Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
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|
gl_rmain.c
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 1999,2000 contributors of the QuakeForge project
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Please see the file "AUTHORS" for a list of contributors
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Author:
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Date: 07 Jan 2000
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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2000-01-07 21:36:15 +00:00
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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.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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|
2000-01-07 21:36:15 +00:00
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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.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
See the GNU General Public License for more details.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
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|
2000-01-07 21:36:15 +00:00
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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.
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
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2000-02-04 04:01:23 +00:00
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#include <qtypes.h>
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#include <quakedef.h>
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#include <glquake.h>
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#include <mathlib.h>
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#include <console.h>
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#include <view.h>
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#include <sound.h>
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2000-01-29 18:46:26 +00:00
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#include <cvar.h>
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#include <sys.h>
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
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2000-02-04 04:01:23 +00:00
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#include <draw.h>
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#include <sbar.h>
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|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
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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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//
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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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texture_t *r_notexture_mip;
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int d_lightstylevalue[256]; // 8.8 fraction of base light value
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|
2000-02-04 04:01:23 +00:00
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cvar_t r_clearcolor = {"r_clearcolor", "2"};
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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void R_MarkLeaves (void);
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cvar_t r_norefresh = {"r_norefresh","0"};
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cvar_t r_drawentities = {"r_drawentities","1"};
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cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
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cvar_t r_speeds = {"r_speeds","0"};
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cvar_t r_fullbright = {"r_fullbright","0"};
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cvar_t r_lightmap = {"r_lightmap","0"};
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cvar_t r_shadows = {"r_shadows","0"};
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cvar_t r_wateralpha = {"r_wateralpha","1"};
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cvar_t r_dynamic = {"r_dynamic","1"};
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cvar_t r_novis = {"r_novis","0"};
|
2000-01-01 06:26:03 +00:00
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|
#ifdef QUAKEWORLD
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cvar_t r_netgraph = {"r_netgraph","0"};
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|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
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|
|
2000-01-02 02:52:38 +00:00
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// All the fog code was disabled for QuakeWold
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|
// _reduced_ visability shouldn't be considered cheating :)
|
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cvar_t r_fog = {"r_fog", "0"};
|
2000-01-02 03:12:59 +00:00
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cvar_t r_volfog = {"r_volfog", "0"};
|
2000-01-20 03:15:11 +00:00
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// Waterwarp should be completely disabled for release
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// since we are too lazy to actually fix it ;)
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cvar_t r_waterwarp = {"r_waterwarp", "0"};
|
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|
2000-01-12 02:24:09 +00:00
