2833 lines
71 KiB
C
2833 lines
71 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_main.c
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#include "quakedef.h"
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entity_t r_worldentity;
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qboolean r_cache_thrash; // compatability
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vec3_t modelorg, r_entorigin;
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entity_t *currententity;
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int r_visframecount; // bumped when going to a new PVS
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int r_framecount; // used for dlight push checking
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int r_lightTimestamp; // PENTA: incresed when next light is started
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mplane_t frustum[4];
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int c_brush_polys, c_alias_polys;
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qboolean envmap; // true during envmap command capture
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int currenttexture = -1; // to avoid unnecessary texture sets
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int cnttextures[16] = {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }; // cached
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int particletexture; // little dot for particles
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int particletexture_smoke;
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int particletexture_glow;
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int particletexture_glow2;
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int particletexture_tele;
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int particletexture_blood;
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int particletexture_dirblood;
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int playertextures; // up to 16 color translated skins
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int mirrortexturenum; // quake texturenum, not gltexturenum
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qboolean mirror;
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qboolean glare;
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mplane_t *mirror_plane;
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mplane_t mirror_far_plane; //far plane of the view frustum for mirrors
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int mirror_clipside;
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msurface_t *causticschain;
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int caustics_textures[8];
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qboolean busy_caustics = false;
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//
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// view origin
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//
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vec3_t vup;
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vec3_t vpn;
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vec3_t vright;
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vec3_t r_origin;
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float r_projection_matrix[16];
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float r_world_matrix[16];
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float r_base_world_matrix[16];
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double r_Dproject_matrix[16];//PENTA
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double r_Dworld_matrix[16];//PENTA
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int r_Iviewport[4];//PENTA
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int numClearsSaved;//PENTA
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float color_black[4] = {0.0, 0.0, 0.0, 0.0};
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//
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// screen size info
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//
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refdef_t r_refdef;
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mleaf_t *r_viewleaf, *r_oldviewleaf;
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int d_lghtstylevalue[256]; // 8.8 fraction of base light value
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void R_MarkLeaves (void);
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void R_Clear (void);
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cvar_t r_norefresh = {"r_norefresh","0"};
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cvar_t cg_showentities = {"cg_showentities","1"};
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cvar_t cg_showviewmodel = {"cg_showviewmodel","1"};
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cvar_t r_fullbright = {"r_fullbright","0"};
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cvar_t r_lightmap = {"r_lightmap","0"};
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//cvar_t r_mirroralpha = {"r_mirroralpha","1"};
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cvar_t r_wateralpha = {"r_wateralpha","0.5"};//PENTA: different default
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cvar_t r_novis = {"r_novis","0"};
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cvar_t gl_finish = {"gl_finish","0"};
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cvar_t gl_clear = {"gl_clear","0"};
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//cvar_t gl_texsort = {"gl_texsort","1"};
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cvar_t gl_polyblend = {"gl_polyblend","1"};
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cvar_t gl_calcdepth = {"gl_calcdepth","0"};
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cvar_t sh_lightmapbright = {"sh_lightmapbright","1.0"};//PENTA: brightness of lightmaps
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cvar_t sh_visiblevolumes = {"sh_visiblevolumes","0"};//PENTA: draw shadow volumes on/off
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cvar_t sh_entityshadows = {"sh_entityshadows","1"};//PENTA: entities cast shadows on/off
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cvar_t sh_meshshadows = {"sh_meshshadows","1"};//PENTA: entities cast shadows on/off
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cvar_t sh_worldshadows = {"sh_worldshadows","1"};//PENTA: brushes cast shadows on/off
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cvar_t sh_showlightsciss = {"sh_showlightsciss","0"};//PENTA: draw numer of lights used this frame
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cvar_t sh_showlightvolume = {"sh_showlightvolume","0"};//PENTA: draw numer of lights used this frame
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cvar_t sh_occlusiontest = {"sh_occlusiontest","0"};//PENTA: draw numer of lights used this frame
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cvar_t sh_glows = {"sh_glows","1"};//PENTA: draw glows around some light sources
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cvar_t cg_showfps = {"cg_showfps","0", true}; // set for running times - muff
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cvar_t sh_debuginfo = {"sh_debuginfo","0"};
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cvar_t sh_norevis = {"sh_norevis","0"};//PENTA: no recalculating the vis for light positions
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cvar_t sh_nosvbsp = {"sh_nosvbsp","0"};//PENTA: no shadow bsp
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cvar_t sh_noeclip = {"sh_noeclip","0"};//PENTA: no entity/leaf clipping for shadows
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cvar_t sh_infinitevolumes = {"sh_infinitevolumes","0", true};//PENTA: Nvidia infinite volumes
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cvar_t sh_noscissor = {"sh_noscissor","0"};//PENTA: no scissoring
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cvar_t sh_nocleversave = {"sh_nocleversave","0"};//PENTA: don't change light drawing order to reduce stencil clears
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cvar_t sh_bumpmaps = {"sh_bumpmaps","1"};//PENTA: enable disable bump mapping
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cvar_t sh_playershadow = {"sh_playershadow","1"};//PENTA: the player casts a shadow (the one YOU are playing with, others always cast shadows)
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cvar_t sh_nocache = {"sh_nocache","0"};
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cvar_t sh_glares = {"sh_glares","0",true};
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cvar_t sh_noefrags = {"sh_noefrags","0",true};
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cvar_t sh_showtangent = {"sh_showtangent","0"};
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cvar_t sh_noshadowpopping = {"sh_noshadowpopping","1"};
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cvar_t mir_detail = {"mir_detail","1",true};
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cvar_t mir_frameskip = {"mir_frameskip","1",true};
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cvar_t mir_forcewater = {"mir_forcewater","0"};
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cvar_t mir_distance = {"mir_distance","400",true};
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cvar_t gl_wireframe = {"gl_wireframe","0"};
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cvar_t gl_caustics = {"gl_caustics","1"};
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cvar_t gl_truform = {"gl_truform","0"};
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cvar_t gl_truform_tesselation = {"gl_truform_tesselation","4"};
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cvar_t gl_mesherror = {"gl_mesherror","3"};//PENTA: subdivision of meshes
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cvar_t fog_r = {"fog_r","0.2"};
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cvar_t fog_g = {"fog_g","0.1"};
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cvar_t fog_b = {"fog_b","0.0"};
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cvar_t fog_start = {"fog_start","256"};
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cvar_t fog_end = {"fog_end","700"};
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cvar_t gl_fog = {"gl_fog","1"};
