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https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-25 13:21:04 +00:00
Whitespace changes, cleanup of gl_rmain.c
This commit is contained in:
parent
19fd8a6816
commit
c797a758d5
2 changed files with 216 additions and 333 deletions
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@ -1,8 +1,13 @@
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/*
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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
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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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@ -15,11 +20,12 @@ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA.
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*/
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// r_main.c
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#include "quakedef.h"
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@ -108,36 +114,35 @@ cvar_t gl_playermip = {"gl_playermip","0"};
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cvar_t gl_nocolors = {"gl_nocolors","0"};
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#ifdef QUAKEWORLD
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cvar_t gl_keeptjunctions = {"gl_keeptjunctions","1"};
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//cvar_t gl_reporttjunctions = {"gl_reporttjunctions","0"};
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#else
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cvar_t gl_keeptjunctions = {"gl_keeptjunctions","0"};
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cvar_t gl_doubleeyes = {"gl_doubleeys", "1"};
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#endif
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cvar_t gl_doubleeyes = {"gl_doubleeyes", "1", true};
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extern cvar_t gl_ztrick;
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#ifdef QUAKEWORLD
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extern cvar_t scr_fov;
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#endif
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/*
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=================
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R_CullBox
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Returns true if the box is completely outside the frustom
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=================
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*/
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qboolean R_CullBox (vec3_t mins, vec3_t maxs)
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{
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qboolean
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R_CullBox (vec3_t mins, vec3_t maxs) {
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int i;
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for (i=0 ; i<4 ; i++)
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if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2)
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for (i=0 ; i<4 ; i++) {
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if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2) {
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return true;
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}
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}
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return false;
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}
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void R_RotateForEntity (entity_t *e)
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{
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void
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R_RotateForEntity (entity_t *e) {
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glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
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glRotatef (e->angles[1], 0, 0, 1);
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@ -147,20 +152,15 @@ void R_RotateForEntity (entity_t *e)
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}
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/*
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=============================================================
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SPRITE MODELS
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=============================================================
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* SPRITE MODELS
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*/
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/*
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================
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R_GetSpriteFrame
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================
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*/
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mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
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{
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mspriteframe_t
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*R_GetSpriteFrame (entity_t *currententity) {
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msprite_t *psprite;
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mspritegroup_t *pspritegroup;
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mspriteframe_t *pspriteframe;
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@ -170,18 +170,14 @@ mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
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psprite = currententity->model->cache.data;
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frame = currententity->frame;
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if ((frame >= psprite->numframes) || (frame < 0))
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{
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if ((frame >= psprite->numframes) || (frame < 0)) {
