mirror of
https://git.code.sf.net/p/quake/quakeforge-old
synced 2024-11-28 14:42:38 +00:00
5f3e15ceb3
not going to work. #ifdef EXPERIMENTAL'd it for the time being.
1340 lines
28 KiB
C
1340 lines
28 KiB
C
/*
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gl_rmain.c
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(description)
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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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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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$Id$
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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_interpanimation;
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cvar_t *r_interptransform;
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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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cvar_t *gl_particles;
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cvar_t *gl_fires;
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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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#ifdef EXPERIMENTAL
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/*
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R_BlendedRotateForEntity
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*/
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void
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R_BlendedRotateForEntity (entity_t *e)
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{
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float blend;
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vec3_t d;
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int i;
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if (e->translate_start_time == 0)
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{
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e->translate_start_time = realtime;
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VectorCopy (e->origin, e->origin1);
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VectorCopy (e->origin, e->origin2);
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}
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if (!VectorCompare (e->origin, e->origin2))
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{
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e->translate_start_time = realtime;
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VectorCopy (e->origin2, e->origin1);
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VectorCopy (e->origin, e->origin2);
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blend = 0;
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} else {
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blend = (realtime - e->translate_start_time) / 0.1;
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if (cl.paused || blend > 1)
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blend = 1;
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}
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VectorSubtract (e->origin2, e->origin1, d);
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glTranslatef (e->origin1[0] + (blend * d[0]),
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e->origin1[1] + (blend * d[1]),
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e->origin1[2] + (blend * d[2]));
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if (e->rotate_start_time == 0)
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{
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e->rotate_start_time = realtime;
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VectorCopy (e->angles, e->angles1);
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VectorCopy (e->angles, e->angles2);
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}
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if (!VectorCompare (e->angles, e->angles2))
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{
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e->rotate_start_time = realtime;
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VectorCopy (e->angles2, e->angles1);
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VectorCopy (e->angles, e->angles2);
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blend = 0;
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} else {
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blend = (realtime - e->rotate_start_time) / 0.1;
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if (cl.paused || blend > 1)
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blend = 1;
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}
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VectorSubtract (e->angles2, e->angles1, d);
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for (i = 0; i < 3; i++)
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if (d[i] > 180)
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d[i] -= 360;
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else if (d[i] < -180)
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d[i] += 360;
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glRotatef ( e->angles1[1] + ( blend * d[1]), 0, 0, 1);
