mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-26 05:51:36 +00:00
8d08bc4d86
make work properly: Win32 thing.. If you don't free textures explicitly, you can cause a problem with nVidia drivers. Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless on a lightmap and the effect's not all that great. Plus people stuck with 16 bit OpenGL (any other 3dfx people out there?) will be quite pleased with the improvement in image quality. This does include LordHavoc's dynamic light optimization code which takes most of the pain out of having gl_flashblend off. All glColor*'s are now half of what they used to be, except where they aren't. If that doesn't make sense, don't worry. If you see one that's only half what you'd expect, don't worry---it probably is meant to be like that.. (More below) glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE. Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This seems at first like it might be a performance hit, but I swear it's much more expensive to change blending modes and texture functions 20-30 times every screen frame! Win32 issue.. Even though we check for multitexture, we currently don't use it. Reason is that I am planning to replace SGIS_multitexture with the preferred ARB_multitexture extension which is supported in most GL 1.1 implementations and is a requirement for GL 1.2 anyway. I also wanted to get rid of some duplicated code. Since Linux doesn't support multitexture yet, I just commented out the code keeping me from compiling to get it to work. Win32 should work without it until it's fixed, which shouldn't be long since the differences between SGIS and ARB multitextures as far as Quake is concerned is minimal AT BEST. LordHavoc and I have been working tirelessly (well not quite, we both did manage to sleep sometime during this ordeal) to fix the lighting in the GL renderers! It looks DAMNED CLOSE to software's lighting now, including the ability to overbright a color. You've gotta see this to know what I'm talking about. That's why the glColor*'s are halved in most places. The gamma table code and the general way it works is LordHavoc's design, but over the course of re-implementing it in QF we did come up with a few more small optimizations. A lot of people have noticed that QF's fps count has gone to shit lately. No promises that this undid whatever the problem was. That means there could be a huge optimization lurking somewhere in the shadows, waiting for us to fix it for a massive FPS boost. Even if there's not, the code in this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as it was (around 30, which is pathetic even for a Voodoo3 in Linux) but still---60 is a big improvement over 30! Please be sure to "test" this code thuroughly.
1207 lines
24 KiB
C
1207 lines
24 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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entity_t r_worldentity;
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qboolean r_cache_thrash; // compatability
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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 currenttexture = -1; // to avoid unnecessary texture sets
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int cnttextures[2] = {-1, -1}; // cached
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int particletexture; // little dot for particles
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int playertextures; // up to 16 color translated skins
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int mirrortexturenum; // quake texturenum, not gltexturenum
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qboolean mirror;
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mplane_t *mirror_plane;
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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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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_fullbright;
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cvar_t *r_lightmap;
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cvar_t *r_shadows;
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cvar_t *r_mirroralpha;
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cvar_t *r_wateralpha;
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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_smoothmodels;
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cvar_t *gl_affinemodels;
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cvar_t *gl_polyblend;