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Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
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frame = 0;
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}
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if (psprite->frames[frame].type == SPR_SINGLE)
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{
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if (psprite->frames[frame].type == SPR_SINGLE) {
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pspriteframe = psprite->frames[frame].frameptr;
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}
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else
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{
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} else {
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pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
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pintervals = pspritegroup->intervals;
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numframes = pspritegroup->numframes;
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@ -193,27 +189,22 @@ mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
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// are positive, so we don't have to worry about division by 0
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targettime = time - ((int)(time / fullinterval)) * fullinterval;
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for (i=0 ; i<(numframes-1) ; i++)
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{
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for (i=0 ; i<(numframes-1) ; i++) {
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if (pintervals[i] > targettime)
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break;
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}
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pspriteframe = pspritegroup->frames[i];
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}
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return pspriteframe;
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}
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/*
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=================
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R_DrawSpriteModel
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=================
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*/
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void R_DrawSpriteModel (entity_t *e)
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{
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void
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R_DrawSpriteModel (entity_t *e) {
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vec3_t point;
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mspriteframe_t *frame;
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float *up, *right;
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frame = R_GetSpriteFrame (e);
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psprite = currententity->model->cache.data;
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if (psprite->type == SPR_ORIENTED)
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{ // bullet marks on walls
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if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
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AngleVectors (currententity->angles, v_forward, v_right, v_up);
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up = v_up;
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right = v_right;
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}
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else
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{ // normal sprite
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} else { // normal sprite
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up = vup;
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right = vright;
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}
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@ -246,11 +234,6 @@ void R_DrawSpriteModel (entity_t *e)
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glEnable (GL_ALPHA_TEST);
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glBegin (GL_QUADS);
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#ifdef QUAKEWORLD
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glEnable (GL_ALPHA_TEST);
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glBegin (GL_QUADS);
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#endif
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glTexCoord2f (0, 1);
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VectorMA (e->origin, frame->down, up, point);
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VectorMA (point, frame->left, right, point);
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}
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/*
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=============================================================
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ALIAS MODELS
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=============================================================
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*/
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#define NUMVERTEXNORMALS 162
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float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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int lastposenum;
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/*
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=============
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GL_DrawAliasFrame
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=============
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*/
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void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum)
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{