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cvar_t fog_waterfog = {"fog_waterfog","1"};
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float fog_color[4];
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cvar_t r_tangentscale = {"r_tangentscale","1"};
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cvar_t sh_delux = {"sh_delux","1"};
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cvar_t sh_rtlights = {"sh_rtlights","1"};
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mirrorplane_t mirrorplanes[NUM_MIRROR_PLANES];
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int mirror_contents;
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#ifndef GL_ATI_pn_triangles
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#define GL_PN_TRIANGLES_ATI 0x87F0
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#define GL_MAX_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F1
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#define GL_PN_TRIANGLES_POINT_MODE_ATI 0x87F2
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#define GL_PN_TRIANGLES_NORMAL_MODE_ATI 0x87F3
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#define GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI 0x87F4
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#define GL_PN_TRIANGLES_POINT_MODE_LINEAR_ATI 0x87F5
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#define GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI 0x87F6
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#define GL_PN_TRIANGLES_NORMAL_MODE_LINEAR_ATI 0x87F7
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#define GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI 0x87F8
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typedef void (APIENTRY *PFNGLPNTRIANGLESIATIPROC)(GLenum pname, GLint param);
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typedef void (APIENTRY *PFNGLPNTRIANGLESFATIPROC)(GLenum pname, GLfloat param);
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#endif
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// actually in gl_bumpradeon (duh...)
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extern PFNGLPNTRIANGLESIATIPROC qglPNTrianglesiATI;
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extern PFNGLPNTRIANGLESFATIPROC qglPNTrianglesfATI;
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#define GL_INCR_WRAP_EXT 0x8507
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#define GL_DECR_WRAP_EXT 0x8508
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#define MIN_PLAYER_MIRROR 48 //max size of player bounding box
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//extern cvar_t gl_ztrick; PENTA: Removed
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/*
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=================
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R_CullBox
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Returns true if the box is completely outside the frustom
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=================
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*/
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qboolean R_CullBox (vec3_t mins, vec3_t maxs)
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{
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int i;
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for (i=0 ; i<4 ; i++)
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if (BoxOnPlaneSide (mins, maxs, &frustum[i]) == 2)
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return true;
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return false;
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}
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void R_RotateForEntity (entity_t *e)
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{
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glTranslatef (e->origin[0], e->origin[1], e->origin[2]);
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glRotatef (e->angles[1], 0, 0, 1);
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glRotatef (-e->angles[0], 0, 1, 0);
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glRotatef (e->angles[2], 1, 0, 0);
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}
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int CL_PointContents (vec3_t p)
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{
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int cont;
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cont = CM_PointContents(cl.worldmodel,p,0);
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//cont = SV_HullPointContents (&cl.worldmodel->hulls[0], 0, p);
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/*
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if (cont <= CONTENTS_CURRENT_0 && cont >= CONTENTS_CURRENT_DOWN)
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cont = CONTENTS_WATER;
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*/
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return cont;
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}
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/*
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=============================================================
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SPRITE MODELS
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=============================================================
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*/
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/*
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================
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R_GetSpriteFrame
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================
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*/
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mspriteframe_t *R_GetSpriteFrame (entity_t *currententity)
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{
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msprite_t *psprite;
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int frame;
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psprite = currententity->model->cache.data;
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frame = currententity->frame;
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if ((frame >= psprite->numframes) || (frame < 0))
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{
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Con_Printf ("R_DrawSprite: no such frame %d\n", frame);
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frame = 0;
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}
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return &psprite->frames[frame];
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}
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/*
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=================
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R_DrawSpriteModel
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We allow any shader on a sprite now
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=================
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*/
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void R_DrawSpriteModel (entity_t *e)
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{
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msprite_t *psprite;
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mspriteframe_t *frame;
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float *up, *right;
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float *point, *tex;
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float verts[4*3];
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float texco[4*2];
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int indecies[6] = {0,1,2,2,3,0};
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vertexdef_t def;
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frame = R_GetSpriteFrame (e);
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psprite = currententity->model->cache.data;
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up = vup;
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right = vright;
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point = verts;
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tex = texco;
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//Point 1
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VectorMA (e->origin, frame->down, up, point);
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VectorMA (point, frame->left, right, point);
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tex[0] = 0;
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tex[1] = 1;
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point += 3;
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tex += 2;
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//Point 2
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VectorMA (e->origin, frame->up, up, point);
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VectorMA (point, frame->left, right, point);
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tex[0] = 0;
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tex[1] = 0;
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point += 3;
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tex += 2;
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//Point 3
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VectorMA (e->origin, frame->up, up, point);
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VectorMA (point, frame->right, right, point);
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tex[0] = 1;
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tex[1] = 0;
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point += 3;
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tex += 2;
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//Point 4
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VectorMA (e->origin, frame->down, up, point);
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VectorMA (point, frame->right, right, point);
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tex[0] = 1;
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tex[1] = 1;
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point += 3;
