quakeforge-old/common/gl_rmain.c
Joseph Carter 7e04ceced5 The pretty green/yellow/blue pixels that hang around after things like
biosuits, pents, and quads wear off are now gone.  Sort of.  They are
caused by places where two texture edges meet and there are little gaps
at the seams where nothing gets drawn.  This is also why noclip screws w/
the screen if you walk outside of the map in the GL targets.  We now draw
a backdrop whose color is set by r_clearcolor, ala software renderer.
2000-02-04 04:01:23 +00:00

1102 lines
24 KiB
C

/*
gl_rmain.c
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 1999,2000 contributors of the QuakeForge project
Please see the file "AUTHORS" for a list of contributors
Author:
Date: 07 Jan 2000
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA.
*/
#include <qtypes.h>
#include <quakedef.h>
#include <glquake.h>
#include <mathlib.h>
#include <console.h>
#include <view.h>
#include <sound.h>
#include <cvar.h>
#include <sys.h>
#include <draw.h>
#include <sbar.h>
entity_t r_worldentity;
qboolean r_cache_thrash; // compatability
vec3_t modelorg, r_entorigin;
entity_t *currententity;
int r_visframecount; // bumped when going to a new PVS
int r_framecount; // used for dlight push checking
mplane_t frustum[4];
int c_brush_polys, c_alias_polys;
qboolean envmap; // true during envmap command capture
int currenttexture = -1; // to avoid unnecessary texture sets
int cnttextures[2] = {-1, -1}; // cached
int particletexture; // little dot for particles
int playertextures; // up to 16 color translated skins
//
// view origin
//
vec3_t vup;
vec3_t vpn;
vec3_t vright;
vec3_t r_origin;
float r_world_matrix[16];
float r_base_world_matrix[16];
//
// screen size info
//
refdef_t r_refdef;
mleaf_t *r_viewleaf, *r_oldviewleaf;
texture_t *r_notexture_mip;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
cvar_t r_clearcolor = {"r_clearcolor", "2"};
void R_MarkLeaves (void);
cvar_t r_norefresh = {"r_norefresh","0"};
cvar_t r_drawentities = {"r_drawentities","1"};
cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
cvar_t r_speeds = {"r_speeds","0"};
cvar_t r_fullbright = {"r_fullbright","0"};
cvar_t r_lightmap = {"r_lightmap","0"};
cvar_t r_shadows = {"r_shadows","0"};
cvar_t r_wateralpha = {"r_wateralpha","1"};
cvar_t r_dynamic = {"r_dynamic","1"};
cvar_t r_novis = {"r_novis","0"};
#ifdef QUAKEWORLD
cvar_t r_netgraph = {"r_netgraph","0"};
#endif
// All the fog code was disabled for QuakeWold
// _reduced_ visability shouldn't be considered cheating :)
cvar_t r_fog = {"r_fog", "0"};
cvar_t r_volfog = {"r_volfog", "0"};
// Waterwarp should be completely disabled for release
// since we are too lazy to actually fix it ;)
cvar_t r_waterwarp = {"r_waterwarp", "0"};
cvar_t r_waterripple = {"r_waterripple", "0"};
cvar_t gl_finish = {"gl_finish","0"};
cvar_t gl_clear = {"gl_clear","0"};
cvar_t gl_cull = {"gl_cull","1"};
cvar_t gl_texsort = {"gl_texsort","1"};
cvar_t gl_smoothmodels = {"gl_smoothmodels","1"};
cvar_t gl_affinemodels = {"gl_affinemodels","0"};
cvar_t gl_polyblend = {"gl_polyblend","1"};
cvar_t gl_playermip = {"gl_playermip","0"};
cvar_t gl_nocolors = {"gl_nocolors","0"};
#ifdef QUAKEWORLD
cvar_t gl_keeptjunctions = {"gl_keeptjunctions","1"};
#else
cvar_t gl_keeptjunctions = {"gl_keeptjunctions","0"};
#endif
cvar_t gl_doubleeyes = {"gl_doubleeyes", "1", true};
extern cvar_t gl_ztrick;
#ifdef QUAKEWORLD
extern cvar_t scr_fov;
#endif
/*
R_CullBox
Returns true if the box is completely outside the frustom
*/
qboolean
R_CullBox (vec3_t mins, vec3_t maxs) {
int i;
for (i=0 ; i<4 ; i++) {
if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2) {
return true;
}
}
return false;
}
void
R_RotateForEntity (entity_t *e) {
glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
glRotatef (e->angles[1], 0, 0, 1);
glRotatef (-e->angles[0], 0, 1, 0);
//ZOID: fixed z angle
glRotatef (e->angles[2], 1, 0, 0);
}
/*
* SPRITE MODELS
*/
/*