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|
cvar_t r_waterripple = {"r_waterripple", "0"};
|
2000-01-02 02:52:38 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
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|
cvar_t gl_finish = {"gl_finish","0"};
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cvar_t gl_clear = {"gl_clear","0"};
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cvar_t gl_cull = {"gl_cull","1"};
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cvar_t gl_texsort = {"gl_texsort","1"};
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cvar_t gl_smoothmodels = {"gl_smoothmodels","1"};
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cvar_t gl_affinemodels = {"gl_affinemodels","0"};
|
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cvar_t gl_polyblend = {"gl_polyblend","1"};
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cvar_t gl_playermip = {"gl_playermip","0"};
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|
cvar_t gl_nocolors = {"gl_nocolors","0"};
|
2000-01-01 06:26:03 +00:00
|
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|
#ifdef QUAKEWORLD
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|
cvar_t gl_keeptjunctions = {"gl_keeptjunctions","1"};
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#else
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|
cvar_t gl_keeptjunctions = {"gl_keeptjunctions","0"};
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#endif
|
2000-01-07 21:36:15 +00:00
|
|
|
cvar_t gl_doubleeyes = {"gl_doubleeyes", "1", true};
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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|
|
extern cvar_t gl_ztrick;
|
2000-01-01 06:26:03 +00:00
|
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|
#ifdef QUAKEWORLD
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|
extern cvar_t scr_fov;
|
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|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
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|
R_CullBox
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
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|
2000-01-07 21:36:15 +00:00
|
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|
Returns true if the box is completely outside the frustom
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
2000-01-07 21:36:15 +00:00
|
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|
qboolean
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R_CullBox (vec3_t mins, vec3_t maxs) {
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|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
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|
int i;
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|
2000-01-07 21:36:15 +00:00
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for (i=0 ; i<4 ; i++) {
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if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
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|
return true;
|
2000-01-07 21:36:15 +00:00
|
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|
}
|
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|
|
}
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
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|
return false;
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|
}
|
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|
2000-01-07 21:36:15 +00:00
|
|
|
void
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|
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|
R_RotateForEntity (entity_t *e) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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);
|
2000-01-01 06:26:03 +00:00
|
|
|
//ZOID: fixed z angle
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
glRotatef (e->angles[2], 1, 0, 0);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
* SPRITE MODELS
|
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|
|
*/
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
R_GetSpriteFrame
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
2000-01-07 21:36:15 +00:00
|
|
|
mspriteframe_t
|
|
|
|
*R_GetSpriteFrame (entity_t *currententity) {
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
msprite_t *psprite;
|
|
|
|
mspritegroup_t *pspritegroup;
|
|
|
|
mspriteframe_t *pspriteframe;
|
|
|
|
int i, numframes, frame;
|
|
|
|
float *pintervals, fullinterval, targettime, time;
|
|
|
|
|
|
|
|
psprite = currententity->model->cache.data;
|
|
|
|
frame = currententity->frame;
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
if ((frame >= psprite->numframes) || (frame < 0)) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
|
|
|
|
frame = 0;
|
|
|
|
}
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
if (psprite->frames[frame].type == SPR_SINGLE) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
pspriteframe = psprite->frames[frame].frameptr;
|
2000-01-07 21:36:15 +00:00
|
|
|
} else {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
|
|
|
|
pintervals = pspritegroup->intervals;
|
|
|
|
numframes = pspritegroup->numframes;
|
|
|
|
fullinterval = pintervals[numframes-1];
|
|
|
|
|
|
|
|
time = cl.time + currententity->syncbase;
|
|
|
|
|
|
|
|
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
|
|
|
|
// are positive, so we don't have to worry about division by 0
|
|
|
|
targettime = time - ((int)(time / fullinterval)) * fullinterval;
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