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tex += 2;
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Q_memset(&def,0,sizeof(vertexdef_t));
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def.vertices = verts;
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def.texcoords = texco;
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def.tangents = NULL;
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def.binormals = NULL;
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def.normals = NULL;
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def.lightmapcoords = NULL;
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def.colors = NULL;
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if (frame->shader->flags & SURF_NODRAW) return;
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gl_bumpdriver.drawTriangleListBase(&def, indecies, 6, frame->shader, -1);
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}
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/*
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=============================================================
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ALIAS MODELS
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=============================================================
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*/
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float r_avertexnormals[NUMVERTEXNORMALS][3] = {
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#include "anorms.h"
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};
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vec3_t shadevector;
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float shadelight, ambientlight;
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// precalculated dot products for quantized angles
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#define SHADEDOT_QUANT 16
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float r_avertexnormal_dots[SHADEDOT_QUANT][256] =
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#include "anorm_dots.h"
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;
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float *shadedots = r_avertexnormal_dots[0];
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int lastposenum;
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void GL_DrawPentaAliasFrame (aliashdr_t *paliashdr, int posenum);
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/*
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=============
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GL_DrawAliasFrame
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=============
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*/
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void GL_DrawAliasFrame (aliashdr_t *paliashdr, int posenum)
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{
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//Crappy
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}
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ftrivertx_t *apverts;
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void GL_DrawPentaAliasFrame (aliashdr_t *paliashdr, int posenum) {
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mtriangle_t *ptri;
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ftrivertx_t *verts;
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plane_t *planes;
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int i,j;
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return;
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//verts = apverts;
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verts = (ftrivertx_t *)((byte *)paliashdr + paliashdr->posedata);
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verts += posenum * paliashdr->poseverts;
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ptri = (mtriangle_t *)((byte *)paliashdr + paliashdr->triangles);
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planes = (plane_t *)((byte *)paliashdr + paliashdr->planes);
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planes += posenum * paliashdr->numtris;
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for (i=0 ; i<paliashdr->numtris ; i++, ptri++, planes++)
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{
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glBegin(GL_TRIANGLES);
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//Con_Printf("%i %i %i\n", (int)ptri->vertindex[0], (int)ptri->vertindex[1], (int)ptri->vertindex[2]);
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glTexCoord2f(0.5, 0.5);
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for (j=0; j<3; j++) {
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glVertex3f(verts[ptri->vertindex[j]].v[0],
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verts[ptri->vertindex[j]].v[1],
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verts[ptri->vertindex[j]].v[2]);
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//Con_Printf("%i \n",ptri->vertindex[j]);
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}
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glEnd();
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}
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}
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extern vec3_t lightspot;
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/*
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int extrudeTimeStamp;
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vec3_t extrudedVerts[MAXALIASVERTS]; //PENTA: Temp buffer for extruded vertices
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int extrudedTimestamp[MAXALIASVERTS]; //PENTA: Temp buffer for extruded vertices
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qboolean triangleVis[MAXALIASTRIS*4]; //PENTA: Temp buffer for light facingness of triangles
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void R_CalcAliasFrameShadowVolume (aliashdr_t *paliashdr,int posenum) {
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plane_t *planes;
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ftrivertx_t *verts;
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mtriangle_t *tris, *triangle;
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float d, scale;
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int i, j;
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vec3_t v2, *v1;
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planes = (plane_t *)((byte *)paliashdr + paliashdr->planes);
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planes += posenum * paliashdr->numtris;
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verts = (ftrivertx_t *)((byte *)paliashdr + paliashdr->posedata);
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verts += posenum * paliashdr->poseverts;
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tris = (mtriangle_t *)((byte *)paliashdr + paliashdr->triangles);
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extrudeTimeStamp++;
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//calculate visibility
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for (i=0; i<paliashdr->numtris; i++) {
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d = DotProduct(planes[i].normal, currentshadowlight->origin) - planes[i].dist;
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if (d > 0)
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triangleVis[i] = true;
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else
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triangleVis[i] = false;
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}
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//extude vertices
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triangle = tris;
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for (i=0; i<paliashdr->numtris; i++, triangle++) {
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if (triangleVis[i]) {//backfacing extrude it!
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for (j=0; j<3; j++) {
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int index = triangle->vertindex[j];
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if (extrudedTimestamp[index] == extrudeTimeStamp) continue;
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extrudedTimestamp[index] = extrudeTimeStamp;
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v1 = &extrudedVerts[index];
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//for (k=0; k<3; k++)
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// v2[k] = (verts[index].v[k] * paliashdr->scale[k]) + paliashdr->scale_origin[k];
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VectorCopy(verts[index].v,v2);
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VectorSubtract (v2, currentshadowlight->origin, (*v1));
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scale = Length ((*v1));
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if (sh_visiblevolumes.value) {
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//make them short so that we see them
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VectorScale ((*v1), (1/scale)* 70, (*v1));
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} else {
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//we don't have to be afraid they will clip with the far plane
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//since we use the infinite matrix trick
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VectorScale ((*v1), (1/scale)* currentshadowlight->radius*10, (*v1));
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}
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VectorAdd ((*v1), v2 ,(*v1));
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}
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}
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}
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}
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|
*/
|
|
void R_DrawAliasFrameShadowVolume2 (aliashdr_t *paliashdr,aliasframeinstant_t *instant) {
|
|
|
|
mtriangle_t *tris, *triangle;
|
|
int i, j;
|
|
aliaslightinstant_t *linstant = instant->lightinstant;
|
|
|
|
tris = (mtriangle_t *)((byte *)paliashdr + paliashdr->triangles);
|
|
|
|
|
|
//FIXME: what's faster? less begin/ends or iterating the list multiple times?