R_GetSpriteFrame
*/
mspriteframe_t
*R_GetSpriteFrame (entity_t *currententity) {
msprite_t *psprite;
mspritegroup_t *pspritegroup;
mspriteframe_t *pspriteframe;
int i, numframes, frame;
float *pintervals, fullinterval, targettime, time;
psprite = currententity->model->cache.data;
frame = currententity->frame;
if ((frame >= psprite->numframes) || (frame < 0)) {
Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
frame = 0;
}
if (psprite->frames[frame].type == SPR_SINGLE) {
pspriteframe = psprite->frames[frame].frameptr;
} else {
pspritegroup = (mspritegroup_t *)psprite->frames[frame].frameptr;
pintervals = pspritegroup->intervals;
numframes = pspritegroup->numframes;
fullinterval = pintervals[numframes-1];
time = cl.time + currententity->syncbase;
// when loading in Mod_LoadSpriteGroup, we guaranteed all interval values
// are positive, so we don't have to worry about division by 0
targettime = time - ((int)(time / fullinterval)) * fullinterval;
for (i=0 ; i<(numframes-1) ; i++) {
if (pintervals[i] > targettime)
break;
}
pspriteframe = pspritegroup->frames[i];
}
return pspriteframe;
}
/*
R_DrawSpriteModel
*/
void
R_DrawSpriteModel (entity_t *e) {
vec3_t point;
mspriteframe_t *frame;
float *up, *right;
vec3_t v_forward, v_right, v_up;
msprite_t *psprite;
// don't even bother culling, because it's just a single
// polygon without a surface cache
frame = R_GetSpriteFrame (e);
psprite = currententity->model->cache.data;
if (psprite->type == SPR_ORIENTED) { // bullet marks on walls
AngleVectors (currententity->angles, v_forward, v_right, v_up);
up = v_up;
right = v_right;
} else { // normal sprite
up = vup;
right = vright;
}
glColor3f (1,1,1);
GL_DisableMultitexture();
GL_Bind(frame->gl_texturenum);
glEnable (GL_ALPHA_TEST);
glBegin (GL_QUADS);
glTexCoord2f (0, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->left, right, point);
glVertex3fv (point);
glTexCoord2f (0, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->left, right, point);
glVertex3fv (point);
glTexCoord2f (1, 0);
VectorMA (e->origin, frame->up, up, point);
VectorMA (point, frame->right, right, point);
glVertex3fv (point);
glTexCoord2f (1, 1);
VectorMA (e->origin, frame->down, up, point);
VectorMA (point, frame->right, right, point);
glVertex3fv (point);
glEnd ();
glDisable (GL_ALPHA_TEST);
}
/*
ALIAS MODELS
*/
#define NUMVERTEXNORMALS 162
float r_avertexnormals[NUMVERTEXNORMALS][3] = {
#include "anorms.h"
};
vec3_t shadevector;
float shadelight, ambientlight;
// precalculated dot products for quantized angles
#define SHADEDOT_QUANT 16
float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
#include "anorm_dots.-c"
;
float *shadedots = r_avertexnormal_dots[0];
int lastposenum;
/*
GL_DrawAliasFrame
*/
void
GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum) {
float l;
trivertx_t *verts;
int *order;
int count;
lastposenum = posenum;
verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
verts += posenum * paliashdr->poseverts;
order = (int *)((byte *)paliashdr + paliashdr->commands);
while (1) {
// get the vertex count and primitive type
count = *order++;
if (!count)
break; // done
if (count < 0) {
count = -count;
glBegin (GL_TRIANGLE_FAN);
} else {
glBegin (GL_TRIANGLE_STRIP);
}
do { // texture coordinates come from the draw list
glTexCoord2f (((float *)order)[0], ((float *)order)[1]);
order += 2;
// normals and vertexes come from the frame list
l = shadedots[verts->lightnormalindex] * shadelight;
glColor3f (l, l, l);
glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
verts++;
} while (--count);
glEnd ();
}
}
/*
GL_DrawAliasShadow
*/
extern vec3_t lightspot;
void
GL_DrawAliasShadow (aliashdr_t *paliashdr, int posenum) {
trivertx_t *verts;
int *order;
vec3_t point;
float height, lheight;
int count;
lheight = currententity->origin[2] - lightspot[2];
height = 0;
verts = (trivertx_t *)((byte *)paliashdr + paliashdr->posedata);
verts += posenum * paliashdr->poseverts;