for (i=0 ; i<(numframes-1) ; i++) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (pintervals[i] > targettime)
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
pspriteframe = pspritegroup->frames[i];
|
|
|
|
}
|
|
|
|
return pspriteframe;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
R_DrawSpriteModel
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
2000-01-07 21:36:15 +00:00
|
|
|
void
|
|
|
|
R_DrawSpriteModel (entity_t *e) {
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
vec3_t point;
|
|
|
|
mspriteframe_t *frame;
|
|
|
|
float *up, *right;
|
|
|
|
vec3_t v_forward, v_right, v_up;
|
|
|
|
msprite_t *psprite;
|
|
|
|
|
|
|
|
// don't even bother culling, because it's just a single
|
|
|
|
// polygon without a surface cache
|
|
|
|
frame = R_GetSpriteFrame (e);
|
|
|
|
psprite = currententity->model->cache.data;
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
AngleVectors (currententity->angles, v_forward, v_right, v_up);
|
|
|
|
up = v_up;
|
|
|
|
right = v_right;
|
2000-01-07 21:36:15 +00:00
|
|
|
} else { // normal sprite
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
up = vup;
|
|
|
|
right = vright;
|
|
|
|
}
|
|
|
|
|
|
|
|
glColor3f (1,1,1);
|
|
|
|
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
|
|
|
|
GL_Bind(frame->gl_texturenum);
|
|
|
|
|
|
|
|
glEnable (GL_ALPHA_TEST);
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
|
|
|
|
glTexCoord2f (0, 1);
|
|
|
|
VectorMA (e->origin, frame->down, up, point);
|
|
|
|
VectorMA (point, frame->left, right, point);
|
|
|
|
glVertex3fv (point);
|
|
|
|
|
|
|
|
glTexCoord2f (0, 0);
|
|
|
|
VectorMA (e->origin, frame->up, up, point);
|
|
|
|
VectorMA (point, frame->left, right, point);
|
|
|
|
glVertex3fv (point);
|
|
|
|
|
|
|
|
glTexCoord2f (1, 0);
|
|
|
|
VectorMA (e->origin, frame->up, up, point);
|
|
|
|
VectorMA (point, frame->right, right, point);
|
|
|
|
glVertex3fv (point);
|
|
|
|
|
|
|
|
glTexCoord2f (1, 1);
|
|
|
|
VectorMA (e->origin, frame->down, up, point);
|
|
|
|
VectorMA (point, frame->right, right, point);
|
|
|
|
glVertex3fv (point);
|
|
|
|
|
|
|
|
glEnd ();
|
|
|
|
|
|
|
|
glDisable (GL_ALPHA_TEST);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
ALIAS MODELS
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
|
|
|
|
#define NUMVERTEXNORMALS 162
|
|
|
|
|
|
|
|
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
|
|
|
|
#include "anorms.h"
|
|
|
|
};
|
|
|
|
|
|
|
|
vec3_t shadevector;
|
|
|
|
float shadelight, ambientlight;
|
|
|
|
|
|
|
|
// precalculated dot products for quantized angles
|
|
|
|
#define SHADEDOT_QUANT 16
|
|
|
|
float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
|
2000-01-03 21:54:18 +00:00
|
|
|
#include "anorm_dots.-c"
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
;
|
|
|
|
|
|
|
|
float *shadedots = r_avertexnormal_dots[0];
|
|
|
|
|
|
|
|
int lastposenum;
|
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
GL_DrawAliasFrame
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
2000-01-07 21:36:15 +00:00
|
|
|
void
|
|
|
|
GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum) {
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
float l;
|
1999-12-27 17:18:40 +00:00
|
|
|
trivertx_t *verts;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
int *order;
|
|
|
|
int count;
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
lastposenum = posenum;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
|
|
|
|
verts += posenum * paliashdr->poseverts;
|
|
|
|
order = (int *)((byte *)paliashdr + paliashdr->commands);
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
while (1) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// get the vertex count and primitive type
|
|
|
|
count = *order++;
|
|
|
|
if (!count)
|
|
|
|
break; // done
|
2000-01-07 21:36:15 +00:00
|
|
|
if (count < 0) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
count = -count;
|
|
|
|
glBegin (GL_TRIANGLE_FAN);
|
2000-01-07 21:36:15 +00:00
|
|
|
} else {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
glBegin (GL_TRIANGLE_STRIP);
|
2000-01-07 21:36:15 +00:00
|
|
|
}
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
do { // texture coordinates come from the draw list
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
glTexCoord2f (((float *)order)[0], ((float *)order)[1]);
|
|
|
|
order += 2;
|
|
|
|
|
|
|
|
// normals and vertexes come from the frame list
|
|
|
|
l = shadedots[verts->lightnormalindex] * shadelight;
|
|
|
|
glColor3f (l, l, l);
|
|
|
|
glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
|
|
|
|
verts++;
|
|
|
|
} while (--count);
|
|
|
|
glEnd ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
GL_DrawAliasShadow
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
|
|
|
extern vec3_t lightspot;
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
void
|
|
|
|
GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum) {
|
|
|
|
|
1999-12-27 17:18:40 +00:00
|
|
|
trivertx_t *verts;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
int *order;
|
|
|
|
vec3_t point;
|
|
|
|
float height, lheight;
|
|
|
|
int count;
|
|
|
|
|
|
|
|
lheight = currententity->origin[2] - lightspot[2];
|
|
|
|
|
|
|
|
height = 0;
|
|
|
|
verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
|
|
|
|
verts += posenum * paliashdr->poseverts;
|
|
|
|
order = (int *)((byte *)paliashdr + paliashdr->commands);
|
|
|
|
|
|
|
|
height = -lheight + 1.0;
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
while (1) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// get the vertex count and primitive type
