quakeforge/libs/video/renderer/gl/gl_rmain.c

1245 lines
30 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
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#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)
{
}
inline 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)
{
float fullinterval, targettime, time;
float *pintervals;
int frame, numframes, i;
msprite_t *psprite;
mspriteframe_t *pspriteframe;
mspritegroup_t *pspritegroup;
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)
{
float *up, *right;
msprite_t *psprite;
mspriteframe_t *frame;
vec3_t point, v_forward, v_right, v_up;
// 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"
};
// precalculated dot products for quantized angles
#define SHADEDOT_QUANT 16
float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
#include "anorm_dots.h"
;
float shadelight;
float *shadedots = r_avertexnormal_dots[0];
int lastposenum, lastposenum0;
vec3_t shadevector;
static void
GL_DrawAliasFrame (vert_order_t *vo, qboolean fb)
{
float l;
float color[4];
int count;
int *order;
blended_vert_t *verts;
verts = vo->verts;
order = vo->order;
color[3] = modelalpha;
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
qfglTexCoord2fv ((float *) order);
order += 2;
if (!fb) {
// normals and vertexes come from the frame list
l = shadelight * verts->lightdot;
VectorScale (shadecolor, l, color);
qfglColor4fv (color);
}
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)
{
float height, lheight;
int count;
int *order;
vec3_t point;
trivertx_t *verts;
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)
{
float blend, height, lheight, lerp;
int count;
int *order;
trivertx_t *verts1, *verts2;
vec3_t point1, point2;
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)
{
float interval;
int count, numposes, pose, i;
trivertx_t *verts;
vert_order_t *vo;
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)
{
float add, an;
int anim, lnum, skinnum, texture;
int fb_texture = 0;
aliashdr_t *paliashdr;
model_t *clmodel;
qboolean modelIsFullbright = false;
vec3_t dist, mins, maxs;
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 *= 0.005;
an = e->angles[1] * (M_PI / 180);
shadevector[0] = cos (-an);
shadevector[1] = sin (-an);
shadevector[2] = 1;
VectorNormalize (shadevector);
// locate the proper data
paliashdr = Cache_Get (&currententity->model->cache);
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 ();
}
Cache_Release (&currententity->model->cache);
}
/*
R_ShowNearestLoc
Display the nearest symbolic location (.loc files)
*/
static void
R_ShowNearestLoc (void)
{
dlight_t *dl;
location_t *nearloc;
vec3_t trueloc;
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);
}
inline 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;
int x, x2, y2, y, w, h;
extern int glwidth, glheight;
// 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;
entity_t **ent;
msurface_t *s;
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)
{
float rad;
static struct trace_t trace;
vec3_t point;
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