order = (int *)((byte *)paliashdr + paliashdr->commands);
height = -lheight + 1.0;
while (1) {
// get the vertex count and primitive type
count = *order++;
if (!count)
break; // done
if (count < 0) {
count = -count;
glBegin (GL_TRIANGLE_FAN);
} else {
glBegin (GL_TRIANGLE_STRIP);
}
do {
// texture coordinates come from the draw list
// (skipped for shadows) glTexCoord2fv ((float *)order);
order += 2;
// normals and vertexes come from the frame list
point[0] = verts->v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0];
point[1] = verts->v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1];
point[2] = verts->v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2];
point[0] -= shadevector[0]*(point[2]+lheight);
point[1] -= shadevector[1]*(point[2]+lheight);
point[2] = height;
// height -= 0.001;
glVertex3fv (point);
verts++;
} while (--count);
glEnd ();
}
}
/*
R_SetupAliasFrame
*/
void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr) {
int pose, numposes;
float interval;
if ((frame >= paliashdr->numframes) || (frame < 0)) {
Con_DPrintf ("R_AliasSetupFrame: no such frame %d\n", frame);
frame = 0;
}
pose = paliashdr->frames[frame].firstpose;
numposes = paliashdr->frames[frame].numposes;
if (numposes > 1) {
interval = paliashdr->frames[frame].interval;
pose += (int)(cl.time / interval) % numposes;
}
GL_DrawAliasFrame (paliashdr, pose);
}
/*
R_DrawAliasModel
*/
void
R_DrawAliasModel (entity_t *e) {
int i;
int lnum;
vec3_t dist;
float add;
model_t *clmodel;
vec3_t mins, maxs;
aliashdr_t *paliashdr;
float an;
int anim;
clmodel = currententity->model;
VectorAdd (currententity->origin, clmodel->mins, mins);
VectorAdd (currententity->origin, clmodel->maxs, maxs);
if (R_CullBox (mins, maxs))
return;
VectorCopy (currententity->origin, r_entorigin);
VectorSubtract (r_origin, r_entorigin, modelorg);
/*
get lighting information
*/
ambientlight = shadelight = R_LightPoint (currententity->origin);
// allways give the gun some light
if (e == &cl.viewent && ambientlight < 24)
ambientlight = shadelight = 24;
for (lnum=0 ; lnum<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
shadelight += add;
}
}
}
// clamp lighting so it doesn't overbright as much
if (ambientlight > 128)
ambientlight = 128;
if (ambientlight + shadelight > 192)
shadelight = 192 - ambientlight;
// ZOID: never allow players to go totally black
#ifdef QUAKEWORLD
if (!strcmp(clmodel->name, "progs/player.mdl")) {
#else
i = currententity - cl_entities;
// if (i >= 1 && i <= cl.maxclients && !strcmp (currententity->model->name, "progs/player.mdl")) {
if (i >= 1 && i <= cl.maxclients) {
#endif
if (ambientlight < 8) {
ambientlight = shadelight = 8;
}
} else if (!strcmp (clmodel->name, "progs/flame2.mdl")
|| !strcmp (clmodel->name, "progs/flame.mdl") )
// HACK HACK HACK -- no fullbright colors, so make torches full light
ambientlight = shadelight = 256;
shadedots = r_avertexnormal_dots[((int)(e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)];
shadelight = shadelight / 200.0;
an = e->angles[1]/180*M_PI;
shadevector[0] = cos(-an);
shadevector[1] = sin(-an);
shadevector[2] = 1;
VectorNormalize (shadevector);
/*
locate the proper data
*/
paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);
c_alias_polys += paliashdr->numtris;
/*
draw all the triangles
*/
GL_DisableMultitexture();
glPushMatrix ();
R_RotateForEntity (e);
if (!strcmp (clmodel->name, "progs/eyes.mdl") && gl_doubleeyes.value) {
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2] - (22 + 8));
// double size of eyes, since they are really hard to see in gl
glScalef (paliashdr->scale[0]*2, paliashdr->scale[1]*2, paliashdr->scale[2]*2);
} else {
glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
}
anim = (int)(cl.time*10) & 3;
GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]);
// we can't dynamically colormap textures, so they are cached
// seperately for the players. Heads are just uncolored.
