/* gl_rmain.c (no description) Copyright (C) 1996-1997 Id Software, Inc. 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 */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include #include #include "QF/scene/entity.h" #include "QF/GL/defines.h" #include "QF/GL/funcs.h" #include "QF/GL/qf_alias.h" #include "QF/GL/qf_draw.h" #include "QF/GL/qf_iqm.h" #include "QF/GL/qf_particles.h" #include "QF/GL/qf_rlight.h" #include "QF/GL/qf_rmain.h" #include "QF/GL/qf_rsurf.h" #include "QF/GL/qf_sprite.h" #include "QF/GL/qf_vid.h" #include "compat.h" #include "r_internal.h" #include "varrays.h" #include "vid_gl.h" float gl_r_world_matrix[16]; //FIXME static float r_base_world_matrix[16]; //vec3_t gl_shadecolor; // Ender (Extend) Colormod float gl_modelalpha; // Ender (Extend) Alpha void glrmain_init (void) { gldepthmin = 0; gldepthmax = 1; qfglDepthFunc (GL_LEQUAL); qfglDepthRange (gldepthmin, gldepthmax); gl_overbright_f (0, 0); gl_multitexture_f (0, 0); } void gl_R_RotateForEntity (const vec4f_t *mat) { qfglMultMatrixf ((vec_t*)&mat[0]);//FIXME } void gl_R_RenderEntities (entqueue_t *queue) { if (!r_drawentities) return; // LordHavoc: split into 3 loops to simplify state changes if (gl_mtex_active_tmus >= 2) { qglActiveTexture (gl_mtex_enum + 1); qfglEnable (GL_TEXTURE_2D); qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); qfglDisable (GL_TEXTURE_2D); qglActiveTexture (gl_mtex_enum + 0); } if (gl_affinemodels) qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); if (gl_tess) qfglEnable (GL_PN_TRIANGLES_ATI); qfglEnable (GL_CULL_FACE); if (gl_vector_light) { qfglEnable (GL_LIGHTING); qfglEnable (GL_NORMALIZE); } else if (gl_tess) { qfglEnable (GL_NORMALIZE); } for (size_t i = 0; i < queue->ent_queues[mod_alias].size; i++) { entity_t ent = queue->ent_queues[mod_alias].a[i]; gl_R_DrawAliasModel (ent); } qfglColor3ubv (color_white); qfglDisable (GL_NORMALIZE); qfglDisable (GL_LIGHTING); if (gl_tess) qfglDisable (GL_PN_TRIANGLES_ATI); if (gl_affinemodels) qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE); if (gl_mtex_active_tmus >= 2) { // FIXME: Ugly, but faster than cleaning // up in every R_DrawAliasModel()! qglActiveTexture (gl_mtex_enum + 1); qfglEnable (GL_TEXTURE_2D); if (gl_combine_capable && gl_overbright) { qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); qfglTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); qfglTexEnvf (GL_TEXTURE_ENV, GL_RGB_SCALE, gl_rgb_scale); } else { qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } qfglDisable (GL_TEXTURE_2D); qglActiveTexture (gl_mtex_enum + 0); } for (size_t i = 0; i < queue->ent_queues[mod_iqm].size; i++) { \ entity_t ent = queue->ent_queues[mod_iqm].a[i]; \ gl_R_DrawIQMModel (ent); } qfglColor3ubv (color_white); qfglDisable (GL_CULL_FACE); qfglEnable (GL_ALPHA_TEST); if (gl_va_capable) qfglInterleavedArrays (GL_T2F_C4UB_V3F, 0, gl_spriteVertexArray); for (size_t i = 0; i < queue->ent_queues[mod_sprite].size; i++) { \ entity_t ent = queue->ent_queues[mod_sprite].a[i]; \ gl_R_DrawSpriteModel (ent); } qfglDisable (GL_ALPHA_TEST); } static void R_DrawViewModel (void) { entity_t ent = vr_data.view_model; renderer_t *renderer = Ent_GetComponent (ent.id, scene_renderer, ent.reg); if (vr_data.inhibit_viewmodel || !r_drawviewmodel || !r_drawentities || !renderer->model) return; // hack the depth range to prevent view model from poking into walls qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin)); qfglEnable (GL_CULL_FACE); if (gl_vector_light) { qfglEnable (GL_LIGHTING); qfglEnable (GL_NORMALIZE); } else if (gl_tess) { qfglEnable (GL_NORMALIZE); } if (gl_affinemodels) qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); if (gl_mtex_active_tmus >= 2) { qglActiveTexture (gl_mtex_enum + 1); qfglEnable (GL_TEXTURE_2D); qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); qfglDisable (GL_TEXTURE_2D); qglActiveTexture (gl_mtex_enum + 0); } gl_R_DrawAliasModel (ent); qfglColor3ubv (color_white); if (gl_mtex_active_tmus >= 2) { // FIXME: Ugly, but faster than cleaning // up in every R_DrawAliasModel()! qglActiveTexture (gl_mtex_enum + 1); qfglEnable (GL_TEXTURE_2D); if (gl_combine_capable && gl_overbright) { qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE); qfglTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_MODULATE); qfglTexEnvf (GL_TEXTURE_ENV, GL_RGB_SCALE, gl_rgb_scale); } else { qfglTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } qfglDisable (GL_TEXTURE_2D); qglActiveTexture (gl_mtex_enum + 0); } if (gl_affinemodels) qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE); qfglDisable (GL_NORMALIZE); qfglDisable (GL_LIGHTING); qfglDisable (GL_CULL_FACE); qfglDepthRange (gldepthmin, gldepthmax); } static void R_SetupGL (void) { qfglMatrixMode (GL_PROJECTION); qfglLoadMatrixf ((vec_t*)&gl_ctx->projection[0]);//FIXME qfglFrontFace (GL_CW); qfglMatrixMode (GL_MODELVIEW); qfglLoadIdentity (); static mat4f_t z_up = { { 0, 0, 1, 0}, {-1, 0, 0, 0}, { 0, 1, 0, 0}, { 0, 0, 0, 1}, }; mat4f_t view; mmulf (view, z_up, r_refdef.camera_inverse); qfglLoadMatrixf ((vec_t*)&view[0]);//FIXME qfglGetFloatv (GL_MODELVIEW_MATRIX, gl_r_world_matrix); // set drawing parms // qfglEnable (GL_CULL_FACE); qfglDisable (GL_ALPHA_TEST); qfglAlphaFunc (GL_GREATER, 0.5); qfglEnable (GL_DEPTH_TEST); if (gl_dlight_smooth) qfglShadeModel (GL_SMOOTH); else qfglShadeModel (GL_FLAT); } void gl_R_RenderView (void) { if (r_norefresh) { return; } if (!r_refdef.worldmodel) { return; } R_SetupGL (); gl_Fog_EnableGFog (); gl_R_DrawWorld (); gl_R_RenderDlights (); if (Entity_Valid (vr_data.view_model)) { R_DrawViewModel (); } gl_Fog_DisableGFog (); } void gl_R_ClearState (void) { r_refdef.worldmodel = 0; R_ClearEfrags (); R_ClearDlights (); R_ClearParticles (); }