/* 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/console.h" #include "QF/cvar.h" #include "QF/locs.h" #include "QF/mathlib.h" #include "QF/qargs.h" #include "QF/render.h" #include "QF/skin.h" #include "QF/sound.h" #include "QF/sys.h" #include "QF/vid.h" #include "QF/GL/defines.h" #include "QF/GL/funcs.h" #include "QF/GL/qf_rlight.h" #include "QF/GL/qf_rsurf.h" #include "QF/GL/qf_screen.h" #include "QF/GL/qf_vid.h" #include "compat.h" #include "r_cvar.h" #include "r_dynamic.h" #include "r_local.h" #include "view.h" typedef struct { vec3_t vert; float lightdot; } blended_vert_t; typedef struct { blended_vert_t *verts; int *order; } vert_order_t; 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 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); //qboolean R_CullBlocked (vec3_t mins, vec3_t maxs, vec3_t org); void glrmain_init (void) { // LordHavoc: place for gl_rmain setup code } void R_RotateForEntity (entity_t *e) { qfglTranslatef (e->origin[0], e->origin[1], e->origin[2]); qfglRotatef (e->angles[1], 0, 0, 1); qfglRotatef (-e->angles[0], 0, 1, 0); // ZOID: fixed z angle qfglRotatef (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 = r_realtime + 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; } qfglBindTexture (GL_TEXTURE_2D, frame->gl_texturenum); qfglEnable (GL_ALPHA_TEST); qfglBegin (GL_QUADS); qfglTexCoord2f (0, 1); VectorMA (e->origin, frame->down, up, point); VectorMA (point, frame->left, right, point); qfglVertex3fv (point); qfglTexCoord2f (0, 0); VectorMA (e->origin, frame->up, up, point); VectorMA (point, frame->left, right, point); qfglVertex3fv (point); qfglTexCoord2f (1, 0); VectorMA (e->origin, frame->up, up, point); VectorMA (point, frame->right, right, point); qfglVertex3fv (point); qfglTexCoord2f (1, 1); VectorMA (e->origin, frame->down, up, point); VectorMA (point, frame->right, right, point); qfglVertex3fv (point); qfglEnd (); qfglDisable (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 (vert_order_t *vo, qboolean fb) { float l; blended_vert_t *verts; int *order; int count; verts = vo->verts; order = vo->order; if (modelalpha != 1.0) qfglDepthMask (GL_FALSE); if (fb) { color_white[3] = modelalpha * 255; qfglColor4ubv (color_white); } while ((count = *order++)) { // get the vertex count and primitive type if (count < 0) { count = -count; qfglBegin (GL_TRIANGLE_FAN); } else { qfglBegin (GL_TRIANGLE_STRIP); } do { // texture coordinates come from the draw list qfglTexCoord2f (((float *) order)[0], ((float *) order)[1]); order += 2; if (!fb) { // normals and vertexes come from the frame list l = shadelight * verts->lightdot; // LordHavoc: cleanup after Endy qfglColor4f (shadecolor[0] * l, shadecolor[1] * l, shadecolor[2] * l, modelalpha); } qfglVertex3fv (verts->vert); verts++; } while (--count); qfglEnd (); } if (modelalpha != 1.0) qfglDepthMask (GL_TRUE); } 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; qfglBegin (GL_TRIANGLE_FAN); } else qfglBegin (GL_TRIANGLE_STRIP); do { // texture coordinates come from the draw list // (skipped for shadows) qfglTexCoord2fv ((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; qfglVertex3fv (point); verts++; } while (--count); qfglEnd (); } } /* 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 = (r_realtime - 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; qfglBegin (GL_TRIANGLE_FAN); } else { qfglBegin (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); qfglVertex3f ((point1[0] * lerp) + (point2[0] * blend), (point1[1] * lerp) + (point2[1] * blend), height); verts1++; verts2++; } while (--count); qfglEnd (); } } vert_order_t * GL_GetAliasFrameVerts (int frame, aliashdr_t *paliashdr, entity_t *e) { vert_order_t *vo; int count; int pose; int numposes; trivertx_t *verts; int i; 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; verts = (trivertx_t *) ((byte *) paliashdr + paliashdr->posedata); count = paliashdr->poseverts; vo = Hunk_TempAlloc (sizeof (*vo) + count * sizeof (blended_vert_t)); vo->order = (int *) ((byte *) paliashdr + paliashdr->commands); vo->verts = (blended_vert_t*)&vo[1]; if (numposes > 1) { interval = paliashdr->frames[frame].interval; pose += (int) (r_realtime / 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. */ interval = 0.1; } if (gl_lerp_anim->int_val) { trivertx_t *verts1, *verts2; float blend, lerp; e->frame_interval = interval; if (e->pose2 != pose) { e->frame_start_time = r_realtime; if (e->pose2 == -1) { e->pose1 = pose; } else { e->pose1 = e->pose2; } e->pose2 = pose; blend = 0; } else { blend = (r_realtime - e->frame_start_time) / e->frame_interval; } // wierd things start happening if blend passes 1 if (r_paused || blend > 1) blend = 1; lerp = 1 - blend; verts1 = verts + e->pose1 * count; verts2 = verts + e->pose2 * count; if (!blend) { verts = verts1; } else if (blend == 1) { verts = verts2; } else { for (i = 0; i < count; i++) { vo->verts[i].vert[0] = verts1[i].v[0] * lerp + verts2[i].v[0] * blend; vo->verts[i].vert[1] = verts1[i].v[1] * lerp + verts2[i].v[1] * blend; vo->verts[i].vert[2] = verts1[i].v[2] * lerp + verts2[i].v[2] * blend; vo->verts[i].lightdot = shadedots[verts1[i].lightnormalindex] * lerp + shadedots[verts2[i].lightnormalindex] * blend; } lastposenum0 = e->pose1; lastposenum = e->pose2; return vo; } } for (i = 0; i < count; i++) { vo->verts[i].vert[0] = verts[i].v[0]; vo->verts[i].vert[1] = verts[i].v[1]; vo->verts[i].vert[2] = verts[i].v[2]; vo->verts[i].lightdot = shadedots[verts[i].lightnormalindex]; } lastposenum = pose; return vo; } static void R_DrawAliasModel (entity_t *e, qboolean cull) { 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; vert_order_t *vo; clmodel = currententity->model; VectorAdd (currententity->origin, clmodel->mins, mins); VectorAdd (currententity->origin, clmodel->maxs, maxs); if (cull && R_CullBox (mins, maxs)) return; /* if (cull && R_CullBlocked(mins, maxs, currententity->origin)) return; */ // FIXME: shadecolor is supposed to be the lighting for the model, not // just colormod shadecolor[0] = currententity->colormod[0] * 2.0; shadecolor[1] = currententity->colormod[1] * 2.0; shadecolor[2] = currententity->colormod[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 == r_view_model) shadelight = max (shadelight, 24); for (lnum = 0; lnum < MAX_DLIGHTS; lnum++) { if (r_dlights[lnum].die >= r_realtime) { VectorSubtract (currententity->origin, r_dlights[lnum].origin, dist); add = (r_dlights[lnum].radius * r_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, 100); // was 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 = 255; // 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 qfglPushMatrix (); R_RotateForEntity (e); if (strequal (clmodel->name, "progs/eyes.mdl")) { qfglTranslatef (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 qfglScalef (paliashdr->mdl.scale[0] * 2, paliashdr->mdl.scale[1] * 2, paliashdr->mdl.scale[2] * 2); } else { qfglTranslatef (paliashdr->mdl.scale_origin[0], paliashdr->mdl.scale_origin[1], paliashdr->mdl.scale_origin[2]); qfglScalef (paliashdr->mdl.scale[0], paliashdr->mdl.scale[1], paliashdr->mdl.scale[2]); } anim = (int) (r_realtime * 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->skin && !gl_nocolors->int_val) { skin_t *skin = currententity->skin; texture = skin->texture; if (gl_fb_models->int_val) { fb_texture = skin->fb_texture; } } qfglBindTexture (GL_TEXTURE_2D, texture); if (gl_affinemodels->int_val) qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST); vo = GL_GetAliasFrameVerts (currententity->frame, paliashdr, currententity); GL_DrawAliasFrame (vo, false); // This block is GL fullbright support for objects... if (fb_texture) { qfglBindTexture (GL_TEXTURE_2D, fb_texture); GL_DrawAliasFrame (vo, true); } if (gl_affinemodels->int_val) qfglHint (GL_PERSPECTIVE_CORRECTION_HINT, GL_DONT_CARE); qfglPopMatrix (); 