/* gl_rmain.c (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 $Id$ */ #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/compat.h" #include "QF/console.h" #include "QF/locs.h" #include "QF/mathlib.h" #include "QF/qargs.h" #include "QF/skin.h" #include "QF/sound.h" #include "QF/sys.h" #include "QF/vid.h" #include "client.h" #include "chase.h" #include "game.h" #include "glquake.h" #include "r_cvar.h" #include "r_dynamic.h" #include "r_local.h" #include "view.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 int c_brush_polys, c_alias_polys; qboolean envmap; // true during envmap command capture int playertextures; // up to 16 color translated skins int player_fb_textures; // up to 128 skin fullbright maps int mirrortexturenum; // quake texturenum, not gltexturenum qboolean mirror; mplane_t *mirror_plane; // 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; int d_lightstylevalue[256]; // 8.8 fraction of base light value vec3_t shadecolor; // Ender (Extend) Colormod float modelalpha; // Ender (Extend) Alpha void R_MarkLeaves (void); extern cvar_t *scr_fov; extern byte gammatable[256]; extern qboolean lighthalf; // LordHavoc: place for gl_rmain setup code void glrmain_init (void) { } 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); } static 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; } static 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; } glBindTexture (GL_TEXTURE_2D, 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; // precalculated dot products for quantized angles #define SHADEDOT_QUANT 16 float r_avertexnormal_dots[SHADEDOT_QUANT][256] = #include "anorm_dots.h" ; float *shadedots = r_avertexnormal_dots[0]; int lastposenum, lastposenum0; static void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum, qboolean fb) { 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); if (modelalpha != 1.0) glDepthMask (GL_FALSE); if (fb) { if (lighthalf) glColor4f (0.5, 0.5, 0.5, modelalpha); else glColor4f (1, 1, 1, modelalpha); } while ((count = *order++)) { // get the vertex count and primitive type 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; if (!fb) { // normals and vertexes come from the frame list l = shadedots[verts->lightnormalindex] * shadelight; // LordHavoc: cleanup after Endy glColor4f (shadecolor[0] * l, shadecolor[1] * l, shadecolor[2] * l, modelalpha); } glVertex3f (verts->v[0], verts->v[1], verts->v[2]); verts++; } while (--count); glEnd (); } if (modelalpha != 1.0) glDepthMask (GL_TRUE); glColor3ubv (lighthalf_v); } /* GL_DrawAliasBlendedFrame Interpolated model drawing */ void GL_DrawAliasBlendedFrame (aliashdr_t *paliashdr, int pose1, int pose2, float blend, qboolean fb) { float light; float lerp; trivertx_t *verts1; trivertx_t *verts2; int *order; int count; 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); if (modelalpha != 1.0) glDepthMask (GL_FALSE); if (fb) { // don't do this in the loop, it doesn't change if (lighthalf) glColor4f (0.5, 0.5, 0.5, modelalpha); else glColor4f (1, 1, 1, modelalpha); } lerp = 1 - blend; while ((count = *order++)) { // get the vertex count and primitive type 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; if (!fb) { // normals and vertexes come from the frame list // blend the light intensity from the two frames together light = shadelight * ((shadedots[verts1->lightnormalindex] * lerp) + (shadedots[verts2->lightnormalindex] * blend)); glColor4f (shadecolor[0] * light, shadecolor[1] * light, shadecolor[2] * light, modelalpha); } // blend the vertex positions from each frame together glVertex3f ((verts1->v[0] * lerp) + (verts2->v[0] * blend), (verts1->v[1] * lerp) + (verts2->v[1] * blend), (verts1->v[2] * lerp) + (verts2->v[2] * blend)); verts1++; verts2++; } while (--count); glEnd (); } if (modelalpha != 1.0) glDepthMask (GL_TRUE); glColor3ubv (lighthalf_v); } extern vec3_t lightspot; /* GL_DrawAliasShadow Standard shadow drawing */ static 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 ((count = *order++)) { // get the vertex count and primitive type 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->mdl.scale[0] + paliashdr->mdl.scale_origin[0]; point[1] = verts->v[1] * paliashdr->mdl.scale[1] + paliashdr->mdl.scale_origin[1]; point[2] = verts->v[2] * paliashdr->mdl.scale[2] + paliashdr->mdl.