|
|
//extude vertices
|
|
triangle = tris;
|
|
for (i=0; i<paliashdr->numtris; i++, triangle++) {
|
|
|
|
if (linstant->triangleVis[i]) {
|
|
|
|
for (j=0; j<3; j++) {
|
|
|
|
qboolean shadow = false;
|
|
if (triangle->neighbours[j] == -1) {
|
|
shadow = true;
|
|
} else if (!linstant->triangleVis[triangle->neighbours[j]]) {
|
|
shadow = true;
|
|
}
|
|
|
|
if (shadow) {
|
|
int index = triangle->vertindex[j];
|
|
glBegin(GL_QUAD_STRIP);
|
|
|
|
/*
|
|
glVertex3f(verts[index].v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0],
|
|
verts[index].v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1],
|
|
verts[index].v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2]
|
|
);
|
|
*/
|
|
glVertex3fv(&instant->vertices[index][0]);
|
|
glVertex3fv(&linstant->extvertices[index][0]);
|
|
|
|
index = triangle->vertindex[(j+1)%3];
|
|
/*glVertex3f(verts[index].v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0],
|
|
verts[index].v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1],
|
|
verts[index].v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2]
|
|
);
|
|
*/
|
|
glVertex3fv(&instant->vertices[index][0]);
|
|
glVertex3fv(&linstant->extvertices[index][0]);
|
|
glEnd();
|
|
|
|
}
|
|
}
|
|
|
|
|
|
glBegin(GL_TRIANGLES);
|
|
for (j=0; j<3; j++) {
|
|
int index = triangle->vertindex[j];
|
|
/*
|
|
glVertex3f(verts[index].v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0],
|
|
verts[index].v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1],
|
|
verts[index].v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2]
|
|
);
|
|
*/
|
|
glVertex3fv(&instant->vertices[index][0]);
|
|
}
|
|
glEnd();
|
|
|
|
glBegin(GL_TRIANGLES);
|
|
for (j=2; j>=0; j--) {
|
|
glVertex3fv(&linstant->extvertices[triangle->vertindex[j]][0]);
|
|
}
|
|
glEnd();
|
|
|
|
}
|
|
|
|
/*
|
|
glBegin(GL_LINES);
|
|
for (j=0; j<3; j++) {
|
|
v2[j] = verts[ triangle->vertindex[0]].v[j] * paliashdr->scale[j] + paliashdr->scale_origin[j];
|
|
}
|
|
glVertex3fv(&v2[0]);
|
|
VectorMA(v2, 5, planes[i].normal, v2);
|
|
glVertex3fv(&v2[0]);
|
|
glEnd();
|
|
*/
|
|
}
|
|
}
|
|
/*
|
|
=============
|
|
R_DrawAliasFrameShadowVolume
|
|
=============
|
|
*/
|
|
extern vec3_t lightspot;
|
|
|
|
/*
|
|
void R_DrawAliasFrameShadowVolume (aliashdr_t *paliashdr, int posenum)
|
|
{
|
|
float s, t, l;
|
|
int i, j;
|
|
int index;
|
|
ftrivertx_t *v, *verts;
|
|
int list;
|
|
int *order;
|
|
vec3_t point,dir;
|
|
vec3_t *normal;
|
|
int count;
|
|
vec3_t fnormal;
|
|
verts = (ftrivertx_t *)((byte *)paliashdr + paliashdr->posedata);
|
|
verts += posenum * paliashdr->poseverts;
|
|
order = (int *)((byte *)paliashdr + paliashdr->commands);
|
|
|
|
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 shadow volumes) glTexCoord2fv ((float *)order);
|
|
order += 2;
|
|
|
|
// normals and vertexes come from the frame list
|
|
|
|
//point[0] = verts->v[0] * paliashdr->scale[0] + paliashdr->scale_origin[0];
|
|
//point[1] = verts->v[1] * paliashdr->scale[1] + paliashdr->scale_origin[1];
|
|
//point[2] = verts->v[2] * paliashdr->scale[2] + paliashdr->scale_origin[2];
|
|
|
|
|
|
normal = &r_avertexnormals[verts->lightnormalindex];
|
|
|
|
//VectorSubtract(point,currentshadowlight->origin,dir);
|
|
VectorSubtract(verts->v,currentshadowlight->origin,dir);
|
|
VectorNormalize(dir);
|
|
|
|
if (DotProduct(dir,(*normal)) <= 0) {
|
|
//etrude to "infinity"
|
|
if (sh_visiblevolumes.value) {
|
|
VectorScale(dir,50,dir);
|
|
} else {
|
|
VectorScale(dir,currentshadowlight->radius*10,dir);
|
|
}
|
|
//VectorAdd(point,dir,point);
|
|
VectorAdd(verts->v,dir,point);
|
|
} else
|
|
VectorCopy(verts->v,point);
|
|
|
|
glVertex3fv (point);
|
|
verts++;
|
|
} while (--count);
|
|
|
|
glEnd ();
|
|
}
|
|
}
|
|
*/
|
|
|
|
/*
|
|
=================
|
|
R_DrawAliasShadowVolume
|
|
|
|
=================
|
|
*/
|
|
|
|
void R_DrawAliasSurfaceShadowVolume (aliashdr_t *paliashdr, aliasframeinstant_t *aliasframeinstant)
|
|
{
|
|
|
|
if (paliashdr->shader->flags & SURF_NOSHADOW)
|
|
return;
|
|
|
|
#if 1
|
|
//
|
|
//Pass 1 increase
|
|
//
|
|
glCullFace(GL_BACK);
|
|
glStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
