poseverts;
order = (int *) ((byte *) paliashdr + paliashdr->commands);
if (modelalpha != 1.0)
glDepthMask (GL_FALSE);
while ((count = *order++)) {
// get the vertex count and primitive type
if (count < 0) {
count = -count;
glBegin (GL_TRIANGLE_FAN);
} else {
glBegin (GL_TRIANGLE_STRIP);
}
do {
// texture coordinates come from the draw list
glTexCoord2f (((float *) order)[0], ((float *) order)[1]);
order += 2;
if (fb) {
glColor4f (1, 1, 1, modelalpha);
} else {
// normals and vertexes come from the frame list
// blend the light intensity from the two frames together
d[0] = shadedots[verts2->lightnormalindex] - shadedots[verts1->lightnormalindex];
l = shadelight * (shadedots[verts1->lightnormalindex] + (blend * d[0]));
glColor4f (shadecolor[0] * l, shadecolor[1] * l, shadecolor[2] * l, modelalpha);
}
VectorSubtract (verts2->v, verts1->v, d);
// blend the vertex positions from each frame together
glVertex3f (verts1->v[0] + (blend * d[0]),
verts1->v[1] + (blend * d[1]),
verts1->v[2] + (blend * d[2]));
verts1++;
verts2++;
} while (--count);
glEnd ();
}
if (modelalpha != 1.0)
glDepthMask (GL_TRUE);
glColor3ubv (lighthalf_v);
}
/*
GL_DrawAliasShadow
Standard shadow drawing
*/
extern vec3_t lightspot;
static void
GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
{
trivertx_t *verts;
int *order;
vec3_t point;
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 ((count = *order++)) {
// get the vertex count and primitive type
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->mdl.scale[0] + paliashdr->mdl.scale_origin[0];
point[1] = verts->v[1] * paliashdr->mdl.scale[1] + paliashdr->mdl.scale_origin[1];
point[2] = verts->v[2] * paliashdr->mdl.scale[2] + paliashdr->mdl.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 ();
}
}
/*
GL_DrawAliasBlendedShadow
Interpolated shadow drawing
*/
void
GL_DrawAliasBlendedShadow (aliashdr_t *paliashdr, int pose1, int pose2, entity_t *e)
{
trivertx_t *verts1, *verts2;
vec3_t point1, point2, d;
int *order, count;
float height, lheight, blend;
blend = (realtime - e->frame_start_time) / e->frame_interval;
blend = min (blend, 1);
lheight = e->origin[2] - lightspot[2];
height = -lheight + 1.0;
verts2 = verts1 = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
verts1 += pose1 * paliashdr->poseverts;
verts2 += pose2 * paliashdr->poseverts;
order = (int *) ((byte *) paliashdr + paliashdr->commands);
while ((count = *order++)) {
// get the vertex count and primitive type
if (count < 0) {
count = -count;
glBegin (GL_TRIANGLE_FAN);
} else {
glBegin (GL_TRIANGLE_STRIP);
}
do {
order += 2;
point1[0] = verts1->v[0] * paliashdr->mdl.scale[0] + paliashdr->mdl.scale_origin[0];
point1[1] = verts1->v[1] * paliashdr->mdl.scale[1] + paliashdr->mdl.scale_origin[1];
point1[2] = verts1->v[2] * paliashdr->mdl.scale[2] + paliashdr->mdl.scale_origin[2];
point1[0] -= shadevector[0] * (point1[2] + lheight);
point1[1] -= shadevector[1] * (point1[2] + lheight);
point2[0] = verts2->v[0] * paliashdr->mdl.scale[0] + paliashdr->mdl.scale_origin[0];
point2[1] = verts2->v[1] * paliashdr->mdl.scale[1] + paliashdr->mdl.scale_origin[1];
point2[2] = verts2->v[2] * paliashdr->mdl.scale[2] + paliashdr->mdl.scale_origin[2];
point2[0] -= shadevector[0] * (point2[2] + lheight);
point2[1] -= shadevector[1] * (point2[2] + lheight);
VectorSubtract (point2, point1, d);
glVertex3f (point1[0] + (blend * d[0]), point1[1] + (blend * d[1]), height);