#ifdef QUAKEWORLD
if (currententity->scoreboard && !gl_nocolors.value) {
i = currententity->scoreboard - cl.players;
if (!currententity->scoreboard->skin) {
Skin_Find(currententity->scoreboard);
R_TranslatePlayerSkin(i);
}
if (i >= 0 && 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"))
if (i >= 1 && i<=cl.maxclients)
GL_Bind(playertextures - 1 + i);
}
#endif
if (gl_smoothmodels.value)
glShadeModel (GL_SMOOTH);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
R_SetupAliasFrame (currententity->frame, paliashdr);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
glShadeModel (GL_FLAT);
if (gl_affinemodels.value)
glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
glPopMatrix ();
if (r_shadows.value) {
glPushMatrix ();
R_RotateForEntity (e);
glDisable (GL_TEXTURE_2D);
glEnable (GL_BLEND);
glColor4f (0,0,0,0.5);
GL_DrawAliasShadow (paliashdr, lastposenum);
glEnable (GL_TEXTURE_2D);
glDisable (GL_BLEND);
glColor4f (1,1,1,1);
glPopMatrix ();
}
}
/*
R_DrawEntitiesOnList
*/
void
R_DrawEntitiesOnList ( void ) {
int i;
if (!r_drawentities.value)
return;
// draw sprites seperately, because of alpha blending
for (i=0 ; i<cl_numvisedicts ; i++) {
#ifdef QUAKEWORLD
currententity = &cl_visedicts[i];
#else
currententity = cl_visedicts[i];
#endif
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++) {
#ifdef QUAKEWORLD
currententity = &cl_visedicts[i];
#else
currententity = cl_visedicts[i];
#endif
switch (currententity->model->type) {
case mod_sprite:
R_DrawSpriteModel (currententity);
break;
default :
break;
}
}
}
/*
R_DrawViewModel
*/
void
R_DrawViewModel ( void ) {
float ambient[4], diffuse[4];
int j;
int lnum;
vec3_t dist;
float add;
dlight_t *dl;
int ambientlight, shadelight;
#ifdef QUAKEWORLD
if (!r_drawviewmodel.value || !Cam_DrawViewModel())
return;
#else
if (!r_drawviewmodel.value)
return;
if (cl_chasecam.value)
return;
#endif
if (envmap)
return;
if (!r_drawentities.value)
return;
#ifdef QUAKEWORLD
if (cl.stats[STAT_ITEMS] & IT_INVISIBILITY)
return;
#else
if (cl.items & IT_INVISIBILITY)
return;
#endif
if (cl.stats[STAT_HEALTH] <= 0)
return;
currententity = &cl.viewent;
if (!currententity->model)
return;
j = R_LightPoint (currententity->origin);
if (j < 24)
j = 24; // allways give some light on gun
ambientlight = j;
shadelight = j;
// add dynamic lights
for (lnum=0 ; lnum<MAX_DLIGHTS ; lnum++) {
dl = &cl_dlights[lnum];
if (!dl->radius)
continue;
if (!dl->radius)
continue;
if (dl->die < cl.time)
continue;
VectorSubtract (currententity->origin, dl->origin, dist);
add = dl->radius - Length(dist);
if (add > 0)
ambientlight += add;
}
ambient[0] = ambient[1] = ambient[2] = ambient[3] = (float)ambientlight / 128;
diffuse[0] = diffuse[1] = diffuse[2] = diffuse[3] = (float)shadelight / 128;
// hack the depth range to prevent view model from poking into walls
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
R_DrawAliasModel (currententity);
glDepthRange (gldepthmin, gldepthmax);
}
/*
R_PolyBlend
*/
void
R_PolyBlend ( void ) {
if (!gl_polyblend.value)
return;
if (!v_blend[3])
return;
GL_DisableMultitexture();
glDisable (GL_ALPHA_TEST);
glEnable (GL_BLEND);
glDisable (GL_DEPTH_TEST);
glDisable (GL_TEXTURE_2D);
glLoadIdentity ();
glRotatef (-90, 1, 0, 0); // put Z going up
glRotatef (90, 0, 0, 1); // put Z going up
glColor4fv (v_blend);
glBegin (GL_QUADS);
glVertex3f (10, 100, 100);