|
|
glCullFace(GL_FRONT);
|
|
|
|
R_DrawAliasFrameShadowVolume2 (paliashdr, aliasframeinstant);
|
|
|
|
//
|
|
// Second Pass. Decrease Stencil Value In The Shadow
|
|
//
|
|
glCullFace(GL_FRONT);
|
|
glStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
|
|
glCullFace(GL_BACK);
|
|
|
|
R_DrawAliasFrameShadowVolume2 (paliashdr, aliasframeinstant);
|
|
#else
|
|
glDisable(GL_CULL_FACE);
|
|
glCullFace(GL_FRONT_AND_BACK);
|
|
checkerror();
|
|
glStencilOp(GL_KEEP, GL_INCR_WRAP_EXT, GL_KEEP);
|
|
checkerror();
|
|
qglStencilFuncSeparateATI(GL_ALWAYS, GL_ALWAYS, 0, ~0);
|
|
checkerror();
|
|
qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, GL_DECR_WRAP_EXT, GL_KEEP);
|
|
checkerror();
|
|
qglStencilOpSeparateATI(GL_BACK, GL_KEEP, GL_INCR_WRAP_EXT, GL_KEEP);
|
|
checkerror();
|
|
R_DrawAliasFrameShadowVolume2 (paliashdr, aliasframeinstant);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glCullFace(GL_BACK);
|
|
#endif
|
|
}
|
|
|
|
|
|
void R_DrawAliasShadowVolume (entity_t *e)
|
|
{
|
|
model_t *clmodel;
|
|
aliashdr_t *paliashdr;
|
|
alias3data_t *data;
|
|
aliasframeinstant_t *aliasframeinstant;
|
|
int i,maxnumsurf;
|
|
//vec3_t oldlightpos;
|
|
|
|
currententity = e;
|
|
|
|
clmodel = currententity->model;
|
|
|
|
/* no shadows casting for these */
|
|
if (clmodel->flags && EF_NOSHADOW)
|
|
return;
|
|
|
|
//
|
|
// locate the proper data
|
|
//
|
|
if (!e->aliasframeinstant) {
|
|
Con_Printf("no instant for ent %s\n", clmodel->name);
|
|
return;
|
|
}
|
|
|
|
/*
|
|
Don't cull to frustum models behind you may still cast shadows
|
|
|
|
if (R_CullBox (mins, maxs))
|
|
return;
|
|
*/
|
|
|
|
VectorCopy (currententity->origin, r_entorigin);
|
|
VectorSubtract (r_origin, r_entorigin, modelorg);
|
|
|
|
//
|
|
// locate the proper data
|
|
//
|
|
// data = (alias3data_t *)Mod_Extradata (e->model);
|
|
|
|
aliasframeinstant = e->aliasframeinstant;
|
|
|
|
data = (alias3data_t *)Mod_Extradata (e->model);
|
|
maxnumsurf = data->numSurfaces;
|
|
|
|
glPushMatrix ();
|
|
R_RotateForEntity (e);
|
|
|
|
for (i=0;i<maxnumsurf;++i)
|
|
{
|
|
paliashdr = (aliashdr_t *)((char*)data + data->ofsSurfaces[i]);
|
|
|
|
if (!aliasframeinstant) {
|
|
glPopMatrix ();
|
|
Con_Printf("R_DrawAliasShadowVolume: missing instant for ent %s\n", e->model->name);
|
|
return;
|
|
}
|
|
|
|
/* doesn't fit with new structs
|
|
if (paliashdr != ((aliasframeinstant_t *)e->model->aliasframeinstant)->paliashdr) {
|
|
//Sys_Error("Cache trashed");
|
|
r_cache_thrash = true;
|
|
((aliasframeinstant_t *)e->model->aliasframeinstant)->paliashdr = paliashdr;
|
|
}
|
|
*/
|
|
|
|
if ((e->frame >= paliashdr->numframes) || (e->frame < 0))
|
|
{
|
|
glPopMatrix ();
|
|
return;
|
|
}
|
|
|
|
//
|
|
// draw all the triangles
|
|
//
|
|
R_DrawAliasSurfaceShadowVolume(paliashdr,aliasframeinstant);
|
|
aliasframeinstant = aliasframeinstant->_next;
|
|
//VectorCopy(oldlightpos,currentshadowlight->origin);
|
|
} /* for paliashdr */
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_SetupAliasFrame
|
|
|
|
=================
|
|
*/
|
|
|
|
void R_SetupAliasFrame (aliashdr_t *paliashdr, aliasframeinstant_t *instant)
|
|
{
|
|
float* texcoos;
|
|
int* indecies;
|
|
/*
|
|
if ((frame >= paliashdr->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;
|
|
|
|
apverts = (ftrivertx_t *)((byte *)paliashdr + paliashdr->frames[frame].frame);
|
|
|
|
if (numposes > 1)
|
|
{
|
|
interval = paliashdr->frames[frame].interval;
|
|
pose += (int)(cl.time / interval) % numposes;
|
|
}
|
|
*/
|
|
|
|
texcoos = (float *)((byte *)paliashdr + paliashdr->texcoords);
|
|
indecies = (int *)((byte *)paliashdr + paliashdr->indecies);
|
|
//GL_DrawAliasFrame (paliashdr, pose);
|
|
glVertexPointer(3, GL_FLOAT, 0, instant->vertices);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glNormalPointer(GL_FLOAT, 0, instant->normals);
|
|
glEnableClientState(GL_NORMAL_ARRAY);
|
|
glTexCoordPointer(2, GL_FLOAT, 0, texcoos);
|
|
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
glDrawElements(GL_TRIANGLES,paliashdr->numtris*3,GL_UNSIGNED_INT,indecies);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