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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_reporttjunctions;
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cvar_t *gl_finish;
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cvar_t *r_skyname;
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extern cvar_t *gl_ztrick;
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extern cvar_t *scr_fov;
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byte gammatable[256];
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static float vid_gamma = 1.0;
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/*
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GL_CheckGamma
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More or less redesigned by LordHavoc
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*/
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void
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GL_CheckGamma (unsigned char *pal)
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{
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float inf;
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int i;
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if ((i = COM_CheckParm("-gamma")) == 0) {
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if ((gl_renderer && strstr(gl_renderer, "Voodoo")) ||
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(gl_vendor && strstr(gl_vendor, "3Dfx")))
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vid_gamma = 1;
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else
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vid_gamma = 0.7; // default to 0.7 on non-3dfx hardware
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} else
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vid_gamma = atof(com_argv[i+1]);
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// build the gamma table
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if (vid_gamma == 1)
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{
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// screw the math
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for (i = 0; i < 256; i++)
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gammatable[i] = i;
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} else {
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for (i = 0; i < 256; i++)
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{
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inf = pow((i+1)/256.0, vid_gamma)*255 + 0.5;
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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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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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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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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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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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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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glColor3f (0.5, 0.5, 0.5);
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GL_DisableMultitexture();
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GL_Bind(frame->gl_texturenum);
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glEnable (GL_ALPHA_TEST);
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glBegin (GL_QUADS);
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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, ambientlight;
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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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void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum)
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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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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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glTexCoord2f (((float *)order)[0], ((float *)order)[1]);
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order += 2;
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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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glColor3f (l, l, l);
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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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}
