/* #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 */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include "QF/cvar.h" #include "QF/qtypes.h" #include "QF/render.h" #include "QF/sys.h" #include "r_internal.h" qboolean r_dowarp, r_dowarpold; qboolean r_inhibit_viewmodel; qboolean r_force_fullscreen; qboolean r_paused; double r_realtime; double r_frametime; double r_time1; int r_lineadj; qboolean r_active; int r_init; int r_visframecount; // bumped when going to a new PVS 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; vec3_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 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, &up[0], &fwd[0], -fov_x); // rotate FWD left by FOV_X/2 degrees RotatePointAroundVector (frustum[1].normal, &up[0], &fwd[0], fov_x); // rotate FWD up by FOV_Y/2 degrees RotatePointAroundVector (frustum[2].normal, &right[0], &fwd[0], fov_y); // rotate FWD down by FOV_Y/2 degrees RotatePointAroundVector (frustum[3].normal, &right[0], &fwd[0], -fov_y); 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]); } }