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void
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GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum) {
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float l;
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trivertx_t *verts;
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int *order;
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verts += posenum * paliashdr->poseverts;
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order = (int *)((byte *)paliashdr + paliashdr->commands);
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while (1)
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{
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while (1) {
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// get the vertex count and primitive type
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count = *order++;
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if (!count)
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break; // done
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if (count < 0)
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{
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if (count < 0) {
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count = -count;
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glBegin (GL_TRIANGLE_FAN);
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}
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else
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} else {
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glBegin (GL_TRIANGLE_STRIP);
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}
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do
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{
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// texture coordinates come from the draw list
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do { // texture coordinates come from the draw list
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glTexCoord2f (((float *)order)[0], ((float *)order)[1]);
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order += 2;
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glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
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verts++;
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} while (--count);
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glEnd ();
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}
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}
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/*
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=============
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GL_DrawAliasShadow
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=============
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*/
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extern vec3_t lightspot;
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void GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum)
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{
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void
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GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum) {
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trivertx_t *verts;
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int *order;
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vec3_t point;
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height = -lheight + 1.0;
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while (1)
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{
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while (1) {
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// get the vertex count and primitive type
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count = *order++;
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if (!count)
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break; // done
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if (count < 0)
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{
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if (count < 0) {
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count = -count;
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glBegin (GL_TRIANGLE_FAN);
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}
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else
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} else {
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glBegin (GL_TRIANGLE_STRIP);
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}
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do
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{
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do {
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// texture coordinates come from the draw list
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// (skipped for shadows) glTexCoord2fv ((float *)order);
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order += 2;
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verts++;
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} while (--count);
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glEnd ();
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}
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}
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/*
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=================
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R_SetupAliasFrame
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=================
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*/
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void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr)
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{
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void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr) {
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int pose, numposes;