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glRotatef (-e->angles1[0] + (-blend * d[0]), 0, 1, 0);
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glRotatef ( e->angles1[2] + ( blend * d[2]), 1, 0, 0);
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}
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#endif
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void
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R_RotateForEntity (entity_t *e)
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{
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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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{
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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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{
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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, lastposenum0;
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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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{
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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] * shadelight[3];
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glColor3f (l+shadelight[0], l+shadelight[1],
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l+shadelight[2]);
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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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#ifdef EXPERIMENTAL
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/*
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GL_DrawAliasBlendedFrame
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*/
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void
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GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2,
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float blend)
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{
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float l;
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trivertx_t *verts1;
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trivertx_t *verts2;
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int *order;
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int count;
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vec3_t d;
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lastposenum0 = pose1;
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lastposenum = pose2;
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verts1 = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
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verts2 = verts1;
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verts1 += pose1 * paliashdr->poseverts;
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verts2 += pose2 * 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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{
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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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d[0] = shadedots[verts2->lightnormalindex] -
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shadedots[verts1->lightnormalindex];
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l = (shadedots[verts1->lightnormalindex] +
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(blend * d[0])) * shadelight[3];
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glColor3f (l+shadelight[0], l+shadelight[1],
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l+shadelight[2]);
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VectorSubtract(verts2->v, verts1->v, d);
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glVertex3f (verts1->v[0] + (blend * d[0]),
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verts1->v[1] + (blend * d[1]),
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verts1->v[2] + (blend * d[2]));
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verts1++;
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verts2++;
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} while (--count);
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glEnd ();
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}
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}
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#endif
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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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{
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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
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|
R_SetupAliasFrame (int frame, aliashdr_t *paliashdr)
|
|
{
|
|
int pose, numposes;
|
|
float interval;
|
|
|
|
if ((frame >= paliashdr->numframes) || (frame < 0))
|
|
{
|
|
Con_DPrintf ("R_SetupAliasFrame: no such frame %d\n", frame);
|
|
frame = 0;
|
|
}
|
|
|
|
pose = paliashdr->frames[frame].firstpose;
|
|
numposes = paliashdr->frames[frame].numposes;
|
|
|
|
if (numposes > 1)
|
|
{
|
|
interval = paliashdr->frames[frame].interval;
|
|