|
|
|
|
count = *order++;
|
|
|
|
if (!count)
|
|
|
|
break; // done
|
2000-01-07 21:36:15 +00:00
|
|
|
if (count < 0) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
count = -count;
|
|
|
|
glBegin (GL_TRIANGLE_FAN);
|
2000-01-07 21:36:15 +00:00
|
|
|
} else {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
glBegin (GL_TRIANGLE_STRIP);
|
2000-01-07 21:36:15 +00:00
|
|
|
}
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
do {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// texture coordinates come from the draw list
|
|
|
|
// (skipped for shadows) glTexCoord2fv ((float *)order);
|
|
|
|
order += 2;
|
|
|
|
|
|
|
|
// normals and vertexes come from the frame list
|
|
|
|
point[0] = verts->v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0];
|
|
|
|
point[1] = verts->v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1];
|
|
|
|
point[2] = verts->v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2];
|
|
|
|
|
|
|
|
point[0] -= shadevector[0]*(point[2]+lheight);
|
|
|
|
point[1] -= shadevector[1]*(point[2]+lheight);
|
|
|
|
point[2] = height;
|
|
|
|
// height -= 0.001;
|
|
|
|
glVertex3fv (point);
|
|
|
|
|
|
|
|
verts++;
|
|
|
|
} while (--count);
|
|
|
|
glEnd ();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
R_SetupAliasFrame
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
2000-01-07 21:36:15 +00:00
|
|
|
void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr) {
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
int pose, numposes;
|
|
|
|
float interval;
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
if ((frame >= paliashdr->numframes) || (frame < 0)) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
|
|
|
|
frame = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
pose = paliashdr->frames[frame].firstpose;
|
|
|
|
numposes = paliashdr->frames[frame].numposes;
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
if (numposes > 1) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
interval = paliashdr->frames[frame].interval;
|
|
|
|
pose += (int)(cl.time / interval) % numposes;
|
|
|
|
}
|
|
|
|
GL_DrawAliasFrame (paliashdr, pose);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
R_DrawAliasModel
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
2000-01-07 21:36:15 +00:00
|
|
|
void
|
|
|
|
R_DrawAliasModel (entity_t *e) {
|
|
|
|
|
1999-12-27 17:18:40 +00:00
|
|
|
int i;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
int lnum;
|
|
|
|
vec3_t dist;
|
|
|
|
float add;
|
|
|
|
model_t *clmodel;
|
|
|
|
vec3_t mins, maxs;
|
|
|
|
aliashdr_t *paliashdr;
|
1999-12-27 17:18:40 +00:00
|
|
|
float an;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
int anim;
|
|
|
|
|
|
|
|
clmodel = currententity->model;
|
|
|
|
|
|
|
|
VectorAdd (currententity->origin, clmodel->mins, mins);
|
|
|
|
VectorAdd (currententity->origin, clmodel->maxs, maxs);
|
|
|
|
|
|
|
|
if (R_CullBox (mins, maxs))
|
|
|
|
return;
|
|
|
|
|
|
|
|
VectorCopy (currententity->origin, r_entorigin);
|
|
|
|
VectorSubtract (r_origin, r_entorigin, modelorg);
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
/*
|
|
|
|
get lighting information
|
|
|
|
*/
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
ambientlight = shadelight = R_LightPoint (currententity->origin);
|
|
|
|
|
|
|
|
// allways give the gun some light
|
|
|
|
if (e == &cl.viewent && ambientlight < 24)
|
|
|
|
ambientlight = shadelight = 24;
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++) {
|
|
|
|
if (cl_dlights[lnum].die >= cl.time) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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
|
2000-01-01 06:26:03 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
if (!strcmp(clmodel->name, "progs/player.mdl")) {
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
i = currententity - cl_entities;
|
2000-01-01 15:03:44 +00:00
|
|
|
// if (i >= 1 && i <= cl.maxclients && !strcmp (currententity->model->name, "progs/player.mdl")) {
|
|
|
|
if (i >= 1 && i <= cl.maxclients) {
|
2000-01-01 06:26:03 +00:00
|
|
|
#endif
|
2000-01-07 21:36:15 +00:00
|
|
|
if (ambientlight < 8) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
ambientlight = shadelight = 8;
|
2000-01-07 21:36:15 +00:00
|
|
|
}
|
2000-01-01 06:26:03 +00:00
|
|
|
} else if (!strcmp (clmodel->name, "progs/flame2.mdl")
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|| !strcmp (clmodel->name, "progs/flame.mdl") )
|
2000-01-01 06:26:03 +00:00
|
|
|
// HACK HACK HACK -- no fullbright colors, so make torches full light
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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);
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
/*
|
|
|
|
locate the proper data
|
|
|
|
*/
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);
|
|
|
|
|
|
|
|
c_alias_polys += paliashdr->numtris;
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
/*
|
|
|
|
draw all the triangles
|
|
|
|
*/
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
GL_DisableMultitexture();
|
|
|
|
|
|
|
|
glPushMatrix ();
|
|
|
|
R_RotateForEntity (e);
|
|
|
|
|
2000-01-01 15:03:44 +00:00
|
|
|
if (!strcmp (clmodel->name, "progs/eyes.mdl") && gl_doubleeyes.value) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8));
|
2000-01-01 06:26:03 +00:00
|
|
|
// double size of eyes, since they are really hard to see in gl
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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.
