/* 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/model.h" #include "QF/qargs.h" #include "QF/sys.h" #include "client.h" #include "chase.h" #include "game.h" #include "glquake.h" #include "render.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 currenttexture = -1; // to avoid unnecessary texture sets int cnttextures[2] = { -1, -1 }; // cached 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 particletexture; // little dot for particles int playertextures; // up to 16 color translated skins 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 void R_MarkLeaves (void); extern cvar_t *scr_fov; extern byte gammatable[256]; extern qboolean lighthalf; static float vid_gamma = 1.0; // LordHavoc: place for gl_rmain setup code void glrmain_init () { }; /* GL_CheckGamma More or less redesigned by LordHavoc */ void GL_CheckGamma (unsigned char *pal) { float inf; int i; if ((i = COM_CheckParm ("-gamma")) == 0) { if ((gl_renderer && strstr (gl_renderer, "Voodoo")) || (gl_vendor && strstr (gl_vendor, "3Dfx"))) vid_gamma = 1; else vid_gamma = 0.7; // default to 0.7 on non-3dfx // hardware } else vid_gamma = atof (com_argv[i + 1]); // build the gamma table if (vid_gamma == 1) { // screw the math for (i = 0; i < 256; i++) gammatable[i] = i; } else { for (i = 0; i < 256; i++) { inf = pow ((i + 1) / 256.0, vid_gamma) * 255 + 0.5; inf = bound (0, inf, 255); gammatable[i] = inf; } } // correct the palette for (i = 0; i < 768; i++) pal[i] = gammatable[pal[i]]; } 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 ============================================================= */ 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; } if (lighthalf) glColor4f (0.5, 0.5, 0.5, 1); else glColor4f (1, 1, 1, 1); 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; 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 (fb) glColor3f (1, 1, 1); else if (lighthalf) shadelight *= 2; 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; if (!fb) { // 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 (); } } extern vec3_t lightspot; 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 (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->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 (); } } 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); } 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; 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 // shadelight = R_LightPoint (currententity->origin); // always give the gun some light if (e == &cl.viewent && shadelight < 24) 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)); if (add > 0) shadelight += add; } } // clamp lighting if (shadelight > 200) shadelight = 200; // ZOID: never allow players to go totally black if (!strcmp (clmodel->name, "progs/player.mdl")) { if (shadelight < 8) shadelight = 8; } else if (!gl_fb_models->int_val && (!strcmp (clmodel->name, "progs/flame.mdl") || !strcmp (clmodel->name, "progs/flame2.mdl"))) { // HACK HACK HACK -- no fullbright colors, so make torches full light shadelight = 200; } 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->mdl.numtris; // // draw all the triangles // glPushMatrix (); R_RotateForEntity (e); // LordHavoc: must be in modulate mode for reasons of lighting as well as // // // fullbright support glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (!strcmp (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; glBindTexture (GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->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 /* && !strcmp (currententity->model->name, "progs/player.mdl") */ ) glBindTexture (GL_TEXTURE_2D, playertextures - 1 + i); } if (gl_smoothmodels->int_val) glShadeModel (GL_SMOOTH); if (gl_affinemodels->int_val) glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST); R_SetupAliasFrame (currententity->frame, paliashdr, false); // This block is GL fullbright support for objects... if (clmodel->hasfullbrights && gl_fb_models->int_val && paliashdr->gl_fb_texturenum[currententity->skinnum][anim]) { glBlendFunc (GL_ONE, GL_ONE); glEnable (GL_BLEND); glBindTexture (GL_TEXTURE_2D, paliashdr->gl_fb_texturenum[currententity-> skinnum][anim]); R_SetupAliasFrame (currententity->frame, paliashdr, true); glDisable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); } glShadeModel (GL_FLAT); if (gl_affinemodels->int_val) glHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); glPopMatrix (); if (r_shadows->int_val) { glPushMatrix (); R_RotateForEntity (e); glDisable (GL_TEXTURE_2D); glColor4f (0, 0, 0, 0.5); GL_DrawAliasShadow (paliashdr, lastposenum); glEnable (GL_TEXTURE_2D); glColor4f (0.5, 0.5, 0.5, 1); glPopMatrix (); } } //================================================================================== static void R_DrawEntitiesOnList (void) { int i; if (!r_drawentities->int_val) 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]; R_DrawBrushModel (currententity); } for (i = 0; i < cl_numvisedicts; i++) { if (cl_visedicts[i]->model->type != mod_alias) continue; currententity = cl_visedicts[i]; 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]; 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; // 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); Cvar_SetValue (r_lightmap, 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; // 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); 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_BLEND); glDisable (GL_ALPHA_TEST); glAlphaFunc (GL_GREATER, 0.5); glEnable (GL_DEPTH_TEST); glShadeModel (GL_SMOOTH); } /* ================ R_RenderScene r_refdef must be set before the first call ================ */ static 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 (); R_RenderDlights (); R_UpdateFires (); R_DrawParticles (); } 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); } #if 0 // !!! FIXME, Zoid, mirror is disabled for now 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 = 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); } #endif /* ================ 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_DrawViewModel (); R_DrawWaterSurfaces (); // render mirror view // R_Mirror (); }