glDisableClientState(GL_NORMAL_ARRAY);
|
|
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
}
|
|
|
|
/*
|
|
Draws the tangent space of the model
|
|
*/
|
|
void R_DrawAliasTangent (aliashdr_t *paliashdr, aliasframeinstant_t *instant)
|
|
{
|
|
float* texcoos;
|
|
int* indecies;
|
|
vec3_t extr;
|
|
int i;
|
|
|
|
texcoos = (float *)((byte *)paliashdr + paliashdr->texcoords);
|
|
indecies = (int *)((byte *)paliashdr + paliashdr->indecies);
|
|
//GL_DrawAliasFrame (paliashdr, pose);
|
|
|
|
for (i=0; i<paliashdr->poseverts; i++) {
|
|
|
|
glColor3ub(255,0,0);
|
|
glBegin(GL_LINES);
|
|
glVertex3fv(&instant->vertices[i][0]);
|
|
VectorMA(instant->vertices[i],1,instant->normals[i],extr);
|
|
glVertex3fv(&extr[0]);
|
|
glEnd();
|
|
|
|
glColor3ub(0,255,0);
|
|
glBegin(GL_LINES);
|
|
glVertex3fv(&instant->vertices[i][0]);
|
|
VectorMA(instant->vertices[i],1,instant->tangents[i],extr);
|
|
glVertex3fv(&extr[0]);
|
|
glEnd();
|
|
|
|
glColor3ub(0,0,255);
|
|
glBegin(GL_LINES);
|
|
glVertex3fv(&instant->vertices[i][0]);
|
|
VectorMA(instant->vertices[i],1,instant->binomials[i],extr);
|
|
glVertex3fv(&extr[0]);
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
R_DrawAliasSurface
|
|
DC : draw one surface from a model
|
|
|
|
=================
|
|
*/
|
|
|
|
|
|
|
|
void R_DrawAliasSurface (aliashdr_t *paliashdr, float bright, aliasframeinstant_t *instant)
|
|
{
|
|
int i;
|
|
int anim;
|
|
|
|
//
|
|
// draw all the triangles
|
|
//
|
|
|
|
if (!busy_caustics) {
|
|
anim = (int)(cl.time*10) & 3;
|
|
if (paliashdr->shader->numcolorstages > 0)
|
|
GL_BindAdvanced(paliashdr->shader->colorstages[0].texture[0]);
|
|
}
|
|
|
|
//XYZ
|
|
if (gl_wireframe.value) {
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
/*
|
|
if ( gl_truform.value )
|
|
{
|
|
glEnable(GL_PN_TRIANGLES_ATI);
|
|
qglPNTrianglesiATI(GL_PN_TRIANGLES_POINT_MODE_ATI, GL_PN_TRIANGLES_POINT_MODE_CUBIC_ATI);
|
|
qglPNTrianglesiATI(GL_PN_TRIANGLES_NORMAL_MODE_ATI, GL_PN_TRIANGLES_NORMAL_MODE_QUADRATIC_ATI);
|
|
qglPNTrianglesiATI(GL_PN_TRIANGLES_TESSELATION_LEVEL_ATI, gl_truform_tesselation.value);
|
|
}
|
|
|
|
*/
|
|
|
|
glColor3f(bright, bright, bright);
|
|
//if (busy_caustics)
|
|
// glColor3f(1,1,1);
|
|
R_SetupAliasFrame (paliashdr, instant);
|
|
|
|
// Draw luma if present
|
|
if ( !busy_caustics )
|
|
{
|
|
anim = (int)(cl.time*10) & 3;
|
|
/*
|
|
if ( paliashdr->gl_lumatex[currententity->skinnum][anim] != 0)
|
|
{
|
|
glFogfv(GL_FOG_COLOR, color_black);
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_ONE, GL_ONE);
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
glDisable(GL_TEXTURE_2D);
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
glColor3f(1, 1, 1);
|
|
|
|
GL_Bind( paliashdr->gl_lumatex[currententity->skinnum][anim] );
|
|
|
|
R_SetupAliasFrame (paliashdr, instant);
|
|
|
|
|
|
glColor3f(sh_lightmapbright.value,sh_lightmapbright.value,sh_lightmapbright.value);
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
glDisable(GL_BLEND);
|
|
glFogfv(GL_FOG_COLOR, fog_color);
|
|
}
|
|
*/
|
|
}
|
|
|
|
if ((sh_showtangent.value) && (!busy_caustics)) {
|
|
glDisable(GL_TEXTURE_2D);
|
|
R_DrawAliasTangent(paliashdr, instant);
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
c_alias_polys += paliashdr->numtris;
|
|
|
|
|
|
if ( gl_truform.value )
|
|
{
|
|
glDisable(GL_PN_TRIANGLES_ATI);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
=================
|
|
R_DrawAliasModel
|
|
|
|
=================
|
|
*/
|
|
|
|
/*
|
|
void R_PrepareEntityForDraw (float bright)
|
|
{
|
|
float an;
|
|
|
|
|
|
|
|
model_t *clmodel;
|
|
|
|
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);
|
|
|
|
shadelight = bright;
|
|
|
|
an = currententity->angles[1]/180*M_PI;
|
|
shadevector[0] = cos(-an);
|
|
shadevector[1] = sin(-an);
|
|
shadevector[2] = 1;
|
|
VectorNormalize (shadevector);
|
|
|
|
}
|
|
*/
|
|
|
|
void R_DrawAliasModel (float bright)
|
|
{
|
|
int i,maxnumsurf;
|
|
aliashdr_t *paliashdr;
|
|
aliasframeinstant_t *aliasframeinstant;
|
|
alias3data_t *data;
|
|
vec3_t mins,maxs;
|
|
|
|
//R_PrepareEntityForDraw (bright);
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