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float interval;
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if ((frame >= paliashdr->numframes) || (frame < 0))
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{
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if ((frame >= paliashdr->numframes) || (frame < 0)) {
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Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
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frame = 0;
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}
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@ -438,25 +399,19 @@ void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr)
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pose = paliashdr->frames[frame].firstpose;
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numposes = paliashdr->frames[frame].numposes;
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if (numposes > 1)
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{
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if (numposes > 1) {
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interval = paliashdr->frames[frame].interval;
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pose += (int)(cl.time / interval) % numposes;
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}
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GL_DrawAliasFrame (paliashdr, pose);
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}
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/*
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=================
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R_DrawAliasModel
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=================
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*/
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void R_DrawAliasModel (entity_t *e)
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{
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void
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R_DrawAliasModel (entity_t *e) {
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int i;
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int lnum;
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vec3_t dist;
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@ -475,29 +430,24 @@ void R_DrawAliasModel (entity_t *e)
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if (R_CullBox (mins, maxs))
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return;
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VectorCopy (currententity->origin, r_entorigin);
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VectorSubtract (r_origin, r_entorigin, modelorg);
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//
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// get lighting information
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//
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/*
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get lighting information
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*/
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ambientlight = shadelight = R_LightPoint (currententity->origin);
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// allways give the gun some light
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if (e == &cl.viewent && ambientlight < 24)
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ambientlight = shadelight = 24;
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for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
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{
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if (cl_dlights[lnum].die >= cl.time)
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{
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for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++) {
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if (cl_dlights[lnum].die >= cl.time) {
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VectorSubtract (currententity->origin,
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cl_dlights[lnum].origin,
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dist);
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add = cl_dlights[lnum].radius - Length(dist);
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if (add > 0) {
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ambientlight += add;
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//ZOID models should be affected by dlights as well
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@ -505,7 +455,6 @@ void R_DrawAliasModel (entity_t *e)
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}
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}
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}
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// clamp lighting so it doesn't overbright as much
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if (ambientlight > 128)
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ambientlight = 128;
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@ -520,9 +469,9 @@ void R_DrawAliasModel (entity_t *e)
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// if (i >= 1 && i <= cl.maxclients && !strcmp (currententity->model->name, "progs/player.mdl")) {
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if (i >= 1 && i <= cl.maxclients) {
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#endif
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if (ambientlight < 8)
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if (ambientlight < 8) {
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ambientlight = shadelight = 8;
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}
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} else if (!strcmp (clmodel->name, "progs/flame2.mdl")
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|| !strcmp (clmodel->name, "progs/flame.mdl") )
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// HACK HACK HACK -- no fullbright colors, so make torches full light
