mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-25 13:21:04 +00:00
cc8e1219bd
seem like they are to me but supposedly they are shaded.
1132 lines
24 KiB
C
1132 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 *r_sky;
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cvar_t *r_skyname;
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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.-c"
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};
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vec3_t shadevector;
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float shadelight[4];
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float 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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{
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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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{
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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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count = -count;
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glBegin (GL_TRIANGLE_FAN);
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} else {
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glBegin (GL_TRIANGLE_STRIP);
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}
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do
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{ // texture coordinates come from the draw list
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glTexCoord2f (((float *)order)[0],
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((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]
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* shadelight[3];
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if (shadelight[0] || shadelight[1] || shadelight[2])
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glColor3f (l*shadelight[0], l*shadelight[1],
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l*shadelight[2]);
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else
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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 *j;
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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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j = R_LightPoint (currententity->origin);
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shadelight[0] = (float)j[0];
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shadelight[1] = (float)j[1];
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shadelight[2] = (float)j[2];
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shadelight[3] = (float)j[3];
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ambientlight = shadelight[3];
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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[3] = 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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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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{
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ambientlight += add;
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// ZOID: models should be affected by
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// dlights as well
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shadelight[0] += cl_dlights[lnum].color[0];
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shadelight[1] += cl_dlights[lnum].color[1];
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shadelight[2] += cl_dlights[lnum].color[2];
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shadelight[3] += 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[3] > 192)
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shadelight[3] = 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
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/*&& !strcmp (currententity->model->name,
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"progs/player.mdl")*/ )
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#endif
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{
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if (ambientlight < 8)
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ambientlight = shadelight[3] = 8;
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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[3] = 256;
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shadedots = r_avertexnormal_dots[((int)(e->angles[1]
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* (SHADEDOT_QUANT / 360.0)))
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& (SHADEDOT_QUANT - 1)];
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shadelight[3] /= 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") &&
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gl_doubleeyes->value)
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{
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glTranslatef (paliashdr->scale_origin[0],
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paliashdr->scale_origin[1],
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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);
|
|
} 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 && i<MAX_CLIENTS) {
|
|
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")*/ )
|
|
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 shadelight[4];
|
|
int lnum;
|
|
vec3_t dist;
|
|
float add;
|
|
dlight_t *dl;
|
|
int ambientlight;
|
|
|
|
#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;
|
|
|
|
if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
|
|
return;
|
|
|
|
if (cl.stats[STAT_HEALTH] <= 0)
|
|
return;
|
|
|
|
currententity = &cl.viewent;
|
|
if (!currententity->model)
|
|
return;
|
|
|
|
j = R_LightPoint (currententity->origin);
|
|
|
|
if (j[3] < 24)
|
|
j[3] = 24; // allways give some light on gun
|
|
ambientlight = j[3];
|
|
shadelight[0] = j[0];
|
|
shadelight[1] = j[1];
|
|
shadelight[2] = j[2];
|
|
shadelight[3] = j[3];
|
|
|
|
// 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)
|
|
{
|
|
shadelight[0] += dl->color[0];
|
|
shadelight[1] += dl->color[1];
|
|
shadelight[2] += dl->color[2];
|
|
shadelight[3] += add;
|
|
ambientlight += add;
|
|
}
|
|
}
|
|
|
|
ambient[0] = ambient[1] = ambient[2] = ambient[3] =
|
|
(float)ambientlight / 128;
|
|
|
|
diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] =
|
|
(float)shadelight[3] / 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 cvar_t *crosshaircolor;
|
|
|
|
/*
|
|
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 (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, r_volfog->value);
|
|
|
|
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);
|
|
}
|
|
}
|