pose += (int)(cl.time / interval) % numposes;
|
|
}
|
|
GL_DrawAliasFrame (paliashdr, pose);
|
|
}
|
|
|
|
|
|
#ifdef EXPERIMENTAL
|
|
/*
|
|
R_SetupAliasBlendedFrame
|
|
*/
|
|
void
|
|
R_SetupAliasBlendedFrame (int frame, aliashdr_t *paliashdr, entity_t *e)
|
|
{
|
|
int pose, numposes;
|
|
float blend;
|
|
|
|
if ((frame >= paliashdr->numframes) || (frame < 0))
|
|
{
|
|
Con_DPrintf ("R_SetupAliasFrame: no such frame %d\n", frame);
|
|
frame = 0;
|
|
}
|
|
|
|
pose = paliashdr->frames[frame].firstpose;
|
|
numposes = paliashdr->frames[frame].numposes;
|
|
|
|
if (numposes > 1)
|
|
{
|
|
e->frame_interval = paliashdr->frames[frame].interval;
|
|
pose += (int)(cl.time / e->frame_interval) % numposes;
|
|
Con_DPrintf ("%p\n", e);
|
|
Con_DPrintf ("1st: pose = %i pose2 = %i pose1 = %i\n",
|
|
pose, e->pose2, e->pose1);
|
|
} else
|
|
e->frame_interval = 0.1;
|
|
|
|
if (e->pose2 != pose)
|
|
{
|
|
if (numposes > 1)
|
|
Con_DPrintf ("2nd: pose = %i pose2 = %i pose1 = %i\n",
|
|
pose, e->pose2, e->pose1);
|
|
e->frame_start_time = realtime;
|
|
e->pose1 = e->pose2;
|
|
e->pose2 = pose;
|
|
if (numposes > 1)
|
|
Con_DPrintf ("3rd: pose = %i pose2 = %i pose1 = %i\n",
|
|
pose, e->pose2, e->pose1);
|
|
blend = 0;
|
|
} else
|
|
blend = (realtime - e->frame_start_time) / e->frame_interval;
|
|
|
|
if (cl.paused || blend > 1) blend = 1;
|
|
|
|
GL_DrawAliasBlendedFrame (paliashdr, e->pose1, e->pose2, blend);
|
|
}
|
|
#endif
|
|
|
|
|
|
/*
|
|
R_DrawAliasModel
|
|
*/
|
|
void
|
|
R_DrawAliasModel (entity_t *e)
|
|
{
|
|
int i;
|
|
int *j;
|
|
int lnum;
|
|
vec3_t dist;
|
|
float add;
|
|
model_t *clmodel;
|
|
vec3_t mins, maxs;
|
|
aliashdr_t *paliashdr;
|
|
float an;
|
|
int anim;
|
|
|
|
clmodel = currententity->model;
|
|
|
|
VectorAdd (currententity->origin, clmodel->mins, mins);
|
|
VectorAdd (currententity->origin, clmodel->maxs, maxs);
|
|
|
|
if (R_CullBox (mins, maxs))
|
|
return;
|
|
|
|
VectorCopy (currententity->origin, r_entorigin);
|
|
VectorSubtract (r_origin, r_entorigin, modelorg);
|
|
|
|
/*
|
|
get lighting information
|
|
*/
|
|
j = R_LightPoint (currententity->origin);
|
|
shadelight[0] = (float)j[0];
|
|
shadelight[1] = (float)j[1];
|
|
shadelight[2] = (float)j[2];
|
|
shadelight[3] = (float)j[3];
|
|
ambientlight = shadelight[3];
|
|
|
|
// allways give the gun some light
|
|
if (e == &cl.viewent && ambientlight < 24)
|
|
ambientlight = shadelight[3] = 24;
|
|
|
|
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++)
|
|
{
|
|
if (cl_dlights[lnum].die >= cl.time)
|
|
{
|
|
VectorSubtract (currententity->origin,
|
|
cl_dlights[lnum].origin,
|
|
dist);
|
|
add = cl_dlights[lnum].radius - Length(dist);
|
|
|
|
if (add > 0)
|
|
{
|
|
ambientlight += add;
|
|
// ZOID: models should be affected by
|
|
// dlights as well
|
|
if (r_dynamic->value) {
|
|
shadelight[0] +=
|
|
cl_dlights[lnum].color[0];
|
|
shadelight[1] +=
|
|
cl_dlights[lnum].color[1];
|
|
shadelight[2] +=
|
|
cl_dlights[lnum].color[2];
|
|
shadelight[3] += add;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// clamp lighting so it doesn't overbright as much
|
|
if (ambientlight > 128)
|
|
ambientlight = 128;
|
|
if (ambientlight + shadelight[3] > 192)
|
|
shadelight[3] = 192 - ambientlight;
|
|
|
|
// ZOID: never allow players to go totally black
|
|
#ifdef QUAKEWORLD
|
|
if (!strcmp(clmodel->name, "progs/player.mdl"))
|
|
#else
|
|
i = currententity - cl_entities;
|
|
if (i >= 1 && i <= cl.maxclients
|
|
/*&& !strcmp (currententity->model->name,
|
|
"progs/player.mdl")*/ )
|
|
#endif
|
|
{
|
|
if (ambientlight < 8)
|
|
ambientlight = shadelight[3] = 8;
|
|
} else if (!strcmp (clmodel->name, "progs/flame2.mdl")
|
|
|| !strcmp (clmodel->name, "progs/flame.mdl") )
|
|
// HACK HACK HACK -- no fullbright colors, so make torches full light
|
|
ambientlight = shadelight[3] = 256;
|
|
|
|
shadedots = r_avertexnormal_dots[((int)(e->angles[1]
|
|
* (SHADEDOT_QUANT / 360.0)))
|
|
& (SHADEDOT_QUANT - 1)];
|
|
shadelight[3] /= 200.0;
|
|
|
|
an = e->angles[1]/180*M_PI;
|
|
shadevector[0] = cos(-an);
|
|
shadevector[1] = sin(-an);
|
|
shadevector[2] = 1;
|
|
VectorNormalize (shadevector);
|
|
|
|
/*
|
|
locate the proper data
|
|
*/
|
|
paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);
|
|
|
|
c_alias_polys += paliashdr->numtris;
|
|
|
|
/*
|
|
draw all the triangles
|
|
*/
|
|
GL_DisableMultitexture();
|
|
glPushMatrix ();
|
|
|
|
#ifdef EXPERIMENTAL
|
|
if (r_interptransform->value)
|
|
R_BlendedRotateForEntity (e);
|
|
else
|
|
#endif
|
|
R_RotateForEntity (e);
|
|
|
|
if (!strcmp (clmodel->name, "progs/eyes.mdl") &&
|
|
gl_doubleeyes->value)
|
|
{
|
|
glTranslatef (paliashdr->scale_origin[0],
|
|
paliashdr->scale_origin[1],
|
|
paliashdr->scale_origin[2] - (22 + 8));
|
|
// double size of eyes, since they are really hard to see in gl
|
|
glScalef (paliashdr->scale[0]*2, paliashdr->scale[1]*2,
|
|
paliashdr->scale[2]*2);
|
|
} else {
|
|
glTranslatef (paliashdr->scale_origin[0],
|
|
paliashdr->scale_origin[1],
|
|
paliashdr->scale_origin[2]);
|
|
glScalef (paliashdr->scale[0], paliashdr->scale[1],
|
|
paliashdr->scale[2]);
|
|
}
|
|
|
|
anim = (int)(cl.time*10) & 3;
|
|
GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]);
|
|
|
|
// we can't dynamically colormap textures, so they are cached
|
|
// seperately for the players. Heads are just uncolored.