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@ -537,27 +486,22 @@ void R_DrawAliasModel (entity_t *e)
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shadevector[2] = 1;
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VectorNormalize (shadevector);
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//
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// locate the proper data
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//
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/*
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locate the proper data
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*/
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paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);
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c_alias_polys += paliashdr->numtris;
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//
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// draw all the triangles
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//
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/*
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draw all the triangles
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*/
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GL_DisableMultitexture();
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glPushMatrix ();
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R_RotateForEntity (e);
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#ifdef QUAKEWORLD
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if (!strcmp (clmodel->name, "progs/eyes.mdl") ) {
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#else
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if (!strcmp (clmodel->name, "progs/eyes.mdl") && gl_doubleeyes.value) {
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#endif
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glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8));
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// double size of eyes, since they are really hard to see in gl
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glScalef (paliashdr->scale[0]*2, paliashdr->scale[1]*2, paliashdr->scale[2]*2);
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|
@ -572,21 +516,21 @@ void R_DrawAliasModel (entity_t *e)
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// we can't dynamically colormap textures, so they are cached
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// seperately for the players. Heads are just uncolored.
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#ifdef QUAKEWORLD
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if (currententity->scoreboard && !gl_nocolors.value)
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{
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if (currententity->scoreboard && !gl_nocolors.value) {
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i = currententity->scoreboard - cl.players;
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if (!currententity->scoreboard->skin) {
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Skin_Find(currententity->scoreboard);
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R_TranslatePlayerSkin(i);
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}
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if (i >= 0 && i<MAX_CLIENTS)
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if (i >= 0 && i<MAX_CLIENTS) {
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GL_Bind(playertextures + i);
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}
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}
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#else
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if (currententity->colormap != vid.colormap && !gl_nocolors.value)
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{
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if (currententity->colormap != vid.colormap && !gl_nocolors.value) {
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i = currententity - cl_entities;
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if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
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//if (i >= 1 && i<=cl.maxclients && !strcmp (currententity->model->name, "progs/player.mdl"))
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if (i >= 1 && i<=cl.maxclients)
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GL_Bind(playertextures - 1 + i);
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}
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#endif
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|
@ -608,8 +552,7 @@ void R_DrawAliasModel (entity_t *e)
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|
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glPopMatrix ();
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|
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if (r_shadows.value)
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{
|
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if (r_shadows.value) {
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glPushMatrix ();
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R_RotateForEntity (e);
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glDisable (GL_TEXTURE_2D);
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|
@ -624,31 +567,25 @@ void R_DrawAliasModel (entity_t *e)
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}
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//==================================================================================
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|
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/*
|
||||
=============
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||||
R_DrawEntitiesOnList
|
||||
=============
|
||||
*/
|
||||
void R_DrawEntitiesOnList (void)
|
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{
|
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void
|
||||
R_DrawEntitiesOnList ( void ) {
|
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|
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int i;
|
