mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-25 04:00:58 +00:00
a96536c896
belong. also, merge model.h and friends (MINUS render.h). this needed moving efrags_t from render.h to model.h.
1101 lines
24 KiB
C
1101 lines
24 KiB
C
/*
|
|
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
|
|
|
|
#include <math.h>
|
|
#include <string.h>
|
|
#include <stdio.h>
|
|
#include <stdlib.h>
|
|
|
|
#include "QF/compat.h"
|
|
#include "QF/qargs.h"
|
|
#include "QF/console.h"
|
|
#include "r_local.h"
|
|
#include "view.h"
|
|
#include "game.h"
|
|
#include "glquake.h"
|
|
#include "client.h"
|
|
#include "QF/model.h"
|
|
#include "render.h"
|
|
#include "QF/sys.h"
|
|
#include "chase.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
|
|
|
|
mplane_t frustum[4];
|
|
|
|
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);
|
|
|
|
cvar_t *r_norefresh;
|
|
cvar_t *r_drawentities;
|
|
cvar_t *r_drawviewmodel;
|
|
cvar_t *r_speeds;
|
|
cvar_t *r_fullbright;
|
|
cvar_t *r_lightmap;
|
|
cvar_t *r_shadows;
|
|
cvar_t *r_mirroralpha;
|
|
cvar_t *r_wateralpha;
|
|
cvar_t *r_waterripple;
|
|
cvar_t *r_dynamic;
|
|
cvar_t *r_novis;
|
|
cvar_t *r_netgraph;
|
|
|
|
cvar_t *gl_clear;
|
|
cvar_t *gl_cull;
|
|
cvar_t *gl_texsort;
|
|
cvar_t *gl_smoothmodels;
|
|
cvar_t *gl_affinemodels;
|
|
cvar_t *gl_polyblend;
|
|
cvar_t *gl_flashblend;
|
|
cvar_t *gl_playermip;
|
|
cvar_t *gl_nocolors;
|
|
cvar_t *gl_keeptjunctions;
|
|
cvar_t *gl_reporttjunctions;
|
|
cvar_t *gl_particles;
|
|
|
|
cvar_t *r_skyname;
|
|
cvar_t *gl_skymultipass;
|
|
|
|
cvar_t *gl_fb_models;
|
|
cvar_t *gl_fb_bmodels;
|
|
|
|
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]];
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
R_CullBox
|
|
|
|
Returns true if the box is completely outside the frustom
|
|
=================
|
|
*/
|
|
qboolean
|
|
R_CullBox (vec3_t mins, vec3_t maxs)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < 4; i++)
|
|
if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
|
|
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
|
|
|
|
=============================================================
|
|
*/
|
|
|
|
/*
|
|
================
|
|
R_GetSpriteFrame
|
|
================
|
|
*/
|
|
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;
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
R_DrawSpriteModel
|
|
|
|
=================
|
|
*/
|
|
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;
|
|
|
|
/*
|
|
=============
|
|
GL_DrawAliasFrame
|
|
=============
|
|
*/
|
|
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 ();
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
GL_DrawAliasShadow
|
|
=============
|
|
*/
|
|
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 ();
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
R_SetupAliasFrame
|
|
|
|
=================
|
|
*/
|
|
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);
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
R_DrawAliasModel
|
|
|
|
=================
|
|
*/
|
|
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 ();
|
|
}
|
|
|
|
}
|
|
|
|
//==================================================================================
|
|
|
|
/*
|
|
=============
|
|
R_DrawEntitiesOnList
|
|
=============
|
|
*/
|
|
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);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawViewModel
|
|
=============
|
|
*/
|
|
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]);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
===============
|
|
R_SetupFrame
|
|
===============
|
|
*/
|
|
static 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);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_SetupGL
|
|
=============
|
|
*/
|
|
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 ();
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
R_Clear
|
|
=============
|
|
*/
|
|
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
|
|
/*
|
|
=============
|
|
R_Mirror
|
|
=============
|
|
*/
|
|
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 ();
|
|
}
|