mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-11 07:01:46 +00:00
54501eaed7
Relevant cvar to change the name of the skybox is r_skyname which defaults to "sky". If you don't have the files you'll get an ugly red background in place of the sky. I'll fix that shortly. Sorry software people, this is just the Q2 code I'm turning on which doesn not work for software. The code is pretty simple though and most of it's written already in gl_warp.c---just move that to r_sky and use the pcx's instead of the tga's..
1113 lines
24 KiB
C
1113 lines
24 KiB
C
/*
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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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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA.
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*/
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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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#include <cvar.h>
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#include <sys.h>
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#include <draw.h>
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#include <sbar.h>
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entity_t r_worldentity;
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qboolean r_cache_thrash; // compatability
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vec3_t modelorg, r_entorigin;
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entity_t *currententity;
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int r_visframecount; // bumped when going to a new PVS
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int r_framecount; // used for dlight push checking
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mplane_t frustum[4];
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int c_brush_polys, c_alias_polys;
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qboolean envmap; // true during envmap command capture
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int currenttexture = -1; // to avoid unnecessary texture sets
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int cnttextures[2] = {-1, -1}; // cached
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int particletexture; // little dot for particles
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int playertextures; // up to 16 color translated skins
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//
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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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cvar_t *r_clearcolor;
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void R_MarkLeaves (void);
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cvar_t *r_norefresh;
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cvar_t *r_drawentities;
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cvar_t *r_drawviewmodel;
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cvar_t *r_speeds;
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cvar_t *r_fullbright;
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cvar_t *r_lightmap;
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cvar_t *r_shadows;
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cvar_t *r_wateralpha;
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cvar_t *r_dynamic;
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cvar_t *r_novis;
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#ifdef QUAKEWORLD
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cvar_t *r_netgraph;
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#endif
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cvar_t *r_fog;
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cvar_t *r_volfog;
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cvar_t *r_waterwarp;
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cvar_t *r_waterripple;
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cvar_t *gl_finish;
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cvar_t *gl_clear;
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cvar_t *gl_cull;
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cvar_t *gl_texsort;
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cvar_t *gl_smoothmodels;
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cvar_t *gl_affinemodels;
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cvar_t *gl_polyblend;
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cvar_t *gl_playermip;
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cvar_t *gl_nocolors;
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cvar_t *gl_keeptjunctions;
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cvar_t *gl_doubleeyes;
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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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R_CullBox
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Returns true if the box is completely outside the frustom
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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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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
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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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glRotatef (-e->angles[0], 0, 1, 0);
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//ZOID: fixed z angle
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glRotatef (e->angles[2], 1, 0, 0);
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}
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/*
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* SPRITE MODELS
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*/
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/*
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R_GetSpriteFrame
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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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int i, numframes, frame;
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float *pintervals, fullinterval, targettime, time;
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psprite = currententity->model->cache.data;
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frame = currententity->frame;
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if ((frame >= psprite->numframes) || (frame < 0)) {
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Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
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frame = 0;
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}
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if (psprite->frames[frame].type == SPR_SINGLE) {
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pspriteframe = psprite->frames[frame].frameptr;
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} else {
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pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
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pintervals = pspritegroup->intervals;
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numframes = pspritegroup->numframes;
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fullinterval = pintervals[numframes-1];
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time = cl.time + currententity->syncbase;
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// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
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// are positive, so we don't have to worry about division by 0
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targettime = time - ((int)(time / fullinterval)) * fullinterval;
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for (i=0 ; i<(numframes-1) ; i++) {
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if (pintervals[i] > targettime)
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break;
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}
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pspriteframe = pspritegroup->frames[i];
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}
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return pspriteframe;
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}
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/*
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R_DrawSpriteModel
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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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vec3_t v_forward, v_right, v_up;
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msprite_t *psprite;
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// don't even bother culling, because it's just a single
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// polygon without a surface cache