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|
||||
if (!r_drawentities.value)
|
||||
return;
|
||||
|
||||
// draw sprites seperately, because of alpha blending
|
||||
for (i=0 ; i<cl_numvisedicts ; i++)
|
||||
{
|
||||
for (i=0 ; i<cl_numvisedicts ; i++) {
|
||||
#ifdef QUAKEWORLD
|
||||
currententity = &cl_visedicts[i];
|
||||
#else
|
||||
currententity = cl_visedicts[i];
|
||||
#endif
|
||||
|
||||
switch (currententity->model->type)
|
||||
{
|
||||
switch (currententity->model->type) {
|
||||
case mod_alias:
|
||||
R_DrawAliasModel (currententity);
|
||||
break;
|
||||
|
@ -662,16 +599,14 @@ void R_DrawEntitiesOnList (void)
|
|||
}
|
||||
}
|
||||
|
||||
for (i=0 ; i<cl_numvisedicts ; i++)
|
||||
{
|
||||
for (i=0 ; i<cl_numvisedicts ; i++) {
|
||||
#ifdef QUAKEWORLD
|
||||
currententity = &cl_visedicts[i];
|
||||
#else
|
||||
currententity = cl_visedicts[i];
|
||||
#endif
|
||||
|
||||
switch (currententity->model->type)
|
||||
{
|
||||
switch (currententity->model->type) {
|
||||
case mod_sprite:
|
||||
R_DrawSpriteModel (currententity);
|
||||
break;
|
||||
|
@ -683,12 +618,11 @@ void R_DrawEntitiesOnList (void)
|
|||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
R_DrawViewModel
|
||||
=============
|
||||
*/
|
||||
void R_DrawViewModel (void)
|
||||
{
|
||||
void
|
||||
R_DrawViewModel ( void ) {
|
||||
|
||||
float ambient[4], diffuse[4];
|
||||
int j;
|
||||
int lnum;
|
||||
|
@ -736,8 +670,7 @@ void R_DrawViewModel (void)
|
|||
shadelight = j;
|
||||
|
||||
// add dynamic lights
|
||||
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
|
||||
{
|
||||
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++) {
|
||||
dl = &cl_dlights[lnum];
|
||||
if (!dl->radius)
|
||||
continue;
|
||||
|
@ -763,12 +696,10 @@ void R_DrawViewModel (void)
|
|||
|
||||
|
||||
/*
|
||||
============
|
||||
R_PolyBlend
|
||||
============
|
||||
*/
|
||||
void R_PolyBlend (void)
|
||||
{
|
||||
void
|
||||
R_PolyBlend ( void ) {
|
||||
if (!gl_polyblend.value)
|
||||
return;
|
||||
if (!v_blend[3])
|
||||
|
@ -802,28 +733,26 @@ void R_PolyBlend (void)
|
|||
}
|
||||
|
||||
|
||||
int SignbitsForPlane (mplane_t *out)
|
||||
{
|
||||
int
|
||||
SignbitsForPlane ( mplane_t *out ) {
|
||||
int bits, j;
|
||||
|
||||
// for fast box on planeside test
|
||||
|
||||
bits = 0;
|
||||
for (j=0 ; j<3 ; j++)
|
||||
{
|
||||
for (j=0 ; j<3 ; j++) {
|
||||
if (out->normal[j] < 0)
|
||||
bits |= 1<<j;
|
||||
}
|
||||
return bits;
|
||||
}
|
||||
|
||||
void
|
||||
R_SetFrustum ( void ) {
|
||||
|
||||
void R_SetFrustum (void)
|
||||
{
|
||||
int i;
|
||||
|
||||
if (r_refdef.fov_x == 90)
|
||||
{
|
||||
if (r_refdef.fov_x == 90) {
|
||||
// front side is visible
|
||||
|
||||
VectorAdd (vpn, vright, frustum[0].normal);
|
||||
|
@ -831,9 +760,7 @@ void R_SetFrustum (void)
|
|||
|
||||
VectorAdd (vpn, vup, frustum[2].normal);
|
||||
VectorSubtract (vpn, vup, frustum[3].normal);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
// rotate VPN right by FOV_X/2 degrees
|
||||
RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
|
||||
// rotate VPN left by FOV_X/2 degrees
|
||||
|
@ -843,24 +770,18 @@ void R_SetFrustum (void)
|
|||
// rotate VPN down by FOV_X/2 degrees
|
||||
RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
|
||||
}
|
||||
|
||||
for (i=0 ; i<4 ; i++)
|
||||
{
|
||||
for (i=0 ; i<4 ; i++) {
|
||||
frustum[i].type = PLANE_ANYZ;
|
||||
frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
|
||||
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/*
|
||||
===============
|
||||
R_SetupFrame
|
||||
===============
|
||||
*/
|
||||
void R_SetupFrame (void)
|
||||
{
|
||||
void
|
||||
R_SetupFrame ( void ) {
|
||||
// don't allow cheats in multiplayer
|
||||
#ifdef QUAKEWORLD
|
||||
r_fullbright.value = 0;
|
||||
|
@ -873,7 +794,6 @@ void R_SetupFrame (void)
|
|||
#endif
|
||||
|
||||
R_AnimateLight ();
|
||||
|
||||
r_framecount++;
|
||||
|
||||
// build the transformation matrix for the given view angles
|
||||
|
@ -892,13 +812,11 @@ void R_SetupFrame (void)
|
|||
|
||||
c_brush_polys = 0;
|
||||
c_alias_polys = 0;
|
||||
|
||||
}
|
||||
|
||||
void
|
||||
MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) {
|
||||
|
||||
void MYgluPerspective( GLdouble fovy, GLdouble aspect,
|
||||
GLdouble zNear, GLdouble zFar )
|
||||
{
|
||||
GLdouble xmin, xmax, ymin, ymax;
|
||||
|
||||
ymax = zNear * tan( fovy * M_PI / 360.0 );
|
||||
|
@ -912,12 +830,11 @@ void MYgluPerspective( GLdouble fovy, GLdouble aspect,
|
|||
|
||||
|
||||
/*
|
||||
=============
|
||||
R_SetupGL
|
||||
=============
|
||||
*/
|
||||
void R_SetupGL (void)
|
||||
{
|
||||
void
|
||||
R_SetupGL ( void ) {
|
||||
|
||||
float screenaspect;
|
||||
//float yfov;
|
||||
extern int glwidth, glheight;
|
||||
|
@ -946,8 +863,7 @@ void R_SetupGL (void)
|
|||
w = x2 - x;
|
||||
h = y - y2;
|
||||
|
||||
if (envmap)
|
||||
{
|
||||
if (envmap) {
|
||||
x = y2 = 0;
|
||||
w = h = 256;
|
||||
}
|
||||
|
@ -960,16 +876,15 @@ void R_SetupGL (void)
|
|||
// MYgluPerspective (yfov, screenaspect, 4, 4096);
|
||||
MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
|
||||
|
||||
if (mirror)
|
||||
{
|
||||
if (mirror) {
|
||||
if (mirror_plane->normal[2])
|
||||
glScalef (1, -1, 1);
|
||||
else
|
||||
glScalef (-1, 1, 1);
|
||||
glCullFace(GL_BACK);
|
||||
}
|
||||
else
|
||||
} else {
|
||||
glCullFace(GL_FRONT);
|
||||
}
|
||||
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity ();
|
||||
|
@ -983,9 +898,9 @@ void R_SetupGL (void)
|
|||
|
||||
glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
|
||||
|
||||
//
|
||||
// set drawing parms
|
||||
//
|
||||
/*
|
||||
set drawing parms
|
||||
*/
|
||||
if (gl_cull.value)
|
||||
glEnable(GL_CULL_FACE);
|
||||
else
|
||||
|
@ -997,32 +912,26 @@ void R_SetupGL (void)
|
|||
}
|
||||
|
||||
/*
|
||||
================
|
||||
R_RenderScene
|
||||
|
||||
r_refdef must be set before the first call
|
||||
================
|
||||
*/
|
||||
void R_RenderScene (void)
|
||||
{
|
||||
R_SetupFrame ();
|
||||
void
|
||||
R_RenderScene ( void ) {
|
||||
|
||||
R_SetupFrame ();
|
||||
R_SetFrustum ();
|
||||
|
||||
R_SetupGL ();
|
||||
|
||||
R_MarkLeaves (); // done here so we know if we're in water