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; qfglPushMatrix (); R_RotateForEntity (e); qfglDisable (GL_TEXTURE_2D); color_black[3] = 128; qfglColor4ubv (color_black); if (gl_lerp_anim->int_val) { GL_DrawAliasBlendedShadow (paliashdr, lastposenum0, lastposenum, currententity); } else { GL_DrawAliasShadow (paliashdr, lastposenum); } qfglEnable (GL_TEXTURE_2D); qfglPopMatrix (); } } /* 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 = R_AllocDlight (4096); VectorCopy (nearloc->loc, dl->origin); dl->radius = 200; dl->die = r_realtime + 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 < r_numvisedicts; i++) { if (r_visedicts[i]->model->type != mod_brush) continue; currententity = r_visedicts[i]; modelalpha = currententity->alpha; R_DrawBrushModel (currententity); } for (i = 0; i < r_numvisedicts; i++) { if (r_visedicts[i]->model->type != mod_alias) continue; currententity = r_visedicts[i]; modelalpha = currententity->alpha; if (currententity == r_player_entity) currententity->angles[PITCH] *= 0.3; R_DrawAliasModel (currententity, true); } qfglColor3ubv (color_white); for (i = 0; i < r_numvisedicts; i++) { if (r_visedicts[i]->model->type != mod_sprite) continue; currententity = r_visedicts[i]; modelalpha = currententity->alpha; R_DrawSpriteModel (currententity); } } static void R_DrawViewModel (void) { currententity = r_view_model; if (r_inhibit_viewmodel || !r_drawviewmodel->int_val || envmap || !r_drawentities->int_val || !currententity->model) return; // this is a HACK! --KB modelalpha = currententity->alpha; // hack the depth range to prevent view model from poking into walls qfglDepthRange (gldepthmin, gldepthmin + 0.3 * (gldepthmax - gldepthmin)); R_DrawAliasModel (currententity, false); qfglDepthRange (gldepthmin, gldepthmax); qfglColor3ubv (color_white); } 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) { 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, r_worldentity.model); V_SetContentsColor (r_viewleaf->contents); 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; qfglFrustum (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 qfglMatrixMode (GL_PROJECTION); qfglLoadIdentity (); 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; } qfglViewport (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]) qfglScalef (1, -1, 1); else qfglScalef (-1, 1, 1); qfglCullFace (GL_BACK); } else qfglCullFace (GL_FRONT); qfglMatrixMode (GL_MODELVIEW); qfglLoadIdentity (); qfglRotatef (-90, 1, 0, 0); // put Z going up qfglRotatef (90, 0, 0, 1); // put Z going up qfglRotatef (-r_refdef.viewangles[2], 1, 0, 0); qfglRotatef (-r_refdef.viewangles[0], 0, 1, 0); qfglRotatef (-r_refdef.viewangles[1], 0, 0, 1); qfglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); qfglGetFloatv (GL_MODELVIEW_MATRIX, 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->int_val) qfglShadeModel (GL_SMOOTH); else qfglShadeModel (GL_FLAT); } static void R_Clear (void) { if (gl_clear->int_val) qfglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); else qfglClear (GL_DEPTH_BUFFER_BIT); gldepthmin = 0; gldepthmax = 1; qfglDepthFunc (GL_LEQUAL); qfglDepthRange (gldepthmin, gldepthmax); } void R_RenderScene (void) { if (r_timegraph->int_val || r_speeds->int_val || r_dspeeds->int_val) r_time1 = Sys_DoubleTime (); R_SetupFrame (); R_SetFrustum (); R_SetupGL (); R_MarkLeaves (); // done here so we know if we're in water R_PushDlights (vec3_origin); 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_RenderBrushPoly (msurface_t *fa); 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 = R_NewEntity(); if (ent) *ent = r_player_entity; gldepthmin = 0.5; gldepthmax = 1; qfglDepthRange (gldepthmin, gldepthmax); qfglDepthFunc (GL_LEQUAL); R_RenderScene (); R_DrawWaterSurfaces (); gldepthmin = 0; gldepthmax = 1; // XXX 0.5; qfglDepthRange (gldepthmin, gldepthmax); qfglDepthFunc (GL_LEQUAL); // blend on top qfglMatrixMode (GL_PROJECTION); if (mirror_plane->normal[2]) qfglScalef (1, -1, 