|
2000-01-01 06:26:03 +00:00
|
|
|
#ifdef QUAKEWORLD
|
2000-01-07 21:36:15 +00:00
|
|
|
if (currententity->scoreboard && !gl_nocolors.value) {
|
2000-01-01 06:26:03 +00:00
|
|
|
i = currententity->scoreboard - cl.players;
|
|
|
|
if (!currententity->scoreboard->skin) {
|
|
|
|
Skin_Find(currententity->scoreboard);
|
|
|
|
R_TranslatePlayerSkin(i);
|
|
|
|
}
|
2000-01-07 21:36:15 +00:00
|
|
|
if (i >= 0 && i<MAX_CLIENTS) {
|
2000-01-01 06:26:03 +00:00
|
|
|
GL_Bind(playertextures + i);
|
2000-01-07 21:36:15 +00:00
|
|
|
}
|
2000-01-01 06:26:03 +00:00
|
|
|
}
|
|
|
|
#else
|
2000-01-07 21:36:15 +00:00
|
|
|
if (currententity->colormap != vid.colormap && !gl_nocolors.value) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
i = currententity - cl_entities;
|
2000-01-07 21:36:15 +00:00
|
|
|
//if (i >= 1 && i<=cl.maxclients && !strcmp (currententity->model->name, "progs/player.mdl"))
|
|
|
|
if (i >= 1 && i<=cl.maxclients)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
GL_Bind(playertextures - 1 + i);
|
|
|
|
}
|
2000-01-01 06:26:03 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (gl_smoothmodels.value)
|
|
|
|
glShadeModel (GL_SMOOTH);
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
|
|
|
|
if (gl_affinemodels.value)
|
|
|
|
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
|
|
|
|
|
|
|
|
R_SetupAliasFrame (currententity->frame, paliashdr);
|
|
|
|
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
|
|
|
|
glShadeModel (GL_FLAT);
|
|
|
|
if (gl_affinemodels.value)
|
|
|
|
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
|
|
|
|
|
|
|
|
glPopMatrix ();
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
if (r_shadows.value) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
glPushMatrix ();
|
|
|
|
R_RotateForEntity (e);
|
|
|
|
glDisable (GL_TEXTURE_2D);
|
|
|
|
glEnable (GL_BLEND);
|
|
|
|
glColor4f (0,0,0,0.5);
|
|
|
|
GL_DrawAliasShadow (paliashdr, lastposenum);
|
|
|
|
glEnable (GL_TEXTURE_2D);
|
|
|
|
glDisable (GL_BLEND);
|
|
|
|
glColor4f (1,1,1,1);
|
|
|
|
glPopMatrix ();
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
R_DrawEntitiesOnList
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
2000-01-07 21:36:15 +00:00
|
|
|
void
|
|
|
|
R_DrawEntitiesOnList ( void ) {
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
int i;
|
|
|
|
|
|
|
|
if (!r_drawentities.value)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// draw sprites seperately, because of alpha blending
|
2000-01-07 21:36:15 +00:00
|
|
|
for (i=0 ; i<cl_numvisedicts ; i++) {
|
2000-01-01 06:26:03 +00:00
|
|
|
currententity = &cl_visedicts[i];
|
2000-01-07 21:36:15 +00:00
|
|
|
switch (currententity->model->type) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
case mod_alias:
|
|
|
|
R_DrawAliasModel (currententity);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case mod_brush:
|
|
|
|
R_DrawBrushModel (currententity);
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
for (i=0 ; i<cl_numvisedicts ; i++) {
|
2000-01-01 06:26:03 +00:00
|
|
|
currententity = &cl_visedicts[i];
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
switch (currententity->model->type) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
case mod_sprite:
|
|
|
|
R_DrawSpriteModel (currententity);
|
|
|
|
break;
|
2000-01-01 06:26:03 +00:00
|
|
|
|
|
|
|
default :
|
|
|
|
break;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
R_DrawViewModel
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
2000-01-07 21:36:15 +00:00
|
|
|
void
|
|
|
|
R_DrawViewModel ( void ) {
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
float ambient[4], diffuse[4];
|
|
|
|
int j;
|
|
|
|
int lnum;
|
|
|
|
vec3_t dist;
|
|
|
|
float add;
|
|
|
|
dlight_t *dl;
|
|
|
|
int ambientlight, shadelight;
|
|
|
|
|
2000-01-01 06:26:03 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
if (!r_drawviewmodel.value || !Cam_DrawViewModel())
|
|
|
|
return;
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (!r_drawviewmodel.value)
|
|
|
|
return;
|
|
|
|
|
2000-01-02 05:46:52 +00:00
|
|
|
if (cl_chasecam.value)
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
return;
|
2000-01-01 06:26:03 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (envmap)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!r_drawentities.value)
|
|
|
|
return;
|
2000-01-01 06:26:03 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
|
|
|
|
return;