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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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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->scale[0] + paliashdr->scale_origin[0];
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point[1] = verts->v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1];
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point[2] = verts->v[2] * paliashdr->scale[2] + paliashdr->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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void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr)
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{
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int pose, numposes;
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float interval;
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if ((frame >= paliashdr->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);
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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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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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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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ambientlight = shadelight = R_LightPoint (currententity->origin);
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// allways give the gun some light
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if (e == &cl.viewent && ambientlight < 24)
|
|
ambientlight = shadelight = 24;
|
|
|
|
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
|
|
{
|
|
if (cl_dlights[lnum].die >= cl.time)
|
|
{
|
|
VectorSubtract (currententity->origin,
|
|
cl_dlights[lnum].origin,
|
|
dist);
|
|
add = cl_dlights[lnum].radius - Length(dist);
|
|
|
|
if (add > 0) {
|
|
ambientlight += add;
|
|
//ZOID models should be affected by dlights as well
|
|
shadelight += add;
|
|
}
|
|
}
|
|
}
|
|
|
|
// clamp lighting so it doesn't overbright as much
|
|
if (ambientlight > 128)
|
|
ambientlight = 128;
|
|
if (ambientlight + shadelight > 192)
|
|
shadelight = 192 - ambientlight;
|
|
|
|
// ZOID: never allow players to go totally black
|
|
if (!strcmp(clmodel->name, "progs/player.mdl")) {
|
|
if (ambientlight < 8)
|
|
ambientlight = shadelight = 8;
|
|
|
|
} else if (!strcmp (clmodel->name, "progs/flame2.mdl")
|
|
|| !strcmp (clmodel->name, "progs/flame.mdl") )
|
|
// HACK HACK HACK -- no fullbright colors, so make torches full light
|
|
ambientlight = shadelight = 256;
|
|
|
|
shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
|
|
shadelight = shadelight / 200.0;
|
|
|
|
an = e->angles[1]/180*M_PI;
|
|
shadevector[0] = cos(-an);
|
|
shadevector[1] = sin(-an);
|
|
shadevector[2] = 1;
|
|
VectorNormalize (shadevector);
|
|
|
|
//
|
|
// locate the proper data
|
|
//
|
|
paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);
|
|
|
|
c_alias_polys += paliashdr->numtris;
|
|
|
|
//
|
|
// draw all the triangles
|
|
//
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
glPushMatrix ();
|
|
R_RotateForEntity (e);
|
|
|
|
if (!strcmp (clmodel->name, "progs/eyes.mdl") ) {
|
|
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8));
|
|
// double size of eyes, since they are really hard to see in gl
|
|
glScalef (paliashdr->scale[0]*2, paliashdr->scale[1]*2, paliashdr->scale[2]*2);
|
|
} else {
|
|
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
|
|
glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
|
|
}
|
|
|
|
anim = (int)(cl.time*10) & 3;
|
|
GL_Bind(paliashdr->gl_texturenum[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->value)
|
|
{
|
|
i = currententity->scoreboard - cl.players;
|
|
if (!currententity->scoreboard->skin) {
|
|
Skin_Find(currententity->scoreboard);
|
|
R_TranslatePlayerSkin(i);
|
|
}
|
|
if (i >= 0 && i<MAX_CLIENTS)
|
|
GL_Bind(playertextures + i);
|
|
}
|
|
|
|
if (gl_smoothmodels->value)
|
|
glShadeModel (GL_SMOOTH);
|
|
|
|
if (gl_affinemodels->value)
|
|
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
|
|
|
R_SetupAliasFrame (currententity->frame, paliashdr);
|
|
|
|
glShadeModel (GL_FLAT);
|
|
if (gl_affinemodels->value)
|
|
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
|
|
glPopMatrix ();
|
|
|
|
if (r_shadows->value)
|
|
{
|
|
glPushMatrix ();
|
|
R_RotateForEntity (e);
|
|
glDisable (GL_TEXTURE_2D);
|
|
glColor4f (0,0,0,0.5);
|
|
GL_DrawAliasShadow (paliashdr, lastposenum);
|
|
glEnable (GL_TEXTURE_2D);
|
|
glColor3f (0.5, 0.5, 0.5);
