/* gl_rmain.c 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: Date: 07 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 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA. */ #include #include #include #include #include #include #include #include #include #include #include entity_t r_worldentity; qboolean r_cache_thrash; // compatability vec3_t modelorg, r_entorigin; entity_t *currententity; int r_visframecount; // bumped when going to a new PVS int r_framecount; // used for dlight push checking mplane_t frustum[4]; int c_brush_polys, c_alias_polys; qboolean envmap; // true during envmap command capture int currenttexture = -1; // to avoid unnecessary texture sets int cnttextures[2] = {-1, -1}; // cached int particletexture; // little dot for particles int playertextures; // up to 16 color translated skins // // view origin // vec3_t vup; vec3_t vpn; vec3_t vright; vec3_t r_origin; float r_world_matrix[16]; float r_base_world_matrix[16]; // // screen size info // refdef_t r_refdef; mleaf_t *r_viewleaf, *r_oldviewleaf; texture_t *r_notexture_mip; int d_lightstylevalue[256]; // 8.8 fraction of base light value cvar_t *r_clearcolor; void R_MarkLeaves (void); cvar_t *r_norefresh; cvar_t *r_drawentities; cvar_t *r_drawviewmodel; cvar_t *r_speeds; cvar_t *r_fullbright; cvar_t *r_lightmap; cvar_t *r_shadows; cvar_t *r_wateralpha; cvar_t *r_dynamic; cvar_t *r_novis; #ifdef QUAKEWORLD cvar_t *r_netgraph; #endif cvar_t *r_fog; cvar_t *r_volfog; cvar_t *r_waterwarp; cvar_t *r_waterripple; cvar_t *gl_finish; cvar_t *gl_clear; cvar_t *gl_cull; cvar_t *gl_texsort; cvar_t *gl_smoothmodels; cvar_t *gl_affinemodels; cvar_t *gl_polyblend; cvar_t *gl_playermip; cvar_t *gl_nocolors; cvar_t *gl_keeptjunctions; cvar_t *gl_doubleeyes; extern cvar_t *gl_ztrick; #ifdef QUAKEWORLD extern cvar_t *scr_fov; #endif /* R_CullBox Returns true if the box is completely outside the frustom */ qboolean R_CullBox (vec3_t mins, vec3_t maxs) { int i; for (i=0 ; i<4 ; i++) { if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2) { return true; } } return false; } void R_RotateForEntity (entity_t *e) { glTranslatef (e->origin[0], e->origin[1], e->origin[2]); glRotatef (e->angles[1], 0, 0, 1); glRotatef (-e->angles[0], 0, 1, 0); //ZOID: fixed z angle glRotatef (e->angles[2], 1, 0, 0); } /* * SPRITE MODELS */ /* R_GetSpriteFrame */ mspriteframe_t *R_GetSpriteFrame (entity_t *currententity) { msprite_t *psprite; mspritegroup_t *pspritegroup; mspriteframe_t *pspriteframe; int i, numframes, frame; float *pintervals, fullinterval, targettime, time; psprite = currententity->model->cache.data; frame = currententity->frame; if ((frame >= psprite->numframes) || (frame < 0)) { Con_Printf ("R_DrawSprite: no such frame %d\n", frame); frame = 0; } if (psprite->frames[frame].type == SPR_SINGLE) { pspriteframe = psprite->frames[frame].frameptr; } else { pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr; pintervals = pspritegroup->intervals; numframes = pspritegroup->numframes; fullinterval = pintervals[numframes-1]; time = cl.time + currententity->syncbase; // when loading in Mod_LoadSpriteGroup, we guaranteed all interval values // are positive, so we don't have to worry about division by 0 targettime = time - ((int)(time / fullinterval)) * fullinterval; for (i=0 ; i<(numframes-1) ; i++) { if (pintervals[i] > targettime) break; } pspriteframe = pspritegroup->frames[i]; } return pspriteframe; } /* R_DrawSpriteModel */ void R_DrawSpriteModel (entity_t *e) { vec3_t point; mspriteframe_t *frame; float *up, *right; vec3_t v_forward, v_right, v_up; msprite_t *psprite; // don't even bother culling, because it's just a single // polygon without a surface cache frame = R_GetSpriteFrame (e); psprite = currententity->model->cache.data; if (psprite->type == SPR_ORIENTED) { // bullet marks on walls AngleVectors (currententity->angles, v_forward, v_right, v_up); up = v_up; right = v_right; } else { // normal sprite up = vup; right = vright; } 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); } /* ALIAS MODELS */ #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] = #include "anorm_dots.