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (cl.items & IT_INVISIBILITY)
|
|
|
|
return;
|
2000-01-01 06:26:03 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
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
|
2000-01-07 21:36:15 +00:00
|
|
|
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
R_PolyBlend
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
2000-01-07 21:36:15 +00:00
|
|
|
void
|
|
|
|
R_PolyBlend ( void ) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (!gl_polyblend.value)
|
|
|
|
return;
|
|
|
|
if (!v_blend[3])
|
|
|
|
return;
|
|
|
|
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
|
|
|
|
glDisable (GL_ALPHA_TEST);
|
|
|
|
glEnable (GL_BLEND);
|
|
|
|
glDisable (GL_DEPTH_TEST);
|
|
|
|
glDisable (GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
glLoadIdentity ();
|
|
|
|
|
|
|
|
glRotatef (-90, 1, 0, 0); // put Z going up
|
|
|
|
glRotatef (90, 0, 0, 1); // put Z going up
|
|
|
|
|
|
|
|
glColor4fv (v_blend);
|
|
|
|
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
|
|
|
|
glVertex3f (10, 100, 100);
|
|
|
|
glVertex3f (10, -100, 100);
|
|
|
|
glVertex3f (10, -100, -100);
|
|
|
|
glVertex3f (10, 100, -100);
|
|
|
|
glEnd ();
|
|
|
|
|
|
|
|
glDisable (GL_BLEND);
|
|
|
|
glEnable (GL_TEXTURE_2D);
|
|
|
|
glEnable (GL_ALPHA_TEST);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
int
|
|
|
|
SignbitsForPlane ( mplane_t *out ) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
int bits, j;
|
|
|
|
|
|
|
|
// for fast box on planeside test
|
|
|
|
|
|
|
|
bits = 0;
|
2000-01-07 21:36:15 +00:00
|
|
|
for (j=0 ; j<3 ; j++) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (out->normal[j] < 0)
|
|
|
|
bits |= 1<<j;
|
|
|
|
}
|
|
|
|
return bits;
|
|
|
|
}
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
void
|
|
|
|
R_SetFrustum ( void ) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
int i;
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
if (r_refdef.fov_x == 90) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// 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);
|
2000-01-07 21:36:15 +00:00
|
|
|
} else {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// 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 ) );
|
|
|
|
}
|
2000-01-07 21:36:15 +00:00
|
|
|
for (i=0 ; i<4 ; i++) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
frustum[i].type = PLANE_ANYZ;
|
|
|
|
frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
|
|
|
|
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
R_SetupFrame
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
2000-01-07 21:36:15 +00:00
|
|
|
void
|
|
|
|
R_SetupFrame ( void ) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
// don't allow cheats in multiplayer
|
2000-01-01 06:26:03 +00:00
|
|
|
#ifdef QUAKEWORLD
|
|
|
|
r_fullbright.value = 0;
|
|
|
|
r_lightmap.value = 0;
|
|
|
|
if (!atoi(Info_ValueForKey(cl.serverinfo, "watervis")))
|
|
|
|
r_wateralpha.value = 1;
|
|
|
|
#else
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (cl.maxclients > 1)
|
|
|
|
Cvar_Set ("r_fullbright", "0");
|
2000-01-01 06:26:03 +00:00
|
|
|
#endif
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
void
|
|
|
|
MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
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 );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
R_SetupGL
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
2000-01-07 21:36:15 +00:00
|
|
|
void
|
|
|
|
R_SetupGL ( void ) {
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
float screenaspect;
|
1999-12-27 17:18:40 +00:00
|
|
|
//float yfov;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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;
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
if (envmap) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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;
|
2000-01-01 06:26:03 +00:00
|
|
|
// 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;
|
2000-01-07 21:36:15 +00:00
|
|
|
// MYgluPerspective (yfov, screenaspect, 4, 4096);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
|
|
|
|
|
2000-01-19 11:01:04 +00:00
|
|
|
glCullFace(GL_FRONT);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
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);
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
/*
|
|
|
|
set drawing parms
|
|
|
|
*/