|
|
glPopMatrix ();
|
|
}
|
|
|
|
}
|
|
|
|
//==================================================================================
|
|
|
|
/*
|
|
=============
|
|
R_DrawEntitiesOnList
|
|
=============
|
|
*/
|
|
void R_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];
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_alias:
|
|
R_DrawAliasModel (currententity);
|
|
break;
|
|
|
|
case mod_brush:
|
|
R_DrawBrushModel (currententity);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = &cl_visedicts[i];
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_sprite:
|
|
R_DrawSpriteModel (currententity);
|
|
break;
|
|
|
|
default :
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawViewModel
|
|
=============
|
|
*/
|
|
void R_DrawViewModel (void)
|
|
{
|
|
float ambient[4], diffuse[4];
|
|
int j;
|
|
int lnum;
|
|
vec3_t dist;
|
|
float add;
|
|
dlight_t *dl;
|
|
int ambientlight, shadelight;
|
|
|
|
if (!r_drawviewmodel->value || !Cam_DrawViewModel())
|
|
return;
|
|
|
|
if (envmap)
|
|
return;
|
|
|
|
if (!r_drawentities->value)
|
|
return;
|
|
|
|
if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
|
|
return;
|
|
|
|
if (cl.stats[STAT_HEALTH] <= 0)
|
|
return;
|
|
|
|
currententity = &cl.viewent;
|
|
if (!currententity->model)
|
|
return;
|
|
|
|
j = R_LightPoint (currententity->origin);
|
|
|
|
if (j < 24)
|
|
j = 24; // allways give some light on gun
|
|
ambientlight = j;
|
|
shadelight = j;
|
|
|
|
// add dynamic lights
|
|
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
|
|
{
|
|
dl = &cl_dlights[lnum];
|
|
if (!dl->radius)
|
|
continue;
|
|
if (!dl->radius)
|
|
continue;
|
|
if (dl->die < cl.time)
|
|
continue;
|
|
|
|
VectorSubtract (currententity->origin, dl->origin, dist);
|
|
add = dl->radius - Length(dist);
|
|
if (add > 0)
|
|
ambientlight += add;
|
|
}
|
|
|
|
ambient[0] = ambient[1] = ambient[2] = ambient[3] = (float)ambientlight / 128;
|
|
diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = (float)shadelight / 128;
|
|
|
|
// hack the depth range to prevent view model from poking into walls
|
|
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
|
|
R_DrawAliasModel (currententity);
|
|
glDepthRange (gldepthmin, gldepthmax);
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
R_PolyBlend
|
|
============
|
|
*/
|
|
void R_PolyBlend (void)
|
|
{
|
|
if (!gl_polyblend->value)
|
|
return;
|
|
if (!v_blend[3])
|
|
return;
|
|
|
|
//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_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
|
|
|
|
// software alpha is about GL alpha squared --KB
|
|
v_blend[3] = sqrt(v_blend[3]);
|
|
|
|
glColor4fv (v_blend);
|
|
|
|
glBegin (GL_QUADS);
|
|
glVertex3f (10, 100, 100);
|
|
glVertex3f (10, -100, 100);
|
|
glVertex3f (10, -100, -100);
|
|
glVertex3f (10, 100, -100);
|
|
glEnd ();
|
|
|
|
glEnable (GL_TEXTURE_2D);
|
|
}
|
|
|
|
|
|
int SignbitsForPlane (mplane_t *out)
|
|
{
|
|
int bits, j;
|
|
|
|
// for fast box on planeside test
|
|
|
|
bits = 0;
|
|
for (j=0 ; j<3 ; j++)
|
|
{
|
|
if (out->normal[j] < 0)
|
|
bits |= 1<<j;
|
|
}
|
|
return bits;
|
|
}
|
|
|
|
|
|
void R_SetFrustum (void)
|
|
{
|
|
int i;
|
|
|
|
if (r_refdef.fov_x == 90)
|
|
{
|
|
// front side is visible
|
|
|
|
VectorAdd (vpn, vright, frustum[0].normal);
|
|
VectorSubtract (vpn, vright, frustum[1].normal);
|
|
|
|
VectorAdd (vpn, vup, frustum[2].normal);
|
|
VectorSubtract (vpn, vup, frustum[3].normal);
|
|
}
|
|
else
|
|
{
|
|
|
|
// 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 R_SetupFrame (void)
|
|
{
|
|
// don't allow cheats in multiplayer
|
|
r_fullbright->value = 0;
|
|
r_lightmap->value = 0;
|
|
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 ();
|
|
|
|
r_cache_thrash = false;
|
|
|
|
c_brush_polys = 0;
|
|
c_alias_polys = 0;
|
|
|
|
}
|
|
|
|
|
|
void MYgluPerspective( GLdouble fovy, GLdouble aspect,
|
|
GLdouble zNear, GLdouble zFar )
|
|
{
|
|
GLdouble xmin, xmax, ymin, ymax;
|
|
|
|
ymax = zNear * tan( fovy * M_PI / 360.0 );
|
|
ymin = -ymax;
|
|
|
|
xmin = ymin * aspect;
|
|
xmax = ymax * aspect;
|
|
|
|
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_SetupGL
|
|
=============
|
|
*/
|
|
void R_SetupGL (void)
|
|
{
|
|
float screenaspect;
|
|
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);
|
|
|
|
if (mirror)
|
|
{
|
|
if (mirror_plane->normal[2])
|
|
glScalef (1, -1, 1);
|
|
else
|
|
glScalef (-1, 1, 1);
|
|
glCullFace(GL_BACK);
|
|
}
|
|
else
|
|
glCullFace(GL_FRONT);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity ();
|
|
|
|
glRotatef (-90, 1, 0, 0); // put Z going up
|
|