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frame = R_GetSpriteFrame (e);
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psprite = currententity->model->cache.data;
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if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
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AngleVectors (currententity->angles, v_forward, v_right, v_up);
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up = v_up;
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right = v_right;
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} else { // normal sprite
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up = vup;
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right = vright;
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}
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glColor3f (1,1,1);
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GL_DisableMultitexture();
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GL_Bind(frame->gl_texturenum);
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glEnable (GL_ALPHA_TEST);
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glBegin (GL_QUADS);
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glTexCoord2f (0, 1);
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VectorMA (e->origin, frame->down, up, point);
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VectorMA (point, frame->left, right, point);
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glVertex3fv (point);
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glTexCoord2f (0, 0);
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VectorMA (e->origin, frame->up, up, point);
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VectorMA (point, frame->left, right, point);
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glVertex3fv (point);
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glTexCoord2f (1, 0);
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VectorMA (e->origin, frame->up, up, point);
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VectorMA (point, frame->right, right, point);
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glVertex3fv (point);
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glTexCoord2f (1, 1);
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VectorMA (e->origin, frame->down, up, point);
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VectorMA (point, frame->right, right, point);
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glVertex3fv (point);
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glEnd ();
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glDisable (GL_ALPHA_TEST);
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}
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/*
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ALIAS MODELS
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*/
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#define NUMVERTEXNORMALS 162
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float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "anorms.h"
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};
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vec3_t shadevector;
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float shadelight, ambientlight;
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// precalculated dot products for quantized angles
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#define SHADEDOT_QUANT 16
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float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
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#include "anorm_dots.-c"
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;
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float *shadedots = r_avertexnormal_dots[0];
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int lastposenum;
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/*
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GL_DrawAliasFrame
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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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int count;
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lastposenum = posenum;
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verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
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verts += posenum * paliashdr->poseverts;
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order = (int *)((byte *)paliashdr + paliashdr->commands);
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while (1) {
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// 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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count = -count;
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glBegin (GL_TRIANGLE_FAN);
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} else {
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glBegin (GL_TRIANGLE_STRIP);
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}
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do { // texture coordinates come from the draw list
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glTexCoord2f (((float *)order)[0], ((float *)order)[1]);
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order += 2;
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// normals and vertexes come from the frame list
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l = shadedots[verts->lightnormalindex] * shadelight;
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glColor3f (l, l, l);
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glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
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verts++;
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} while (--count);
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glEnd ();
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}
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}
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/*
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GL_DrawAliasShadow
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*/
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extern vec3_t lightspot;
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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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float height, lheight;
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int count;
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lheight = currententity->origin[2] - lightspot[2];
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height = 0;
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verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
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verts += posenum * paliashdr->poseverts;
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order = (int *)((byte *)paliashdr + paliashdr->commands);
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height = -lheight + 1.0;
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while (1) {
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// 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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count = -count;
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glBegin (GL_TRIANGLE_FAN);
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} else {
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glBegin (GL_TRIANGLE_STRIP);
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}
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do {
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// texture coordinates come from the draw list
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// (skipped for shadows) glTexCoord2fv ((float *)order);
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order += 2;
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// normals and vertexes come from the frame list
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point[0] = verts->v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0];
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point[1] = verts->v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1];
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point[2] = verts->v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2];
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point[0] -= shadevector[0]*(point[2]+lheight);
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point[1] -= shadevector[1]*(point[2]+lheight);
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point[2] = height;
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// height -= 0.001;
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glVertex3fv (point);
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verts++;