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (gl_cull.value)
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
|
|
else
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
|
|
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
glDisable(GL_ALPHA_TEST);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
R_RenderScene
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
r_refdef must be set before the first call
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
2000-01-07 21:36:15 +00:00
|
|
|
void
|
|
|
|
R_RenderScene ( void ) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
R_SetupFrame ();
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
R_SetFrustum ();
|
2000-01-07 21:36:15 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
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
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
R_Clear
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
2000-01-07 21:36:15 +00:00
|
|
|
void
|
|
|
|
R_Clear ( void ) {
|
2000-01-19 11:01:04 +00:00
|
|
|
if (gl_ztrick.value) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
static int trickframe;
|
|
|
|
|
|
|
|
if (gl_clear.value)
|
|
|
|
glClear (GL_COLOR_BUFFER_BIT);
|
|
|
|
|
|
|
|
trickframe++;
|
2000-01-07 21:36:15 +00:00
|
|
|
if (trickframe & 1) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
gldepthmin = 0;
|
|
|
|
gldepthmax = 0.49999;
|
|
|
|
glDepthFunc (GL_LEQUAL);
|
2000-01-07 21:36:15 +00:00
|
|
|
} else {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
gldepthmin = 1;
|
|
|
|
gldepthmax = 0.5;
|
|
|
|
glDepthFunc (GL_GEQUAL);
|
|
|
|
}
|
2000-01-07 21:36:15 +00:00
|
|
|
} else {
|
|
|
|
if (gl_clear.value) {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
2000-01-07 21:36:15 +00:00
|
|
|
} else {
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
glClear (GL_DEPTH_BUFFER_BIT);
|
2000-01-07 21:36:15 +00:00
|
|
|
}
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
gldepthmin = 0;
|
|
|
|
gldepthmax = 1;
|
|
|
|
glDepthFunc (GL_LEQUAL);
|
|
|
|
}
|
|
|
|
|
|
|
|
glDepthRange (gldepthmin, gldepthmax);
|
|
|
|
}
|
|
|
|
|
2000-02-04 04:01:23 +00:00
|
|
|
extern int bc_texture;
|
|
|
|
extern cvar_t crosshaircolor;
|
|
|
|
|
|
|
|
void TileBC (int x, int y, int w, int h)
|
|
|
|
{
|
|
|
|
unsigned char *pColor;
|
|
|
|
|
|
|
|
glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
|
|
pColor = (unsigned char *) &d_8to24table[(byte) r_clearcolor.value];
|
|
|
|
|
|
|
|
glColor4ubv ( pColor );
|
|
|
|
GL_Bind (bc_texture);
|
|
|
|
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
glTexCoord2f (x/64.0, y/64.0);
|
|
|
|
glVertex2f (x, y);
|
|
|
|
glTexCoord2f ( (x+w)/64.0, y/64.0);
|
|
|
|
glVertex2f (x+w, y);
|
|
|
|
glTexCoord2f ( (x+w)/64.0, (y+h)/64.0);
|
|
|
|
glVertex2f (x+w, y+h);
|
|
|
|
glTexCoord2f ( x/64.0, (y+h)/64.0 );
|
|
|
|
glVertex2f (x, y+h);
|
|
|
|
glEnd ();
|
|
|
|
|
|
|
|
glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
|
|
|
|
}
|
|
|
|
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
/*
|
2000-01-07 21:36:15 +00:00
|
|
|
R_RenderView
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
r_refdef must be set before the first call
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
*/
|
2000-01-07 21:36:15 +00:00
|
|
|
void
|
|
|
|
R_RenderView ( void ) {
|
|
|
|
|
1999-12-27 17:18:40 +00:00
|
|
|
double time1 = 0, time2 = 0;
|
1999-12-30 19:58:41 +00:00
|
|
|
// Fixme: the last argument should be a cvar... r_fog_gamma
|
2000-01-20 04:11:12 +00:00
|
|
|
GLfloat colors[4] = {(GLfloat) 1.0, (GLfloat) 1.0, (GLfloat) 1, (GLfloat) 0.1};
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
|
|
|
|
if (r_norefresh.value)
|
|
|
|
return;
|
|
|
|
|
|
|
|
if (!r_worldentity.model || !cl.worldmodel)
|
|
|
|
Sys_Error ("R_RenderView: NULL worldmodel");
|
|
|
|
|
2000-02-04 04:01:23 +00:00
|
|
|
if ((int)cl_sbar.value == 1)
|
|
|
|
TileBC (0, 0, vid.width, vid.height - sb_lines);
|
|
|
|
else
|
|
|
|
TileBC (0, 0, vid.width, vid.height);
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
if (r_speeds.value)
|
|
|
|
{
|
|
|
|
glFinish ();
|
|
|
|
time1 = Sys_DoubleTime ();
|
|
|
|
c_brush_polys = 0;
|
|
|
|
c_alias_polys = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (gl_finish.value)
|
|
|
|
glFinish ();
|
|
|
|
|
|
|
|
R_Clear ();
|
|
|
|
|
|
|
|
// render normal view
|
2000-01-20 04:11:12 +00:00
|
|
|
|
|
|
|
#ifdef _EXPERIMENTAL_
|
|
|
|
/*
|
|
|
|
// Fixme!!