glPushMatrix ();
|
|
|
|
R_RotateForEntity (currententity);
|
|
|
|
data = (alias3data_t *)Mod_Extradata (currententity->model);
|
|
maxnumsurf = data->numSurfaces;
|
|
|
|
aliasframeinstant = currententity->aliasframeinstant;
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
for (i=0;i<maxnumsurf;++i){
|
|
|
|
paliashdr = (aliashdr_t *)((char*)data + data->ofsSurfaces[i]);
|
|
|
|
if (!aliasframeinstant) {
|
|
glPopMatrix();
|
|
Con_Printf("R_DrawAliasModel: missing instant for ent %s\n", currententity->model->name);
|
|
return;
|
|
}
|
|
|
|
/* disabled for now because it doesn't work with viewent
|
|
VectorAdd (currententity->origin,paliashdr->mins, mins);
|
|
VectorAdd (currententity->origin,paliashdr->maxs, maxs);
|
|
|
|
if (!R_CullBox (mins, maxs)) */
|
|
// R_DrawAliasSurface (paliashdr, bright, aliasframeinstant);
|
|
R_DrawAliasAmbient(paliashdr, aliasframeinstant);
|
|
|
|
aliasframeinstant = aliasframeinstant->_next;
|
|
}
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
|
|
glShadeModel (GL_FLAT);
|
|
|
|
glPopMatrix ();
|
|
|
|
}
|
|
|
|
//==================================================================================
|
|
|
|
|
|
void R_DrawAmbientAlias (void (*r_func)(float bright))
|
|
{
|
|
float brightness;
|
|
if (currententity->model->flags & EF_FULLBRIGHT)
|
|
{
|
|
r_func ( 1.0);
|
|
//XYZ
|
|
} else if (gl_wireframe.value) {
|
|
r_func ( 0.0);
|
|
}else {
|
|
brightness = (R_LightPoint (currententity->origin)/255.0) * sh_lightmapbright.value;
|
|
r_func (brightness);
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
PENTA:
|
|
R_DrawAmbientEntities
|
|
=============
|
|
*/
|
|
void R_DrawAmbientEntities ()
|
|
{
|
|
int i;
|
|
vec3_t mins,maxs;
|
|
|
|
if (!cg_showentities.value)
|
|
return;
|
|
|
|
//We don't draw sprites they do not cast shadows
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = cl_visedicts[i];
|
|
|
|
if (currententity->angles[0] || currententity->angles[1] || currententity->angles[2])
|
|
{
|
|
int i;
|
|
for (i=0 ; i<3 ; i++)
|
|
{
|
|
mins[i] = currententity->origin[i] - currententity->model->radius;
|
|
maxs[i] = currententity->origin[i] + currententity->model->radius;
|
|
}
|
|
} else {
|
|
VectorAdd (currententity->origin,currententity->model->mins, mins);
|
|
VectorAdd (currententity->origin,currententity->model->maxs, maxs);
|
|
}
|
|
|
|
if (R_CullBox (mins, maxs))
|
|
continue;
|
|
|
|
if (mirror) {
|
|
if (mirror_clipside == BoxOnPlaneSide(mins, maxs, mirror_plane)) {
|
|
continue;
|
|
}
|
|
|
|
if ( BoxOnPlaneSide(mins, maxs, &mirror_far_plane) == 1) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_alias:
|
|
R_DrawAmbientAlias (R_DrawAliasModel);
|
|
break;
|
|
|
|
case mod_brush:
|
|
glColor3f(sh_lightmapbright.value,sh_lightmapbright.value,sh_lightmapbright.value);
|
|
R_DrawBrushModelAmbient(currententity);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
PENTA:
|
|
R_DrawLightEntities
|
|
-> moved to gl_bumpdriver.c
|
|
=============
|
|
*/
|
|
|
|
|
|
/*
|
|
=============
|
|
R_DrawEntitiesOnList
|
|
|
|
Post multiply the textures with the frame buff.
|
|
=============
|
|
*//*
|
|
void R_DrawEntitiesOnList (void)
|
|
{
|
|
int i;
|
|
|
|
if (!cg_showentities.value)
|
|
return;
|
|
|
|
glBlendFunc(GL_ZERO,GL_SRC_COLOR);
|
|
glEnable(GL_BLEND);
|
|
glColor3f(1.0f, 1.0f, 1.0f);
|
|
|
|
//Con_Printf("cl_numvisedicts %d\n",cl_numvisedicts);
|
|
// draw sprites seperately, because of alpha blending
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = cl_visedicts[i];
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_alias:
|
|
R_DrawAliasModel (1.0);
|
|
break;
|
|
|
|
case mod_brush:
|
|
//glColor3f(1.0,1.0,1.0);
|
|
///_DrawBrushModel (currententity);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
glDisable(GL_BLEND);
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
//sprites are drawn the usual way
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = cl_visedicts[i];
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_sprite:
|
|
R_DrawSpriteModel (currententity);
|
|
default: // <AWE> added default to suppress compiler warning.