-c" ; float *shadedots = r_avertexnormal_dots[0]; int lastposenum; /* GL_DrawAliasFrame */ void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum) { float l; trivertx_t *verts; int *order; int count; lastposenum = posenum; verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata); verts += posenum * paliashdr->poseverts; order = (int *)((byte *)paliashdr + paliashdr->commands); while (1) { // get the vertex count and primitive type count = *order++; if (!count) break; // done if (count < 0) { count = -count; glBegin (GL_TRIANGLE_FAN); } else { glBegin (GL_TRIANGLE_STRIP); } do { // texture coordinates come from the draw list glTexCoord2f (((float *)order)[0], ((float *)order)[1]); order += 2; // 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 (); } } /* GL_DrawAliasShadow */ extern vec3_t lightspot; void GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum) { trivertx_t *verts; int *order; vec3_t point; float height, lheight; int count; lheight = currententity->origin[2] - lightspot[2]; height = 0; verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata); verts += posenum * paliashdr->poseverts; order = (int *)((byte *)paliashdr + paliashdr->commands); height = -lheight + 1.0; while (1) { // get the vertex count and primitive type count = *order++; if (!count) break; // done if (count < 0) { count = -count; glBegin (GL_TRIANGLE_FAN); } else { glBegin (GL_TRIANGLE_STRIP); } do { // texture coordinates come from the draw list // (skipped for shadows) glTexCoord2fv ((float *)order); order += 2; // normals and vertexes come from the frame list point[0] = verts->v[0] * paliashdr->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 (); } } /* R_SetupAliasFrame */ void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr) { int pose, numposes; float interval; if ((frame >= paliashdr->numframes) || (frame < 0)) { Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame); frame = 0; } pose = paliashdr->frames[frame].firstpose; numposes = paliashdr->frames[frame].numposes; if (numposes > 1) { interval = paliashdr->frames[frame].interval; pose += (int)(cl.time / interval) % numposes; } GL_DrawAliasFrame (paliashdr, pose); } /* R_DrawAliasModel */ void R_DrawAliasModel (entity_t *e) { int i; int lnum; vec3_t dist; float add; model_t *clmodel; vec3_t mins, maxs; aliashdr_t *paliashdr; float an; int anim; 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); /* get lighting information */ ambientlight = shadelight = R_LightPoint (currententity->origin); // allways give the gun some light if (e == &cl.viewent && ambientlight < 24) ambientlight = shadelight = 24; for (lnum=0 ; lnum= cl.time) { VectorSubtract (currententity->origin, cl_dlights[lnum].origin, dist); add = cl_dlights[lnum].radius - Length(dist); if (add > 0) { ambientlight += add; //ZOID models should be affected by dlights as well shadelight += add; } } } // clamp lighting so it doesn't overbright as much if (ambientlight > 128) ambientlight = 128; if (ambientlight + shadelight > 192) shadelight = 192 - ambientlight; // ZOID: never allow players to go totally black #ifdef QUAKEWORLD if (!strcmp(clmodel->name, "progs/player.mdl")) { #else i = currententity - cl_entities; // if (i >= 1 && i <= cl.maxclients && !strcmp (currententity->model->name, "progs/player.mdl")) { if (i >= 1 && i <= cl.maxclients) { #endif if (ambientlight < 8) { ambientlight = shadelight = 8; } } else if (!strcmp (clmodel->name, "progs/flame2.mdl") || !strcmp (clmodel->name, "progs/flame.mdl") ) // HACK HACK HACK -- no fullbright colors, so make torches full light ambientlight = shadelight = 256; shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)]; shadelight = shadelight / 200.0; an = e->angles[1]/180*M_PI; shadevector[0] = cos(-an); shadevector[1] = sin(-an); shadevector[2] = 1; VectorNormalize (shadevector); /* locate the proper data */ paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model); c_alias_polys += paliashdr->numtris; /* draw all the triangles */ GL_DisableMultitexture(); glPushMatrix (); R_RotateForEntity (e); if (!strcmp (clmodel->name, "progs/eyes.mdl") && gl_doubleeyes->value) { glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8)); // double size of eyes, since they are really hard to see in gl glScalef (paliashdr->scale[0]*2, paliashdr->scale[1]*2, paliashdr->scale[2]*2); } else { glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]); glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]); } anim = (int)(cl.time*10) & 3; GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]); // we can't dynamically colormap textures, so they are cached // seperately for the players. Heads are just uncolored. #ifdef QUAKEWORLD if (currententity->scoreboard && !gl_nocolors->value) { i = currententity->scoreboard - cl.players; if (!currententity->scoreboard->skin) { Skin_Find(currententity->scoreboard); R_TranslatePlayerSkin(i); } if (i >= 0 && icolormap != vid.colormap && !gl_nocolors->value) { i = currententity - cl_entities; //if (i >= 1 && i<=cl.maxclients && !strcmp (currententity->model->name, "progs/player.mdl")) if (i >= 1 && i<=cl.maxclients) GL_Bind(playertextures - 1 + i); } #endif 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 (); if (r_shadows->value) { 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 (); } } /* R_DrawEntitiesOnList */ void R_DrawEntitiesOnList ( void ) { int i; if (!r_drawentities->value) return; // draw sprites seperately, because of alpha blending for (i=0 ; imodel->type) { case mod_alias: R_DrawAliasModel (currententity); break; case mod_brush: R_DrawBrushModel (currententity); break; default: break; } } for (i=0 ; imodel->type) { case mod_sprite: R_DrawSpriteModel (currententity); break; default : break; } } } /* R_DrawViewModel */ void R_DrawViewModel ( void ) { float ambient[4], diffuse[4]; int j; int lnum; vec3_t dist; float add; dlight_t *dl; int ambientlight, shadelight; #ifdef QUAKEWORLD if (!r_drawviewmodel->value || !Cam_DrawViewModel()) return; #else if (!r_drawviewmodel->value) return; if (cl_chasecam->value) return; #endif if (envmap) return; if (!r_drawentities->value) return; #ifdef QUAKEWORLD if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY) return; #else if (cl.items & IT_INVISIBILITY) return; #endif if (cl.stats[STAT_HEALTH] <= 0) return; currententity = &cl.viewent; if (!currententity->model) return; j = R_LightPoint (currententity->origin); if (j < 24) j = 24; // allways give some light on gun ambientlight = j; shadelight = j; // add dynamic lights for (lnum=0 ; lnumradius) continue; if (!dl->radius) continue; if (dl->die < cl.time) continue; VectorSubtract (currententity->origin, dl->origin, dist); add = dl->radius - Length(dist); if (add > 0) ambientlight += add; } ambient[0] = ambient[1] = ambient[2] = ambient[3] = (float)ambientlight / 128; diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = (float)shadelight / 128; // hack the depth range to prevent view model from poking into walls glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin)); R_DrawAliasModel (currententity); glDepthRange (gldepthmin, gldepthmax); } /* R_PolyBlend */ void R_PolyBlend ( void ) { if (!gl_polyblend->value) return; if (!v_blend[3]) return; 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); } int SignbitsForPlane ( mplane_t *out ) { int bits, j; // for fast box on planeside test bits = 0; for (j=0 ; j<3 ; j++) { if (out->normal[j] < 0) bits |= 1<value = 0; r_lightmap->value = 0; if (!atoi(Info_ValueForKey(cl.serverinfo, "watervis"))) r_wateralpha->value = 1; #else if (cl.maxclients > 1) Cvar_Set ("r_fullbright", "0"); #endif R_AnimateLight (); r_framecount++; // build the transformation matrix for the given view angles VectorCopy (r_refdef.vieworg, r_origin); AngleVectors (r_refdef.viewangles, vpn, vright, vup); // current viewleaf r_oldviewleaf = r_viewleaf; r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel); V_SetContentsColor (r_viewleaf->contents); V_CalcBlend (); r_cache_thrash = false; c_brush_polys = 0; c_alias_polys = 0; } void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) { GLdouble xmin, xmax, ymin, ymax; ymax = zNear * tan( fovy * M_PI / 360.0 ); ymin = -ymax; xmin = ymin * aspect; xmax = ymax * aspect; glFrustum( xmin, xmax, ymin, ymax, zNear, zFar ); } /* R_SetupGL */ void R_SetupGL ( void ) { float screenaspect; //float yfov; extern int glwidth, glheight; int x, x2, y2, y, w, h; // // set up viewpoint // glMatrixMode(GL_PROJECTION); glLoadIdentity (); x = r_refdef.vrect.x * glwidth/vid.width; x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width; y = (vid.height-r_refdef.vrect.y) * glheight/vid.height; y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height; // fudge around because of frac screen scale if (x > 0) x--; if (x2 < glwidth) x2++; if (y2 < 0) y2--; if (y < glheight) y++; w = x2 - x; h = y - y2; if (envmap) { x = y2 = 0; w = h = 256; } glViewport (glx + x, gly + y2, w, h); screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height; // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI; // yfov = (2.0 * tan (scr_fov->value/360*M_PI)) / screenaspect; // yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov->value*2)/M_PI; // MYgluPerspective (yfov, screenaspect, 4, 4096); MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096); glCullFace(GL_FRONT); glMatrixMode(GL_MODELVIEW); glLoadIdentity (); glRotatef (-90, 1, 0, 0); // put Z going up glRotatef (90, 0, 0, 1); // put Z going up glRotatef (-r_refdef.viewangles[2], 1, 0, 0); glRotatef (-r_refdef.viewangles[0], 0, 1, 0); glRotatef (-r_refdef.viewangles[1], 0, 0, 1); glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix); /* set drawing parms */ if (gl_cull->value) glEnable(GL_CULL_FACE); else glDisable(GL_CULL_FACE); glDisable(GL_BLEND); glDisable(GL_ALPHA_TEST); glEnable(GL_DEPTH_TEST); } /* R_RenderScene r_refdef must be set before the first call */ void R_RenderScene ( void ) { R_SetupFrame (); R_SetFrustum (); R_SetupGL (); R_MarkLeaves (); // done here so we know if we're in water R_DrawWorld (); // adds static entities to the list S_ExtraUpdate (); // don't let sound get messed up if going slow R_DrawEntitiesOnList (); GL_DisableMultitexture(); R_RenderDlights (); R_DrawParticles (); #ifdef GLTEST Test_Draw (); #endif } /* R_Clear */ void R_Clear ( void ) { static int l; if (gl_ztrick->value) { static int trickframe; if (gl_clear->value) { if (l != (int)r_clearcolor->value) { l = (int)r_clearcolor->value; glClearColor (host_basepal[l*3]/255.0, host_basepal[l*3+1]/255.0, host_basepal[l*3+2]/255.0, 1.0); } glClear (GL_COLOR_BUFFER_BIT); } trickframe++; if (trickframe & 1) { gldepthmin = 0; gldepthmax = 0.49999; glDepthFunc (GL_LEQUAL); } else { gldepthmin = 1; gldepthmax = 0.5; glDepthFunc (GL_GEQUAL); } } else { if (gl_clear->value) glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); else glClear (GL_DEPTH_BUFFER_BIT); gldepthmin = 0; gldepthmax = 1; glDepthFunc (GL_LEQUAL); } glDepthRange (gldepthmin, gldepthmax); } 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 ); } */ /* R_RenderView r_refdef must be set before the first call */ void R_RenderView ( void ) { double time1 = 0, time2 = 0; // Fixme: the last argument should be a cvar... r_fog_gamma GLfloat colors[4] = {(GLfloat) 1.0, (GLfloat) 1.0, (GLfloat) 1, (GLfloat) 0.1}; if (r_norefresh->value) return; if (!r_worldentity.model || !cl.worldmodel) Sys_Error ("R_RenderView: NULL worldmodel"); // if ((int)cl_sbar->value == 1) // TileBC (0, 0, vid.width, vid.height - sb_lines); // else // TileBC (0, 0, vid.width, vid.height); 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 /*** Render Volumetric Fog ***/ if(r_volfog->value) { R_RenderScene (); R_DrawViewModel (); glClear(GL_STENCIL_BUFFER_BIT); //glColorMask(GL_FALSE); glStencilFunc(GL_ALWAYS, 1, 1); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); //glEnable(GL_STENCIL_TEST); glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LESS); 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); glEnable(GL_FOG); R_DrawWaterSurfaces(); glDisable(GL_FOG); glStencilFunc(GL_EQUAL, 1, 1); glStencilMask(GL_FALSE); glDisable(GL_DEPTH_TEST); } /*** Depth fog code ***/ else 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); glFogf (GL_FOG_DENSITY, (GLfloat) r_fog->value); // glFogi (GL_FOG_MODE, GL_LINEAR); // glFogfv (GL_FOG_COLOR, colors); // glFogf (GL_FOG_START, 300.0); // glFogf (GL_FOG_END, 1500.0); // glFogf (GL_FOG_DENSITY, 0.2); glEnable (GL_FOG); R_RenderScene (); R_DrawViewModel (); R_DrawWaterSurfaces (); glDisable(GL_FOG); } /*** Regular rendering code ***/ else { R_RenderScene (); R_DrawViewModel (); R_DrawWaterSurfaces (); } R_PolyBlend (); if (r_speeds->value) { //glFinish (); time2 = Sys_DoubleTime (); Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys); } }