|
|
|
|
// The volume fog will not work as is :)
|
2000-01-07 03:59:52 +00:00
|
|
|
if(r_volfog.value)
|
2000-01-02 03:12:59 +00:00
|
|
|
{
|
|
|
|
|
2000-01-07 03:59:52 +00:00
|
|
|
gl_Clear(GL_STENCIL_BUFFER_BIT);
|
2000-01-07 04:23:16 +00:00
|
|
|
gl_ColorMask(GL_FALSE);
|
2000-01-07 03:59:52 +00:00
|
|
|
glStencilFunc(GL_ALWAYS, 1, 1);
|
2000-01-07 04:23:16 +00:00
|
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
|
|
//glEnable(GL_STENCIL_TEST);
|
|
|
|
glEnable(GL_DEPTH_TEST);
|
|
|
|
gl_DepthFunc(GL_LESS);
|
2000-01-07 03:59:52 +00:00
|
|
|
glFogi (GL_FOG_MODE, GL_EXP2);
|
|
|
|
glFogfv (GL_FOG_COLOR, colors);
|
|
|
|
// fixme: GL_FOG_DENSITY should have r_volfog_density var
|
|
|
|
glFogf (GL_FOG_DENSITY, 1);
|
2000-01-07 04:23:16 +00:00
|
|
|
|
2000-01-07 03:59:52 +00:00
|
|
|
glEnable(GL_FOG);
|
|
|
|
//R_RenderScene ();
|
|
|
|
|
|
|
|
R_DrawWaterSurfaces();
|
|
|
|
glDisable(GL_FOG);
|
|
|
|
|
|
|
|
glStencilFunc(GL_EQUAL, 1, 1);
|
|
|
|
glStencilMask(GL_FALSE);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
}
|
2000-01-07 04:23:16 +00:00
|
|
|
*/
|
2000-01-20 04:11:12 +00:00
|
|
|
#endif
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
if (r_fog.value) { // FIXME: would be nice if the user could select what fogmode... (r_fog_mode)
|
|
|
|
glFogi (GL_FOG_MODE, GL_EXP2);
|
|
|
|
glFogfv (GL_FOG_COLOR, colors);
|
2000-01-20 04:11:12 +00:00
|
|
|
glFogf (GL_FOG_DENSITY, (GLfloat) r_fog.value);
|
2000-01-07 21:36:15 +00:00
|
|
|
glEnable(GL_FOG);
|
2000-01-02 03:12:59 +00:00
|
|
|
}
|
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
R_RenderScene ();
|
|
|
|
R_DrawViewModel ();
|
2000-01-02 03:12:59 +00:00
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
if(!r_volfog.value) {
|
|
|
|
R_DrawWaterSurfaces ();
|
|
|
|
}
|
|
|
|
glDisable(GL_FOG); // More fog right here :)
|
2000-01-02 02:57:59 +00:00
|
|
|
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
R_PolyBlend ();
|
|
|
|
|
2000-01-07 21:36:15 +00:00
|
|
|
if (r_speeds.value) {
|
|
|
|
//glFinish ();
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
time2 = Sys_DoubleTime ();
|
|
|
|
Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
|
|
|
|
}
|
|
|
|
}
|