quakeforge-old/common/gl_rmain.c
2000-05-05 08:56:55 +00:00

1329 lines
28 KiB
C

/*
gl_rmain.c
(description)
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
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
$Id$
*/
#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;
void R_MarkLeaves (void);
cvar_t *r_norefresh;
cvar_t *r_drawentities;
cvar_t *r_drawviewmodel;
cvar_t *r_speeds;
cvar_t *r_fullbright;
cvar_t *r_lightmap;
cvar_t *r_shadows;
cvar_t *r_interpanimation;
cvar_t *r_interptransform;
cvar_t *r_wateralpha;
cvar_t *r_dynamic;
cvar_t *r_novis;
#ifdef QUAKEWORLD
cvar_t *r_netgraph;
#endif
cvar_t *r_fog;
cvar_t *r_volfog;
cvar_t *r_waterwarp;
cvar_t *r_waterripple;
cvar_t *r_sky;
cvar_t *r_skyname;
cvar_t *gl_finish;
cvar_t *gl_clear;
cvar_t *gl_cull;
cvar_t *gl_texsort;
cvar_t *gl_smoothmodels;
cvar_t *gl_affinemodels;
cvar_t *gl_polyblend;
cvar_t *gl_playermip;
cvar_t *gl_nocolors;
cvar_t *gl_keeptjunctions;
cvar_t *gl_doubleeyes;
cvar_t *gl_particles;
cvar_t *gl_fires;
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_BlendedRotateForEntity (entity_t *e)
{
float blend;
vec3_t d;
int i;
if (e->translate_start_time == 0)
{
e->translate_start_time = realtime;
VectorCopy (e->origin, e->origin1);
VectorCopy (e->origin, e->origin2);
}
if (!VectorCompare (e->origin, e->origin2))
{
e->translate_start_time = realtime;
VectorCopy (e->origin2, e->origin1);
VectorCopy (e->origin, e->origin2);
blend = 0;
} else {
blend = (realtime - e->translate_start_time) / 0.1;
if (cl.paused || blend > 1)
blend = 1;
}
VectorSubtract (e->origin2, e->origin1, d);
glTranslatef (e->origin1[0] + (blend * d[0]),
e->origin1[1] + (blend * d[1]),
e->origin1[2] + (blend * d[2]));
if (e->rotate_start_time == 0)
{
e->rotate_start_time = realtime;
VectorCopy (e->angles, e->angles1);
VectorCopy (e->angles, e->angles2);
}
if (!VectorCompare (e->angles, e->angles2))
{
e->rotate_start_time = realtime;
VectorCopy (e->angles2, e->angles1);
VectorCopy (e->angles, e->angles2);
blend = 0;
} else {
blend = (realtime - e->rotate_start_time) / 0.1;
if (cl.paused || blend > 1)
blend = 1;
}
VectorSubtract (e->angles2, e->angles1, d);
for (i = 0; i < 3; i++)
if (d[i] > 180)
d[i] -= 360;
else if (d[i] < -180)
d[i] += 360;
glRotatef ( e->angles1[1] + ( blend * d[1]), 0, 0, 1);
glRotatef (-e->angles1[0] + (-blend * d[0]), 0, 1, 0);
glRotatef ( e->angles1[2] + ( blend * d[2]), 1, 0, 0);
}
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.-c"
};
vec3_t shadevector;
float shadelight[4];
float 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, lastposenum0;
/*
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[3];
glColor3f (l+shadelight[0], l+shadelight[1],
l+shadelight[2]);
glColor3f (l, l, l);
glVertex3f (verts->v[0], verts->v[1], verts->v[2]);
verts++;
} while (--count);
glEnd ();
}
}
/*
GL_DrawAliasBlendedFrame
*/
void
GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2,
float blend)
{
float l;
trivertx_t *verts1;
trivertx_t *verts2;
int *order;
int count;
vec3_t d;
lastposenum0 = pose1;
lastposenum = pose2;
verts1 = (trivertx_t *)((byte *)paliashdr +
paliashdr->posedata);
verts2 = verts1;
verts1 += pose1 * paliashdr->poseverts;
verts2 += pose2 * 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
d[0] = shadedots[verts2->lightnormalindex] -
shadedots[verts1->lightnormalindex];
l = (shadedots[verts1->lightnormalindex] +
(blend * d[0])) * shadelight[3];
glColor3f (l+shadelight[0], l+shadelight[1],
l+shadelight[2]);
VectorSubtract(verts2->v, verts1->v, d);
glVertex3f (verts1->v[0] + (blend * d[0]),
verts1->v[1] + (blend * d[1]),
verts1->v[2] + (blend * d[2]));
verts1++;
verts2++;
} 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_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);
}
/*
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 ("0x%x\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);
}
/*
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 ();
if (r_interptransform->value)
R_BlendedRotateForEntity (e);
else
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);
if (r_interpanimation->value)
R_SetupAliasBlendedFrame (currententity->frame, paliashdr,
currententity);
else
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 );
}
/*
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_UpdateFires ();
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
if (r_fog->value) {
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 ();
if (r_wateralpha->value<1.0 || r_volfog->value) {
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);
}
if (r_volfog->value && !r_fog->value) {
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 ();
if (r_volfog->value || r_fog->value)
glDisable(GL_FOG);
if (r_wateralpha->value<1.0 || r_volfog->value) {
glStencilFunc(GL_EQUAL, 1, 1);
glStencilMask(GL_FALSE);
glDisable(GL_DEPTH_TEST);
}
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);
}
}