1); else qfglScalef (-1, 1, 1); qfglCullFace (GL_FRONT); qfglMatrixMode (GL_MODELVIEW); qfglLoadMatrixf (r_base_world_matrix); color_white[2] = r_mirroralpha->value * 255; qfglColor4ubv (color_white); s = r_worldentity.model->textures[mirrortexturenum]->texturechain; for (; s; s = s->texturechain) R_RenderBrushPoly (s); r_worldentity.model->textures[mirrortexturenum]->texturechain = NULL; qfglColor3ubv (color_white); } /* 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) Sys_Error ("R_RenderView: NULL worldmodel"); // qfglFinish (); mirror = false; R_Clear (); // render normal view R_RenderScene (); R_DrawWaterSurfaces (); R_UpdateFires (); R_DrawParticles (); R_DrawViewModel (); // render mirror view R_Mirror (); if (r_timegraph->int_val) R_TimeGraph (); if (r_zgraph->int_val) R_ZGraph (); } #if 0 qboolean R_CullBlocked (vec3_t mins, vec3_t maxs, vec3_t org) { static struct trace_t trace; vec3_t point; float rad; if (!gl_occlusion->int_val) return false; // Check the origin first if ( Mod_PointInLeaf(org, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, org, &trace)) return false; } rad = sqrt((maxs[0]-org[0])*(maxs[0]-org[0]) + (maxs[1]-org[1])*(maxs[1]-org[1]) + (maxs[2]-org[2])*(maxs[2]-org[2]) ); // Check a few points on the bounding sphere to catch rotating objects // Raise the origin a bit to catch droptofloor models point[0] = org[0]; point[1] = org[1]+rad; point[2] = org[2]+4; if ( Mod_PointInLeaf(point, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, point, &trace)) return false; } point[0] = org[0]+rad; point[1] = org[1]; point[2] = org[2]+4; if ( Mod_PointInLeaf(point, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, point, &trace)) return false; } point[0] = org[0]; point[1] = org[1]-rad; point[2] = org[2]+4; if ( Mod_PointInLeaf(point, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, point, &trace)) return false; } point[0] = org[0]-rad; point[1] = org[1]; point[2] = org[2]+4; if ( Mod_PointInLeaf(point, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, point, &trace)) return false; } // Check the poles of the sphere (can catch ents on ledges that would // otherwise be missed) point[0] = org[0]; point[1] = org[1]; point[2] = org[2]+rad; if ( Mod_PointInLeaf(point, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, point, &trace)) return false; } point[0] = org[0]; point[1] = org[1]; point[2] = org[2]-rad; if ( Mod_PointInLeaf(point, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, point, &trace)) return false; } // Check the corners... if ( Mod_PointInLeaf(maxs, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, maxs, &trace)) return false; } point[0] = mins[0]; point[1] = maxs[1]; point[2] = maxs[2]; if ( Mod_PointInLeaf(point, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, point, &trace)) return false; } point[0] = mins[0]; point[1] = mins[1]; point[2] = maxs[2]; if ( Mod_PointInLeaf(point, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, point, &trace)) return false; } point[0] = maxs[0]; point[1] = mins[1]; point[2] = maxs[2]; if ( Mod_PointInLeaf(point, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, point, &trace)) return false; } if ( Mod_PointInLeaf(mins, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, mins, &trace)) return false; } point[0] = mins[0]; point[1] = maxs[1]; point[2] = mins[2]+4; if ( Mod_PointInLeaf(point, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, point, &trace)) return false; } point[0] = maxs[0]; point[1] = mins[1]; point[2] = mins[2]+4; if ( Mod_PointInLeaf(point, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, point, &trace)) return false; } point[0] = maxs[0]; point[1] = maxs[1]; point[2] = mins[2]+4; if ( Mod_PointInLeaf(point, cl.worldmodel)->contents != CONTENTS_SOLID) { if (SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, r_refdef.vieworg, point, &trace)) return false; } // Model is blocked (probably) return true; } #endif