mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-22 12:11:34 +00:00
1242 lines
28 KiB
C
1242 lines
28 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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#ifdef HAVE_STRING_H
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#include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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#include <strings.h>
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#endif
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#include <stdio.h>
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#include <stdlib.h>
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#include "bothdefs.h"
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#include "cl_cam.h"
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#include "cl_main.h"
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#include "cl_parse.h" //FIXME CL_NewTranslation
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#include "commdef.h"
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#include "console.h"
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#include "locs.h"
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#include "glquake.h"
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#include "mathlib.h"
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#include "qargs.h"
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#include "r_dynamic.h"
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#include "skin.h"
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#include "sound.h"
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#include "sys.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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//
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int playertextures; // up to 16 color translated skins
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int player_fb_textures; // up to 128 skin fullbright maps
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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_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 *gl_lerp_anim;
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cvar_t *gl_fb_models;
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cvar_t *gl_fb_bmodels;
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cvar_t *gl_multitexture;
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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_sky_divide;
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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
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glrmain_init (void)
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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
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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 *
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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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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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pspriteframe = psprite->frames[frame].frameptr;
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} else {
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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
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// 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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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
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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) { // 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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} else { // 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, lastposenum0;
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/*
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GL_DrawAliasFrame
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Standard model drawing
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*/
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static void
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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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}
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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,
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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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GL_DrawAliasBlendedFrame
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Interpolated model drawing
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*/
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void
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GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2, float blend, qboolean fb)
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{
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float l;
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trivertx_t *verts1;
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trivertx_t *verts2;
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int *order;
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int count;
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vec3_t d;
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lastposenum0 = pose1;
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lastposenum = pose2;
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verts1 = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata);
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verts2 = verts1;
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verts1 += pose1 * paliashdr->poseverts;
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verts2 += pose2 * 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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}
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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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// blend the light intensity from the two frames together
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d[0] = shadedots[verts2->lightnormalindex] - shadedots[verts1->lightnormalindex];
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l = shadelight * (shadedots[verts1->lightnormalindex] + (blend * d[0]));
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glColor4f (shadecolor[0] * l, shadecolor[1] * l, shadecolor[2] * l, modelalpha);
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}
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VectorSubtract (verts2->v, verts1->v, d);
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// blend the vertex positions from each frame together
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glVertex3f (verts1->v[0] + (blend * d[0]),
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verts1->v[1] + (blend * d[1]),
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verts1->v[2] + (blend * d[2]));
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verts1++;
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verts2++;
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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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GL_DrawAliasShadow
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Standard shadow drawing
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*/
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extern vec3_t lightspot;
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static void
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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 ((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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// (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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GL_DrawAliasBlendedShadow
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Interpolated shadow drawing
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*/
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void
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GL_DrawAliasBlendedShadow (aliashdr_t *paliashdr, int pose1, int pose2, entity_t *e)
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{
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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);
|
|
CL_NewTranslation (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) {
|
|
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) {
|
|
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_ShowNearestLoc
|
|
=============
|
|
*/
|
|
static void
|
|
R_ShowNearestLoc (void)
|
|
{
|
|
location_t *nearloc;
|
|
vec3_t trueloc;
|
|
dlight_t *dl;
|
|
|
|
if (r_drawentities->int_val)
|
|
return;
|
|
nearloc = locs_find (cl.simorg);
|
|
if (nearloc) {
|
|
dl = CL_AllocDlight (4096);
|
|
VectorCopy (nearloc->loc, dl->origin);
|
|
dl->radius = 200;
|
|
dl->die = cl.time + 0.1;
|
|
dl->color[0]=0;
|
|
dl->color[1]=1;
|
|
dl->color[2]=0;
|
|
|
|
VectorCopy(nearloc->loc,trueloc);
|
|
R_RunSpikeEffect(trueloc,7);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawEntitiesOnList
|
|
=============
|
|
*/
|
|
static void
|
|
R_DrawEntitiesOnList (void)
|
|
{
|
|
int i;
|
|
|
|
if (!r_drawentities->int_val) {
|
|
R_ShowNearestLoc();
|
|
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 ();
|
|
}
|