|
|
#ifdef QUAKEWORLD
|
|
if (currententity->scoreboard && !gl_nocolors->value) {
|
|
i = currententity->scoreboard - cl.players;
|
|
if (!currententity->scoreboard->skin) {
|
|
Skin_Find(currententity->scoreboard);
|
|
R_TranslatePlayerSkin(i);
|
|
}
|
|
if (i >= 0 && 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 )
|
|
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);
|
|
|
|
#ifdef EXPERIMENTAL
|
|
if (r_interpanimation->value)
|
|
R_SetupAliasBlendedFrame (currententity->frame, paliashdr,
|
|
currententity);
|
|
else
|
|
#endif
|
|
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
|
|
Cvar_Set (r_fullbright, "0");
|
|
Cvar_Set (r_lightmap, "0");
|
|
if (!atoi(Info_ValueForKey(cl.serverinfo, "watervis")))
|
|
Cvar_Set (r_wateralpha, "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 );
|
|
}
|
|
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/*
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R_SetupGL
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*/
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void
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R_SetupGL ( void )
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{
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float screenaspect;
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//float yfov;
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extern int glwidth, glheight;
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int x, x2, y2, y, w, h;
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//
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// set up viewpoint
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//
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity ();
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x = r_refdef.vrect.x * glwidth/vid.width;
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x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
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y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
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y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
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// fudge around because of frac screen scale
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if (x > 0)
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x--;
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if (x2 < glwidth)
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x2++;
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if (y2 < 0)
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y2--;
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if (y < glheight)
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y++;
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w = x2 - x;
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h = y - y2;
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if (envmap) {
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x = y2 = 0;
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w = h = 256;
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}
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glViewport (glx + x, gly + y2, w, h);
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screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
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// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
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// yfov = (2.0 * tan (scr_fov->value/360*M_PI)) / screenaspect;
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// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov->value*2)/M_PI;
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// MYgluPerspective (yfov, screenaspect, 4, 4096);
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MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
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glCullFace(GL_FRONT);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity ();
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glRotatef (-90, 1, 0, 0); // put Z going up
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glRotatef (90, 0, 0, 1); // put Z going up
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glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
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glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
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glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
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glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
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glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
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/*
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set drawing parms
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*/
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if (gl_cull->value)
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glEnable(GL_CULL_FACE);
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else
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glDisable(GL_CULL_FACE);
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glDisable(GL_BLEND);
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glDisable(GL_ALPHA_TEST);
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glEnable(GL_DEPTH_TEST);
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}
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/*
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R_RenderScene
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r_refdef must be set before the first call
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*/
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void
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R_RenderScene ( void )
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{
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R_SetupFrame ();
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R_SetFrustum ();
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R_SetupGL ();
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R_MarkLeaves (); // done here so we know if we're in water
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R_DrawWorld (); // adds static entities to the list
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S_ExtraUpdate (); // don't let sound get messed up if going slow
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R_DrawEntitiesOnList ();
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GL_DisableMultitexture();
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R_RenderDlights ();
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R_UpdateFires ();
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R_DrawParticles ();
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#ifdef GLTEST
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Test_Draw ();
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#endif
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}
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/*
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R_Clear
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*/
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void
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R_Clear ( void )
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{
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static int l;
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if (gl_ztrick->value)
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{
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static int trickframe;
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if (gl_clear->value)
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{