glVertex3f (10, -100, 100);
glVertex3f (10, -100, -100);
glVertex3f (10, 100, -100);
glEnd ();
glDisable (GL_BLEND);
glEnable (GL_TEXTURE_2D);
glEnable (GL_ALPHA_TEST);
}
int
SignbitsForPlane ( mplane_t *out ) {
int bits, j;
// for fast box on planeside test
bits = 0;
for (j=0 ; j<3 ; j++) {
if (out->normal[j] < 0)
bits |= 1<<j;
}
return bits;
}
void
R_SetFrustum ( void ) {
int i;
if (r_refdef.fov_x == 90) {
// front side is visible
VectorAdd (vpn, vright, frustum[0].normal);
VectorSubtract (vpn, vright, frustum[1].normal);
VectorAdd (vpn, vup, frustum[2].normal);
VectorSubtract (vpn, vup, frustum[3].normal);
} else {
// rotate VPN right by FOV_X/2 degrees
RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x / 2 ) );
// rotate VPN left by FOV_X/2 degrees
RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x / 2 );
// rotate VPN up by FOV_X/2 degrees
RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y / 2 );
// rotate VPN down by FOV_X/2 degrees
RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y / 2 ) );
}
for (i=0 ; i<4 ; i++) {
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = DotProduct (r_origin, frustum[i].normal);
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}
/*
R_SetupFrame
*/
void
R_SetupFrame ( void ) {
// don't allow cheats in multiplayer
#ifdef QUAKEWORLD
r_fullbright.value = 0;
r_lightmap.value = 0;
if (!atoi(Info_ValueForKey(cl.serverinfo, "watervis")))
r_wateralpha.value = 1;
#else
if (cl.maxclients > 1)
Cvar_Set ("r_fullbright", "0");
#endif
R_AnimateLight ();
r_framecount++;
// build the transformation matrix for the given view angles
VectorCopy (r_refdef.vieworg, r_origin);
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
// current viewleaf
r_oldviewleaf = r_viewleaf;
r_viewleaf = Mod_PointInLeaf (r_origin, cl.worldmodel);
V_SetContentsColor (r_viewleaf->contents);
V_CalcBlend ();
r_cache_thrash = false;
c_brush_polys = 0;
c_alias_polys = 0;
}
void
MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar ) {
GLdouble xmin, xmax, ymin, ymax;
ymax = zNear * tan( fovy * M_PI / 360.0 );
ymin = -ymax;
xmin = ymin * aspect;
xmax = ymax * aspect;
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
}
/*
R_SetupGL
*/
void
R_SetupGL ( void ) {
float screenaspect;
//float yfov;
extern int glwidth, glheight;
int x, x2, y2, y, w, h;
//
// set up viewpoint
//
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
x = r_refdef.vrect.x * glwidth/vid.width;
x2 = (r_refdef.vrect.x + r_refdef.vrect.width) * glwidth/vid.width;
y = (vid.height-r_refdef.vrect.y) * glheight/vid.height;
y2 = (vid.height - (r_refdef.vrect.y + r_refdef.vrect.height)) * glheight/vid.height;
// fudge around because of frac screen scale
if (x > 0)
x--;
if (x2 < glwidth)
x2++;
if (y2 < 0)
y2--;
if (y < glheight)
y++;
w = x2 - x;
h = y - y2;
if (envmap) {
x = y2 = 0;
w = h = 256;
}
glViewport (glx + x, gly + y2, w, h);
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
// yfov = (2.0 * tan (scr_fov.value/360*M_PI)) / screenaspect;
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*(scr_fov.value*2)/M_PI;
// MYgluPerspective (yfov, screenaspect, 4, 4096);
MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096);
glCullFace(GL_FRONT);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
glRotatef (-90, 1, 0, 0); // put Z going up
glRotatef (90, 0, 0, 1); // put Z going up
glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
