quakeforge/libs/video/renderer/r_main.c

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/*
#FILENAME#
#DESCRIPTION#
Copyright (C) 2001 #AUTHOR#
Author: #AUTHOR#
Date: #DATE#
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
*/
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#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
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#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/cvar.h"
#include "QF/qtypes.h"
#include "QF/render.h"
#include "QF/sys.h"
#include "r_internal.h"
bool r_dowarp, r_dowarpold;
bool r_inhibit_viewmodel;
bool r_force_fullscreen;
bool r_paused;
double r_realtime;
double r_frametime;
double r_time1;
int r_lineadj;
bool r_active;
int r_init;
int r_framecount = 1; // so frame counts initialized to 0 don't match
vec3_t modelorg; // modelorg is the viewpoint relative to
// the currently rendering entity
vec3_t base_modelorg;
vec4f_t r_entorigin; // the currently rendering entity in world
// coordinates
// screen size info
refdef_t r_refdef;
int d_lightstylevalue[256]; // 8.8 fraction of base light value
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byte color_white[4] = { 255, 255, 255, 0 }; // alpha will be explicitly set
byte color_black[4] = { 0, 0, 0, 0 }; // alpha will be explicitly set
static inline int
SignbitsForPlane (plane_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 (plane_t *frustum, const refframe_t *frame,
float fov_x, float fov_y)
{
int i;
vec4f_t right = frame->right;
vec4f_t fwd = frame->forward;
vec4f_t up = frame->up;
fov_x = 90 - fov_x / 2;
fov_y = 90 - fov_y / 2;
// rotate FWD right by FOV_X/2 degrees
RotatePointAroundVector (frustum[0].normal, (vec_t*)&up, (vec_t*)&fwd, -fov_x);//FIXME
// rotate FWD left by FOV_X/2 degrees
RotatePointAroundVector (frustum[1].normal, (vec_t*)&up, (vec_t*)&fwd, fov_x);//FIXME
// rotate FWD up by FOV_Y/2 degrees
RotatePointAroundVector (frustum[2].normal, (vec_t*)&right, (vec_t*)&fwd, fov_y);//FIXME
// rotate FWD down by FOV_Y/2 degrees
RotatePointAroundVector (frustum[3].normal, (vec_t*)&right, (vec_t*)&fwd, -fov_y);//FIXME
vec4f_t origin = frame->position;
for (i = 0; i < 4; i++) {
frustum[i].type = PLANE_ANYZ;
frustum[i].dist = -DotProduct (origin, frustum[i].normal);
frustum[i].signbits = SignbitsForPlane (&frustum[i]);
}
}