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if (l != (int)r_clearcolor->value)
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{
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l = (int)r_clearcolor->value;
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glClearColor (host_basepal[l*3]/255.0,
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host_basepal[l*3+1]/255.0,
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host_basepal[l*3+2]/255.0,
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1.0);
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}
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glClear (GL_COLOR_BUFFER_BIT);
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}
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trickframe++;
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if (trickframe & 1)
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{
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gldepthmin = 0;
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gldepthmax = 0.49999;
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glDepthFunc (GL_LEQUAL);
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}
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else
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{
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gldepthmin = 1;
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gldepthmax = 0.5;
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glDepthFunc (GL_GEQUAL);
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}
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}
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else
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{
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if (gl_clear->value)
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glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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else
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glClear (GL_DEPTH_BUFFER_BIT);
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gldepthmin = 0;
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gldepthmax = 1;
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glDepthFunc (GL_LEQUAL);
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}
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glDepthRange (gldepthmin, gldepthmax);
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}
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extern cvar_t *crosshaircolor;
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/*
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R_RenderView
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r_refdef must be set before the first call
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*/
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void
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R_RenderView ( void )
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{
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double time1 = 0, time2 = 0;
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// Fixme: the last argument should be a cvar... r_fog_gamma
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GLfloat colors[4] = {(GLfloat) 1.0, (GLfloat) 1.0, (GLfloat) 1, (GLfloat) 0.1};
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if (r_norefresh->value)
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return;
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if (!r_worldentity.model || !cl.worldmodel)
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Sys_Error ("R_RenderView: NULL worldmodel");
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if (r_speeds->value)
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{
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glFinish ();
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time1 = Sys_DoubleTime ();
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c_brush_polys = 0;
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c_alias_polys = 0;
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}
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if (gl_finish->value)
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glFinish ();
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R_Clear ();
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// render normal view
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if (r_fog->value) {
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glFogi (GL_FOG_MODE, GL_EXP2);
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glFogfv (GL_FOG_COLOR, colors);
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glFogf (GL_FOG_DENSITY, (GLfloat) r_fog->value);
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// glFogi (GL_FOG_MODE, GL_LINEAR);
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// glFogfv (GL_FOG_COLOR, colors);
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// glFogf (GL_FOG_START, 300.0);
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// glFogf (GL_FOG_END, 1500.0);
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// glFogf (GL_FOG_DENSITY, 0.2);
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glEnable (GL_FOG);
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}
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R_RenderScene ();
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R_DrawViewModel ();
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if (r_wateralpha->value<1.0 || r_volfog->value) {
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glClear(GL_STENCIL_BUFFER_BIT);
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//glColorMask(GL_FALSE);
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glStencilFunc(GL_ALWAYS, 1, 1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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//glEnable(GL_STENCIL_TEST);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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}
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if (r_volfog->value && !r_fog->value) {
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glFogi (GL_FOG_MODE, GL_EXP2);
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glFogfv (GL_FOG_COLOR, colors);
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// fixme: GL_FOG_DENSITY should have r_volfog_density var
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glFogf (GL_FOG_DENSITY, r_volfog->value);
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glEnable (GL_FOG);
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}
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R_DrawWaterSurfaces ();
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if (r_volfog->value || r_fog->value)
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glDisable(GL_FOG);
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if (r_wateralpha->value<1.0 || r_volfog->value) {
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glStencilFunc(GL_EQUAL, 1, 1);
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glStencilMask(GL_FALSE);
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glDisable(GL_DEPTH_TEST);
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}
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R_PolyBlend ();
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if (r_speeds->value) {
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//glFinish ();
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time2 = Sys_DoubleTime ();
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Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
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}
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}
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