/*
set drawing parms
*/
if (gl_cull.value)
glEnable(GL_CULL_FACE);
else
glDisable(GL_CULL_FACE);
glDisable(GL_BLEND);
glDisable(GL_ALPHA_TEST);
glEnable(GL_DEPTH_TEST);
}
/*
R_RenderScene
r_refdef must be set before the first call
*/
void
R_RenderScene ( void ) {
R_SetupFrame ();
R_SetFrustum ();
R_SetupGL ();
R_MarkLeaves (); // done here so we know if we're in water
R_DrawWorld (); // adds static entities to the list
S_ExtraUpdate (); // don't let sound get messed up if going slow
R_DrawEntitiesOnList ();
GL_DisableMultitexture();
R_RenderDlights ();
R_DrawParticles ();
#ifdef GLTEST
Test_Draw ();
#endif
}
/*
R_Clear
*/
void
R_Clear ( void ) {
if (gl_ztrick.value) {
static int trickframe;
if (gl_clear.value)
glClear (GL_COLOR_BUFFER_BIT);
trickframe++;
if (trickframe & 1) {
gldepthmin = 0;
gldepthmax = 0.49999;
glDepthFunc (GL_LEQUAL);
} else {
gldepthmin = 1;
gldepthmax = 0.5;
glDepthFunc (GL_GEQUAL);
}
} else {
if (gl_clear.value) {
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
} else {
glClear (GL_DEPTH_BUFFER_BIT);
}
gldepthmin = 0;
gldepthmax = 1;
glDepthFunc (GL_LEQUAL);
}
glDepthRange (gldepthmin, gldepthmax);
}
extern int bc_texture;
extern cvar_t crosshaircolor;
void TileBC (int x, int y, int w, int h)
{
unsigned char *pColor;
glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
pColor = (unsigned char *) &d_8to24table[(byte) r_clearcolor.value];
glColor4ubv ( pColor );
GL_Bind (bc_texture);
glBegin (GL_QUADS);
glTexCoord2f (x/64.0, y/64.0);
glVertex2f (x, y);
glTexCoord2f ( (x+w)/64.0, y/64.0);
glVertex2f (x+w, y);
glTexCoord2f ( (x+w)/64.0, (y+h)/64.0);
glVertex2f (x+w, y+h);
glTexCoord2f ( x/64.0, (y+h)/64.0 );
glVertex2f (x, y+h);
glEnd ();
glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
}
/*
R_RenderView
r_refdef must be set before the first call
*/
void
R_RenderView ( void ) {
double time1 = 0, time2 = 0;
// Fixme: the last argument should be a cvar... r_fog_gamma
GLfloat colors[4] = {(GLfloat) 1.0, (GLfloat) 1.0, (GLfloat) 1, (GLfloat) 0.1};
if (r_norefresh.value)
return;
if (!r_worldentity.model || !cl.worldmodel)
Sys_Error ("R_RenderView: NULL worldmodel");
if ((int)cl_sbar.value == 1)
TileBC (0, 0, vid.width, vid.height - sb_lines);
else
TileBC (0, 0, vid.width, vid.height);
if (r_speeds.value)
{
glFinish ();
time1 = Sys_DoubleTime ();
c_brush_polys = 0;
c_alias_polys = 0;
}
if (gl_finish.value)
glFinish ();
R_Clear ();
// render normal view
#ifdef _EXPERIMENTAL_
/*
// Fixme!!
// The volume fog will not work as is :)
if(r_volfog.value)
{
gl_Clear(GL_STENCIL_BUFFER_BIT);
gl_ColorMask(GL_FALSE);
glStencilFunc(GL_ALWAYS, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
//glEnable(GL_STENCIL_TEST);
glEnable(GL_DEPTH_TEST);
gl_DepthFunc(GL_LESS);
glFogi (GL_FOG_MODE, GL_EXP2);
glFogfv (GL_FOG_COLOR, colors);
// fixme: GL_FOG_DENSITY should have r_volfog_density var
glFogf (GL_FOG_DENSITY, 1);
glEnable(GL_FOG);
//R_RenderScene ();
R_DrawWaterSurfaces();
glDisable(GL_FOG);
glStencilFunc(GL_EQUAL, 1, 1);
glStencilMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
}
*/
#endif
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);
glEnable(GL_FOG);
}
R_RenderScene ();
R_DrawViewModel ();
if(!r_volfog.value) {
R_DrawWaterSurfaces ();
}
glDisable(GL_FOG); // More fog right here :)
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);
}
}