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} while (--count);
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glEnd ();
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}
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}
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/*
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R_SetupAliasFrame
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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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Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
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frame = 0;
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}
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pose = paliashdr->frames[frame].firstpose;
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numposes = paliashdr->frames[frame].numposes;
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if (numposes > 1) {
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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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R_DrawAliasModel
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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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float add;
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model_t *clmodel;
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vec3_t mins, maxs;
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aliashdr_t *paliashdr;
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float an;
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int anim;
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clmodel = currententity->model;
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VectorAdd (currententity->origin, clmodel->mins, mins);
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VectorAdd (currententity->origin, clmodel->maxs, maxs);
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if (R_CullBox (mins, maxs))
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return;
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VectorCopy (currententity->origin, r_entorigin);
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VectorSubtract (r_origin, r_entorigin, modelorg);
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/*
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get lighting information
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*/
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ambientlight = shadelight = R_LightPoint (currententity->origin);
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// allways give the gun some light
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if (e == &cl.viewent && ambientlight < 24)
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ambientlight = shadelight = 24;
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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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shadelight += add;
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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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if (ambientlight + shadelight > 192)
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shadelight = 192 - ambientlight;
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// ZOID: never allow players to go totally black
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#ifdef QUAKEWORLD
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if (!strcmp(clmodel->name, "progs/player.mdl")) {
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#else
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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) {
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#endif
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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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ambientlight = shadelight = 256;
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shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
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shadelight = shadelight / 200.0;
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an = e->angles[1]/180*M_PI;
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shadevector[0] = cos(-an);
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shadevector[1] = sin(-an);
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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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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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GL_DisableMultitexture();
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glPushMatrix ();
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R_RotateForEntity (e);
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if (!strcmp (clmodel->name, "progs/eyes.mdl") && gl_doubleeyes->value) {
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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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} else {
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glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
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glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
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}
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anim = (int)(cl.time*10) & 3;
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GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]);
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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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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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|
GL_Bind(playertextures + i);
|
|
}
|
|
}
|
|
#else
|
|
if (currententity->colormap != 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 ; i<cl_numvisedicts ; i++) {
|
|
currententity = &cl_visedicts[i];
|
|
switch (currententity->model->type) {
|
|
case mod_alias:
|
|
R_DrawAliasModel (currententity);
|
|
break;
|
|
|
|
case mod_brush:
|
|
R_DrawBrushModel (currententity);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
for (i=0 ; i<cl_numvisedicts ; i++) {
|
|
currententity = &cl_visedicts[i];
|
|
|
|
switch (currententity->model->type) {
|
|
case mod_sprite:
|
|
R_DrawSpriteModel (currententity);
|
|
break;
|
|
|
|
default :
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
R_DrawViewModel
|
|
*/
|
|
void
|
|
R_DrawViewModel ( void ) {
|
|
|
|
float ambient[4], diffuse[4];
|
|
int j;
|
|
int lnum;
|
|
vec3_t dist;
|
|
float add;
|
|
dlight_t *dl;
|
|
int ambientlight, shadelight;
|
|
|
|
#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 ; lnum<MAX_DLIGHTS ; lnum++) {
|
|
dl = &cl_dlights[lnum];
|
|
if (!dl->radius)
|
|
continue;
|
|
if (!dl->radius)
|
|
continue;
|
|
if (dl->die < cl.time)
|
|
continue;
|
|
|
|
VectorSubtract (currententity->origin, dl->origin, dist);
|
|
add = dl->radius - Length(dist);
|
|
if (add > 0)
|
|
ambientlight += add;
|
|
}
|
|
|
|
ambient[0] = ambient[1] = ambient[2] = ambient[3] = (float)ambientlight / 128;
|
|
diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = (float)shadelight / 128;
|
|
|
|
// hack the depth range to prevent view model from poking into walls
|
|
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
|
|
R_DrawAliasModel (currententity);
|
|
glDepthRange (gldepthmin, gldepthmax);
|
|
}
|
|
|
|
|
|
/*
|
|
R_PolyBlend
|
|
*/
|
|
void
|
|
R_PolyBlend ( void ) {
|
|
if (!gl_polyblend->value)
|
|
return;
|
|
if (!v_blend[3])
|
|
return;
|
|
|
|
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<<j;
|
|
}
|
|
return bits;
|
|
}
|
|
|
|
void
|
|
R_SetFrustum ( void ) {
|
|
|
|
int i;
|
|
|
|
if (r_refdef.fov_x == 90) {
|
|
// front side is visible
|
|
|
|
VectorAdd (vpn, vright, frustum[0].normal);
|
|
VectorSubtract (vpn, vright, frustum[1].normal);
|
|
|
|
VectorAdd (vpn, vup, frustum[2].normal);
|
|
VectorSubtract (vpn, vup, frustum[3].normal);
|
|
} else {
|
|
// rotate VPN right by FOV_X/2 degrees
|
|
RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
|
|
// rotate VPN left by FOV_X/2 degrees
|
|
RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
|
|
// rotate VPN up by FOV_X/2 degrees
|
|
RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
|
|
// rotate VPN down by FOV_X/2 degrees
|
|
RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
|
|
}
|
|
for (i=0 ; i<4 ; i++) {
|
|
frustum[i].type = PLANE_ANYZ;
|
|
frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
|
|
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
|
|
}
|
|
}
|
|
|
|
/*
|
|
R_SetupFrame
|
|
*/
|
|
void
|
|
R_SetupFrame ( void ) {
|
|
// don't allow cheats in multiplayer
|
|
#ifdef QUAKEWORLD
|
|
r_fullbright->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);
|
|
}
|
|
}
|