glRotatef (90, 0, 0, 1); // put Z going up
|
|
glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
|
|
glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
|
|
glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
|
|
glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
|
|
|
|
glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
|
|
|
|
//
|
|
// set drawing parms
|
|
//
|
|
if (gl_cull->value)
|
|
glEnable(GL_CULL_FACE);
|
|
else
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
glEnable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glAlphaFunc(GL_GREATER, 0.5);
|
|
glEnable(GL_DEPTH_TEST);
|
|
glShadeModel(GL_SMOOTH);
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderScene
|
|
|
|
r_refdef must be set before the first call
|
|
================
|
|
*/
|
|
void R_RenderScene (void)
|
|
{
|
|
R_SetupFrame ();
|
|
|
|
R_SetFrustum ();
|
|
|
|
R_SetupGL ();
|
|
|
|
R_MarkLeaves (); // done here so we know if we're in water
|
|
|
|
R_DrawWorld (); // adds static entities to the list
|
|
|
|
S_ExtraUpdate (); // don't let sound get messed up if going slow
|
|
|
|
R_DrawEntitiesOnList ();
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
R_RenderDlights ();
|
|
|
|
R_DrawParticles ();
|
|
|
|
#ifdef GLTEST
|
|
Test_Draw ();
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_Clear
|
|
=============
|
|
*/
|
|
void R_Clear (void)
|
|
{
|
|
if (r_mirroralpha->value != 1.0)
|
|
{
|
|
if (gl_clear->value)
|
|
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
else
|
|
glClear (GL_DEPTH_BUFFER_BIT);
|
|
gldepthmin = 0;
|
|
gldepthmax = 0.5;
|
|
glDepthFunc (GL_LEQUAL);
|
|
}
|
|
else if (gl_ztrick->value)
|
|
{
|
|
static int trickframe;
|
|
|
|
if (gl_clear->value)
|
|
glClear (GL_COLOR_BUFFER_BIT);
|
|
|
|
trickframe++;
|
|
if (trickframe & 1)
|
|
{
|
|
gldepthmin = 0;
|
|
gldepthmax = 0.49999;
|
|
glDepthFunc (GL_LEQUAL);
|
|
}
|
|
else
|
|
{
|
|
gldepthmin = 1;
|
|
gldepthmax = 0.5;
|
|
glDepthFunc (GL_GEQUAL);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (gl_clear->value)
|
|
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
else
|
|
glClear (GL_DEPTH_BUFFER_BIT);
|
|
gldepthmin = 0;
|
|
gldepthmax = 1;
|
|
glDepthFunc (GL_LEQUAL);
|
|
}
|
|
|
|
glDepthRange (gldepthmin, gldepthmax);
|
|
}
|
|
|
|
#if 0 //!!! FIXME, Zoid, mirror is disabled for now
|
|
/*
|
|
=============
|
|
R_Mirror
|
|
=============
|
|
*/
|
|
void R_Mirror (void)
|
|
{
|
|
float d;
|
|
msurface_t *s;
|
|
entity_t *ent;
|
|
|
|
if (!mirror)
|
|
return;
|
|
|
|
memcpy (r_base_world_matrix, r_world_matrix, sizeof(r_base_world_matrix));
|
|
|
|
d = DotProduct (r_refdef.vieworg, mirror_plane->normal) - mirror_plane->dist;
|
|
VectorMA (r_refdef.vieworg, -2*d, mirror_plane->normal, r_refdef.vieworg);
|
|
|
|
d = DotProduct (vpn, mirror_plane->normal);
|
|
VectorMA (vpn, -2*d, mirror_plane->normal, vpn);
|
|
|
|
r_refdef.viewangles[0] = -asin (vpn[2])/M_PI*180;
|
|
r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0])/M_PI*180;
|
|
r_refdef.viewangles[2] = -r_refdef.viewangles[2];
|
|
|
|
ent = &cl_entities[cl.viewentity];
|
|
if (cl_numvisedicts < MAX_VISEDICTS)
|
|
{
|
|
cl_visedicts[cl_numvisedicts] = ent;
|
|
cl_numvisedicts++;
|
|
}
|
|
|
|
gldepthmin = 0.5;
|
|
gldepthmax = 1;
|
|
glDepthRange (gldepthmin, gldepthmax);
|
|
glDepthFunc (GL_LEQUAL);
|
|
|
|
R_RenderScene ();
|
|
R_DrawWaterSurfaces ();
|
|
|
|
|
|
gldepthmin = 0;
|
|
gldepthmax = 0.5;
|
|
glDepthRange (gldepthmin, gldepthmax);
|
|
glDepthFunc (GL_LEQUAL);
|
|
|
|
// blend on top
|
|
glMatrixMode(GL_PROJECTION);
|
|
if (mirror_plane->normal[2])
|
|
glScalef (1,-1,1);
|
|
else
|
|
glScalef (-1,1,1);
|
|
glCullFace(GL_FRONT);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glLoadMatrixf (r_base_world_matrix);
|
|
|
|
/* glColor4f (1,1,1,r_mirroralpha.value);
|
|
CVAR_FIXME */
|
|
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;
|
|
glColor4f (1,1,1,1);
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
================
|
|
R_RenderView
|
|
|
|
r_refdef must be set before the first call
|
|
================
|
|
*/
|
|
void R_RenderView (void)
|
|
{
|
|
double time1 = 0, time2;
|
|
|
|
if (r_norefresh->value)
|
|
return;
|
|
|
|
if (!r_worldentity.model || !cl.worldmodel)
|
|
Sys_Error ("R_RenderView: NULL worldmodel");
|
|
|
|
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 ();
|
|
|
|
// render normal view
|
|
R_RenderScene ();
|
|
R_DrawViewModel ();
|
|
R_DrawWaterSurfaces ();
|
|
|
|
// render mirror view
|
|
// R_Mirror ();
|
|
|
|
R_PolyBlend ();
|
|
|
|
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);
|
|
}
|
|
}
|