|
||||
|
||||
R_DrawWorld (); // adds static entities to the list
|
||||
|
||||
S_ExtraUpdate (); // don't let sound get messed up if going slow
|
||||
|
||||
R_DrawEntitiesOnList ();
|
||||
|
||||
GL_DisableMultitexture();
|
||||
|
||||
R_RenderDlights ();
|
||||
|
||||
R_DrawParticles ();
|
||||
|
||||
#ifdef GLTEST
|
||||
|
@ -1033,49 +942,41 @@ void R_RenderScene (void)
|
|||
|
||||
|
||||
/*
|
||||
=============
|
||||
R_Clear
|
||||
=============
|
||||
*/
|
||||
void R_Clear (void)
|
||||
{
|
||||
if (r_mirroralpha.value != 1.0)
|
||||
{
|
||||
if (gl_clear.value)
|
||||
void
|
||||
R_Clear ( void ) {
|
||||
if (r_mirroralpha.value != 1.0) {
|
||||
if (gl_clear.value) {
|
||||
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
else
|
||||
} else {
|
||||
glClear (GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
gldepthmin = 0;
|
||||
gldepthmax = 0.5;
|
||||
glDepthFunc (GL_LEQUAL);
|
||||
}
|
||||
else if (gl_ztrick.value)
|
||||
{
|
||||
} else if (gl_ztrick.value) {
|
||||
static int trickframe;
|
||||
|
||||
if (gl_clear.value)
|
||||
glClear (GL_COLOR_BUFFER_BIT);
|
||||
|
||||
trickframe++;
|
||||
if (trickframe & 1)
|
||||
{
|
||||
if (trickframe & 1) {
|
||||
gldepthmin = 0;
|
||||
gldepthmax = 0.49999;
|
||||
glDepthFunc (GL_LEQUAL);
|
||||
}
|
||||
else
|
||||
{
|
||||
} else {
|
||||
gldepthmin = 1;
|
||||
gldepthmax = 0.5;
|
||||
glDepthFunc (GL_GEQUAL);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (gl_clear.value)
|
||||
} else {
|
||||
if (gl_clear.value) {
|
||||
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
else
|
||||
} else {
|
||||
glClear (GL_DEPTH_BUFFER_BIT);
|
||||
}
|
||||
gldepthmin = 0;
|
||||
gldepthmax = 1;
|
||||
glDepthFunc (GL_LEQUAL);
|
||||
|
@ -1084,14 +985,13 @@ void R_Clear (void)
|
|||
glDepthRange (gldepthmin, gldepthmax);
|
||||
}
|
||||
|
||||
#ifndef QUAKEWORLD //!!! FIXME, Zoid, mirror is disabled for now
|
||||
/*
|
||||
=============
|
||||
R_Mirror
|
||||
=============
|
||||
*/
|
||||
void R_Mirror (void)
|
||||
{
|
||||
void
|
||||
R_Mirror ( void ) {
|
||||
|
||||
#ifndef QUAKEWORLD
|
||||
float d;
|
||||
msurface_t *s;
|
||||
entity_t *ent;
|
||||
|
@ -1150,18 +1050,17 @@ void R_Mirror (void)
|
|||
cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL;
|
||||
glDisable (GL_BLEND);
|
||||
glColor4f (1,1,1,1);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
R_RenderView
|
||||
|
||||
r_refdef must be set before the first call
|
||||
================
|
||||
*/
|
||||
void R_RenderView (void)
|
||||
{
|
||||
void
|
||||
R_RenderView ( void ) {
|
||||
|
||||
double time1 = 0, time2 = 0;
|
||||
// Fixme: the last argument should be a cvar... r_fog_gamma
|
||||
GLfloat colors[4] = {(GLfloat) 0.0, (GLfloat) 0.0, (GLfloat) 1, (GLfloat) 0.1};
|
||||
|
@ -1188,20 +1087,6 @@ void R_RenderView (void)
|
|||
R_Clear ();
|
||||
|
||||
// render normal view
|
||||
|
||||
/***** Experimental silly looking fog ******
|
||||
****** Use r_fullbright if you enable ******
|
||||
glFogi(GL_FOG_MODE, GL_LINEAR);
|
||||
glFogfv(GL_FOG_COLOR, colors);
|
||||
glFogf(GL_FOG_END, 512.0);
|
||||
glEnable(GL_FOG);
|
||||
********************************************/
|
||||
|
||||
/*
|
||||
Eric Windisch: I basicly rewrote what carmack had here to
|
||||
display _much_ prettier. small hack
|
||||
*/
|
||||
|
||||
/*
|
||||
// The volume fog probally will not work yet :)
|
||||
if(r_volfog.value)
|
||||
|
@ -1230,40 +1115,28 @@ display _much_ prettier. small hack
|
|||
glDisable(GL_DEPTH_TEST);
|
||||
}
|
||||
*/
|
||||
if(r_fog.value)
|
||||
{
|
||||
|
||||
// fixme: would be nice if the user could select what fogmode... (r_fog_mode)
|
||||
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);
|
||||
// fixme: GL_FOG_DENSITY should have r_fog_density var
|
||||
glFogf (GL_FOG_DENSITY, .0005);
|
||||
glEnable(GL_FOG);
|
||||
|
||||
}
|
||||
|
||||
glEnable(GL_STEREO);
|
||||
|
||||
R_RenderScene ();
|
||||
R_DrawViewModel ();
|
||||
|
||||
if(!r_volfog.value)
|
||||
{
|
||||
if(!r_volfog.value) {
|
||||
R_DrawWaterSurfaces ();
|
||||
}
|
||||
glDisable(GL_FOG); // More fog right here :)
|
||||
|
||||
// More fog right here :)
|
||||
glDisable(GL_FOG);
|
||||
|
||||
|
||||
#ifndef QUAKEWORLD
|
||||
// render mirror view
|
||||
R_Mirror ();
|
||||
#endif
|
||||
R_PolyBlend ();
|
||||
|
||||
if (r_speeds.value)
|
||||
{
|
||||
if (r_speeds.value) {
|
||||
//glFinish ();
|
||||
time2 = Sys_DoubleTime ();
|
||||
Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
|
||||
|
|
|
@ -1,8 +1,15 @@
|
|||
/*
|
||||
register_check.c
|
||||
|
||||
Check for registered version of Quake data files
|
||||
|
||||
Copyright (C) 1996-1997 Id Software, Inc.
|
||||
Copyright (C) 1999,2000 contributors of the QuakeForge project
|
||||
Please see the file "AUTHORS" for a list of contributors
|
||||
|
||||
Author: Zephaniah E. Hull
|
||||
Date: 03 Jan 2000
|
||||
|
||||
This program is free software; you can redistribute it and/or
|
||||
modify it under the terms of the GNU General Public License
|
||||
as published by the Free Software Foundation; either version 2
|
||||
|
@ -15,8 +22,11 @@ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|||
See the GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program; if not, write to the Free Software
|
||||
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
along with this program; if not, write to:
|
||||
|
||||
Free Software Foundation, Inc.
|
||||
59 Temple Place - Suite 330
|
||||
Boston, MA 02111-1307, USA
|
||||
*/
|
||||
|
||||
#include "quakedef.h"
|
||||
|
@ -24,14 +34,14 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|||
cvar_t registered = {"registered", "0"};
|
||||
|
||||
/*
|
||||
* register_check
|
||||
*
|
||||
* Looks for gfx/pop.lmp (only found in ID's registered quake pak files)
|
||||
* and sets the "registered" cvar to 1 if found.
|
||||
register_check
|
||||
|
||||
Look for gfx/pop.lmp (only found in ID's registered quake pak files),
|
||||
and set the "registered" cvar to 1 if found.
|
||||
*/
|
||||
void
|
||||
register_check ()
|
||||
{
|
||||
register_check ( void ) {
|
||||
|
||||
FILE *h;
|
||||
|
||||
Cvar_RegisterVariable (®istered);
|
||||
|
|
Loading…
Reference in a new issue