verts1++;
verts2++;
} while (--count);
glEnd ();
}
}
/*
R_SetupAliasFrame
*/
static void
R_SetupAliasFrame (int frame, aliashdr_t *paliashdr, qboolean fb)
{
int pose, numposes;
float interval;
if ((frame >= paliashdr->mdl.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, fb);
}
/*
R_SetupAliasBlendedFrame
*/
void
R_SetupAliasBlendedFrame (int frame, aliashdr_t *paliashdr, entity_t *e, qboolean fb)
{
int pose, numposes;
float blend;
if ((frame >= paliashdr->mdl.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) {
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;
if (e->pose2 == -1) {
e->pose1 = pose;
} else {
e->pose1 = e->pose2;
}
e->pose2 = pose;
blend = 0;
} else {
blend = (realtime - e->frame_start_time) / e->frame_interval;
}
// Con_DPrintf ("numposes: %d, poses: %d %d\n", numposes, e->pose1, e->pose2);
// wierd things start happening if blend passes 1
if (cl.paused || blend > 1)
blend = 1;
GL_DrawAliasBlendedFrame (paliashdr, e->pose1, e->pose2, blend, fb);
}
/*
=================
R_DrawAliasModel
=================
*/
static void
R_DrawAliasModel (entity_t *e)
{
int i;
int lnum;
vec3_t dist;
float add;
model_t *clmodel;
vec3_t mins, maxs;
aliashdr_t *paliashdr;
float an;
int anim;
qboolean torch = false;
clmodel = currententity->model;
VectorAdd (currententity->origin, clmodel->mins, mins);
VectorAdd (currententity->origin, clmodel->maxs, maxs);
if (R_CullBox (mins, maxs))
return;
// FIXME: shadecolor is supposed to be the lighting for the model, not
// just colormod
shadecolor[0] = currententity->colormod[0];
shadecolor[1] = currententity->colormod[1];
shadecolor[2] = currententity->colormod[2];
if (!lighthalf) {
shadecolor[0] *= 2.0;
shadecolor[1] *= 2.0;
shadecolor[2] *= 2.0;
}
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
//
// get lighting information
//
shadelight = R_LightPoint (currententity->origin);
// allways give the gun some light
if (e == &cl.viewent)
shadelight = max (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 * 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 (strequal (clmodel->name, "progs/player.mdl")) {
shadelight = max (shadelight, 8);
}
if (strnequal (clmodel->name, "progs/flame", 11)) {
torch = true;
if (!gl_fb_models->int_val) { // make torches full brightness anyway
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 (strequal (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);
if (gl_lerp_anim->int_val && !torch) {
R_SetupAliasBlendedFrame (currententity->frame, paliashdr, currententity, false);
} else {
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]);
if (gl_lerp_anim->int_val && !torch) {
R_SetupAliasBlendedFrame (currententity->frame, paliashdr, currententity, true);
} else {
R_SetupAliasFrame (currententity->frame, paliashdr, true);
}
}
if (gl_affinemodels->int_val)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
glPopMatrix ();
if (r_shadows->int_val) {
// torches, grenades, and lightning bolts do not have shadows
if (torch)
return;
if (strequal (clmodel->name, "progs/grenade.mdl"))
return;
if (strnequal (clmodel->name, "progs/bolt", 10))
return;
glPushMatrix ();
R_RotateForEntity (e);
glDisable (GL_TEXTURE_2D);
glColor4f (0, 0, 0, 0.5);
if (gl_lerp_anim->int_val) {
GL_DrawAliasBlendedShadow (paliashdr, lastposenum0, lastposenum, currententity);
} else {
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 ();
}