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 (); } } /* GL_DrawAliasBlendedShadow Interpolated shadow drawing */ void GL_DrawAliasBlendedShadow (aliashdr_t *paliashdr, int pose1, int pose2, entity_t *e) { trivertx_t *verts1, *verts2; float lerp; vec3_t point1, point2; int *order, count; float height, lheight, blend; blend = (cl.time - e->frame_start_time) / e->frame_interval; blend = min (blend, 1); lerp = 1 - blend; lheight = e->origin[2] - lightspot[2]; height = -lheight + 1.0; verts2 = verts1 = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata); verts1 += pose1 * paliashdr->poseverts; verts2 += pose2 * paliashdr->poseverts; order = (int *) ((byte *) paliashdr + paliashdr->commands); while ((count = *order++)) { // get the vertex count and primitive type if (count < 0) { count = -count; glBegin (GL_TRIANGLE_FAN); } else { glBegin (GL_TRIANGLE_STRIP); } do { order += 2; point1[0] = verts1->v[0] * paliashdr->mdl.scale[0] + paliashdr->mdl.scale_origin[0]; point1[1] = verts1->v[1] * paliashdr->mdl.scale[1] + paliashdr->mdl.scale_origin[1]; point1[2] = verts1->v[2] * paliashdr->mdl.scale[2] + paliashdr->mdl.scale_origin[2]; point1[0] -= shadevector[0] * (point1[2] + lheight); point1[1] -= shadevector[1] * (point1[2] + lheight); point2[0] = verts2->v[0] * paliashdr->mdl.scale[0] + paliashdr->mdl.scale_origin[0]; point2[1] = verts2->v[1] * paliashdr->mdl.scale[1] + paliashdr->mdl.scale_origin[1]; point2[2] = verts2->v[2] * paliashdr->mdl.scale[2] + paliashdr->mdl.scale_origin[2]; point2[0] -= shadevector[0] * (point2[2] + lheight); point2[1] -= shadevector[1] * (point2[2] + lheight); glVertex3f ((point1[0] * lerp) + (point2[0] * blend), (point1[1] * lerp) + (point2[1] * blend), height); verts1++; verts2++; } while (--count); glEnd (); } } static void R_SetupAliasFrame (int frame, aliashdr_t *paliashdr, qboolean fb) { int pose, numposes; float interval; if ((frame >= paliashdr->mdl.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, fb); } void R_SetupAliasBlendedFrame (int frame, aliashdr_t *paliashdr, entity_t *e, qboolean fb) { int pose, numposes; float blend; if ((frame >= paliashdr->mdl.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) { e->frame_interval = paliashdr->frames[frame].interval; pose += (int) (cl.time / e->frame_interval) % numposes; } else { /* One tenth of a second is good for most Quake animations. If the nextthink is longer then the animation is usually meant to pause (e.g. check out the shambler magic animation in shambler.qc). If its shorter then things will still be smoothed partly, and the jumps will be less noticable because of the shorter time. So, this is probably a good assumption. */ e->frame_interval = 0.1; } if (e->pose2 != pose) { e->frame_start_time = cl.time; if (e->pose2 == -1) { e->pose1 = pose; } else { e->pose1 = e->pose2; } e->pose2 = pose; blend = 0; } else { blend = (cl.time - e->frame_start_time) / e->frame_interval; } // wierd things start happening if blend passes 1 if (cl.paused || blend > 1) blend = 1; GL_DrawAliasBlendedFrame (paliashdr, e->pose1, e->pose2, blend, fb); } static 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; int texture; int fb_texture = 0; int skinnum; qboolean modelIsFullbright = false; clmodel = currententity->model; VectorAdd (currententity->origin, clmodel->mins, mins); VectorAdd (currententity->origin, clmodel->maxs, maxs); if (R_CullBox (mins, maxs)) return; // FIXME: shadecolor is supposed to be the lighting for the model, not // just colormod shadecolor[0] = 255;//currententity->colormod[0]; shadecolor[1] = 255;//currententity->colormod[1]; shadecolor[2] = 255;//currententity->colormod[2]; if (!lighthalf) { shadecolor[0] *= 2.0; shadecolor[1] *= 2.0; shadecolor[2] *= 2.0; } VectorCopy (currententity->origin, r_entorigin); VectorSubtract (r_origin, r_entorigin, modelorg); // get lighting information shadelight = R_LightPoint (currententity->origin); // always give the gun some light if (e == &cl.viewent) shadelight = max (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 * cl_dlights[lnum].radius * 8) / (DotProduct (dist, dist)); // FIXME Deek if (add > 0) shadelight += add; } } // clamp lighting so it doesn't overbright as much shadelight = min (shadelight, 200); // never allow players to go totally black if (strequal (clmodel->name, "progs/player.mdl")) { shadelight = max (shadelight, 8); } if (strnequal (clmodel->name, "progs/flame", 11) || strnequal (clmodel->name, "progs/bolt", 10)) { modelIsFullbright = true; shadelight = 200; // make certain models full brightness always } shadedots = r_avertexnormal_dots[((int) (e->angles[1] * (SHADEDOT_QUANT / 360.0))) & (SHADEDOT_QUANT - 1)]; 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->mdl.numtris; // draw all the triangles glPushMatrix (); R_RotateForEntity (e); if (strequal (clmodel->name, "progs/eyes.mdl")) { glTranslatef (paliashdr->mdl.scale_origin[0], paliashdr->mdl.scale_origin[1], paliashdr->mdl.scale_origin[2] - (22 + 8)); // double size of eyes, since they are really hard to see in GL glScalef (paliashdr->mdl.scale[0] * 2, paliashdr->mdl.scale[1] * 2, paliashdr->mdl.scale[2] * 2); } else { glTranslatef (paliashdr->mdl.scale_origin[0], paliashdr->mdl.scale_origin[1], paliashdr->mdl.scale_origin[2]); glScalef (paliashdr->mdl.scale[0], paliashdr->mdl.scale[1], paliashdr->mdl.scale[2]); } anim = (int) (cl.time * 10) & 3; skinnum = currententity->skinnum; if ((skinnum >= paliashdr->mdl.numskins) || (skinnum < 0)) { Con_DPrintf ("R_AliasSetupSkin: no such skin # %d\n", skinnum); skinnum = 0; } texture = paliashdr->gl_texturenum[skinnum][anim]; if (gl_fb_models->int_val && !modelIsFullbright) fb_texture = paliashdr->gl_fb_texturenum[skinnum][anim]; // we can't dynamically colormap textures, so they are cached // seperately for the players. Heads are just uncolored. if (currententity->colormap != vid.colormap && !gl_nocolors->int_val) { i = currententity - cl_entities; if (i >= 1 && i <= cl.maxclients) texture = playertextures - 1 + i; } glBindTexture (GL_TEXTURE_2D, texture); if (gl_affinemodels->int_val) glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); if (gl_lerp_anim->int_val) { R_SetupAliasBlendedFrame (currententity->frame, paliashdr, currententity, false); } else { R_SetupAliasFrame (currententity->frame, paliashdr, false); } // This block is GL fullbright support for objects... if (fb_texture) { glBindTexture (GL_TEXTURE_2D, fb_texture); if (gl_lerp_anim->int_val) { R_SetupAliasBlendedFrame (currententity->frame, paliashdr, currententity, true); } else { R_SetupAliasFrame (currententity->frame, paliashdr, true); } } if (gl_affinemodels->int_val) glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE); glPopMatrix (); if (r_shadows->int_val) { // torches, grenades, and lightning bolts do not have shadows if (modelIsFullbright) return; if (strequal (clmodel->name, "progs/grenade.mdl")) return; glPushMatrix (); R_RotateForEntity (e); glDisable (GL_TEXTURE_2D); glColor4f (0, 0, 0, 0.5); if (gl_lerp_anim->int_val) { GL_DrawAliasBlendedShadow (paliashdr, lastposenum0, lastposenum, currententity); } else { GL_DrawAliasShadow (paliashdr, lastposenum); } glEnable (GL_TEXTURE_2D); glColor3ubv (lighthalf_v); glPopMatrix (); } } /* R_ShowNearestLoc Display the nearest symbolic location (.loc files) */ static void R_ShowNearestLoc (void) { location_t *nearloc; vec3_t trueloc; dlight_t *dl; if (r_drawentities->int_val) return; nearloc = locs_find (r_origin); if (nearloc) { dl = CL_AllocDlight (4096); VectorCopy (nearloc->loc, dl->origin); dl->radius = 200; dl->die = cl.time + 0.1; dl->color[0] = 0; dl->color[1] = 1; dl->color[2] = 0; VectorCopy (nearloc->loc, trueloc); R_RunSpikeEffect (trueloc, 7); } } /* R_DrawEntitiesOnList Draw all the entities we have information on. */ static void R_DrawEntitiesOnList (void) { int i; if (!r_drawentities->int_val) { R_ShowNearestLoc(); return; } // LordHavoc: split into 3 loops to simplify state changes for (i = 0; i < cl_numvisedicts; i++) { if (cl_visedicts[i]->model->type != mod_brush) continue; currententity = cl_visedicts[i]; modelalpha = 1.0;//currententity->alpha; R_DrawBrushModel (currententity); } for (i = 0; i < cl_numvisedicts; i++) { if (cl_visedicts[i]->model->type != mod_alias) continue; currententity = cl_visedicts[i]; modelalpha = 1.0;//currententity->alpha; if (currententity == &cl_entities[cl.viewentity]) currententity->angles[PITCH] *= 0.3; R_DrawAliasModel (currententity); } for (i = 0; i < cl_numvisedicts; i++) { if (cl_visedicts[i]->model->type != mod_sprite) continue; currententity = cl_visedicts[i]; modelalpha = 1.0;//currententity->alpha; R_DrawSpriteModel (currententity); } } static void R_DrawViewModel (void) { currententity = &cl.viewent; if (!r_drawviewmodel->int_val || chase_active->int_val || envmap || !r_drawentities->int_val || (cl.items & IT_INVISIBILITY) || cl.stats[STAT_HEALTH] <= 0 || !currententity->model) return; modelalpha = 1.0;//currententity->alpha; // 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); } static 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; } static 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]); } } void R_SetupFrame (void) { // don't allow cheats in multiplayer Cvar_SetValue (r_fullbright, 0); 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; } static 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); } static void R_SetupGL (void) { float screenaspect; 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; MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 4096); if (mirror) { if (mirror_plane->normal[2]) glScalef (1, -1, 1); else glScalef (-1, 1, 1); glCullFace (GL_BACK); } else 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->int_val) glEnable (GL_CULL_FACE); else glDisable (GL_CULL_FACE); glEnable (GL_CULL_FACE); glDisable (GL_ALPHA_TEST); glAlphaFunc (GL_GREATER, 0.5); glEnable (GL_DEPTH_TEST); if (gl_dlight_smooth->int_val) glShadeModel (GL_SMOOTH); else glShadeModel (GL_FLAT); } static void R_Clear (void) { if (gl_clear->int_val) 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); } void R_RenderScene (void) { R_SetupFrame (); R_SetFrustum (); R_SetupGL (); R_PushDlights (vec3_origin); 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 (); R_RenderDlights (); } void R_Mirror (void) { float d; msurface_t *s; entity_t *ent; if (!mirror) return; memcpy (r_base_world_matrix, r_world_matrix, sizeof (r_base_world_matrix)); d = DotProduct (r_refdef.vieworg, mirror_plane->normal) - mirror_plane->dist; VectorMA (r_refdef.vieworg, -2 * d, mirror_plane->normal, r_refdef.vieworg); d = DotProduct (vpn, mirror_plane->normal); VectorMA (vpn, -2 * d, mirror_plane->normal, vpn); r_refdef.viewangles[0] = -asin (vpn[2]) / M_PI * 180; r_refdef.viewangles[1] = atan2 (vpn[1], vpn[0]) / M_PI * 180; r_refdef.viewangles[2] = -r_refdef.viewangles[2]; ent = &cl_entities[cl.viewentity]; if (cl_numvisedicts < MAX_VISEDICTS) { cl_visedicts[cl_numvisedicts] = ent; cl_numvisedicts++; } gldepthmin = 0.5; gldepthmax = 1; glDepthRange (gldepthmin, gldepthmax); glDepthFunc (GL_LEQUAL); R_RenderScene (); R_DrawWaterSurfaces (); gldepthmin = 0; gldepthmax = 1;//XXX 0.5; glDepthRange (gldepthmin, gldepthmax); glDepthFunc (GL_LEQUAL); // blend on top glMatrixMode (GL_PROJECTION); if (mirror_plane->normal[2]) glScalef (1, -1, 1); else glScalef (-1, 1, 1); glCullFace (GL_FRONT); glMatrixMode (GL_MODELVIEW); glLoadMatrixf (r_base_world_matrix); glColor4f (1, 1, 1, r_mirroralpha->value); s = cl.worldmodel->textures[mirrortexturenum]->texturechain; for (; s; s = s->texturechain) R_RenderBrushPoly (s); cl.worldmodel->textures[mirrortexturenum]->texturechain = NULL; glColor4f (1, 1, 1, 1); } /* R_RenderView r_refdef must be set before the first call */ void R_RenderView (void) { if (r_norefresh->int_val) return; if (!r_worldentity.model || !cl.worldmodel) Sys_Error ("R_RenderView: NULL worldmodel"); // glFinish (); mirror = false; R_Clear (); // render normal view R_RenderScene (); R_DrawWaterSurfaces (); R_UpdateFires (); R_DrawParticles (); R_DrawViewModel (); // render mirror view R_Mirror (); }