|
|
break;
|
|
}
|
|
}
|
|
|
|
|
|
}
|
|
|
|
*/
|
|
/*
|
|
=============
|
|
R_MarkEntitiesOnList
|
|
=============
|
|
*/
|
|
void R_MarkEntitiesOnList (void)
|
|
{
|
|
int i;
|
|
float angle;
|
|
|
|
if (!cg_showentities.value)
|
|
return;
|
|
|
|
for (i=0 ; i<cl_numlightvisedicts ; i++)
|
|
{
|
|
currententity = cl_lightvisedicts[i];
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_brush:
|
|
//R_MarkBrushModelSurfaces(currententity);
|
|
R_SetupBrushInstantForLight(currententity);
|
|
break;
|
|
case mod_alias:
|
|
R_SetupInstantForLight(currententity);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (cl.viewent.model)
|
|
R_SetupInstantForLight(&cl.viewent);
|
|
//for player Hack: Dont let it rotate when player looks up/down this looks
|
|
//very unrealistic
|
|
|
|
if (mirror) return;
|
|
if (!cl_entities[cl.viewentity].model) return;
|
|
|
|
angle = cl_entities[cl.viewentity].angles[0];
|
|
cl_entities[cl.viewentity].angles[0] = 0;
|
|
R_SetupInstantForLight(&cl_entities[cl.viewentity]);
|
|
cl_entities[cl.viewentity].angles[0] = angle;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawEntitiesShadowVolumes
|
|
=============
|
|
*/
|
|
void R_DrawEntitiesShadowVolumes (int type)
|
|
{
|
|
int i;
|
|
float colorscale;
|
|
vec3_t dist;
|
|
vec3_t angles;
|
|
if (!cg_showentities.value)
|
|
return;
|
|
|
|
|
|
for (i=0 ; i<cl_numlightvisedicts ; i++)
|
|
{
|
|
currententity = cl_lightvisedicts[i];
|
|
|
|
if (currententity->model->type != type) continue;
|
|
|
|
switch (currententity->model->type)
|
|
{
|
|
case mod_alias:
|
|
|
|
VectorSubtract (currententity->origin, currentshadowlight->origin,dist);
|
|
colorscale = 1 - (Length(dist) / currentshadowlight->radius);
|
|
|
|
//it will be a verry faint shadow
|
|
if (colorscale < 0.1) continue;
|
|
R_DrawAliasShadowVolume(currententity);
|
|
|
|
break;
|
|
|
|
case mod_brush:
|
|
R_DrawBrushModelVolumes(currententity);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (mirror) return;
|
|
currententity = &cl_entities[cl.viewentity];
|
|
VectorCopy(currententity->angles,angles);
|
|
//during intermissions the viewent model is nil
|
|
if (currententity->model)
|
|
if ((currententity->model->type == type)
|
|
&& (type == mod_alias)
|
|
&& (sh_playershadow.value)
|
|
&& (!cg_thirdperson.value)) { //Fix for two player shadows in chase cam - Eradicator
|
|
//for lights cast by the player don't add the player's shadow
|
|
if (currentshadowlight->owner != currententity) {
|
|
//HACK: only horizontal angle this looks better
|
|
currententity->angles[0] = 0;
|
|
currententity->angles[2] = 0;
|
|
R_DrawAliasShadowVolume(currententity);
|
|
}
|
|
}
|
|
VectorCopy(angles,currententity->angles);
|
|
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawLightSprites
|
|
|
|
Draw the overriden sprites that are lit by a cube map
|
|
=============
|
|
*/
|
|
void R_DrawLightSprites (void)
|
|
{
|
|
int i;
|
|
vec3_t dist;
|
|
float colorscale;
|
|
transform_t trans;
|
|
|
|
if (!cg_showentities.value)
|
|
return;
|
|
|
|
if ( cl_numlightvisedicts == 0 )
|
|
return;
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_ONE,GL_ONE);
|
|
glDepthMask(0);
|
|
|
|
|
|
if ( currentshadowlight->filtercube )
|
|
{
|
|
glMatrixMode(GL_TEXTURE);
|
|
glPushMatrix();
|
|
GL_EnableColorShader (false);
|
|
}
|
|
else
|
|
{
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_MODULATE);
|
|
}
|
|
|
|
for ( i = 0; i < cl_numlightvisedicts; i++)
|
|
{
|
|
currententity = cl_lightvisedicts[i];
|
|
|
|
if (currententity->model->type == mod_sprite)
|
|
{
|
|
//if ( ((msprite_t *)currententity->model->cache.data)->type
|
|
// >= SPR_VP_PARALLEL_UPRIGHT_OVER )
|
|
{
|
|
|
|
//if (currententity->light_lev)
|
|
// continue;
|
|
|
|
//We do attent instead of opengl since gl doesn't seem to do
|
|
//what we want, it never really gets to zero.
|
|
VectorSubtract(currententity->origin, currentshadowlight->origin,
|
|
dist);
|
|
colorscale = 1 - (Length(dist) / currentshadowlight->radius);
|
|
|
|
//if it's to dark we save time by not drawing it
|
|
if (colorscale < 0.1)
|
|
continue;
|
|
|
|
glColor3f(currentshadowlight->color[0]*colorscale,
|
|
currentshadowlight->color[1]*colorscale,
|
|
currentshadowlight->color[2]*colorscale);
|
|
|
|
VectorCopy(currententity->origin,trans.origin);
|
|
VectorCopy(currententity->angles,trans.angles);
|
|
trans.scale[0] = trans.scale[1] = trans.scale[2] = 1.0f;
|
|
|
|
if ( currentshadowlight->filtercube ) {
|
|
glLoadIdentity();
|
|
GL_SetupCubeMapMatrix(&trans);
|
|
}
|
|
|
|
if ( currentshadowlight->filtercube )
|
|
R_DrawSpriteModelLightWV(currententity);
|
|
else
|
|
R_DrawSpriteModelLight(currententity);
|
|
}
|
|
}
|
|
}
|
|
|
|
glDisable(GL_BLEND);
|
|
|
|
if ( currentshadowlight->filtercube )
|
|
{
|
|
GL_DisableColorShader (false);
|
|
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
glPopMatrix();
|
|
glMatrixMode(GL_MODELVIEW);
|
|
}
|
|
}
|
|
|
|
/*
|
|
=============
|
|
|
|
=============
|
|
*/
|
|
void R_DrawFullbrightSprites (void)
|
|
{
|
|
int i;
|
|
|
|
if (!cg_showentities.value)
|
|
return;
|
|
|
|
if ( cl_numvisedicts == 0 )
|
|
return;
|
|
|
|
// glEnable(GL_BLEND);
|
|
// glBlendFunc(GL_SRC_ALPHA,GL_ONE);
|
|
glDepthMask(0);
|
|
// GL_DisableMultitexture();
|
|
|
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
|
{
|
|
currententity = cl_visedicts[i];
|
|
|
|
if (currententity->model->type == mod_sprite) {
|
|
//if (((msprite_t *)currententity->model->cache.data)->type >= SPR_VP_PARALLEL_UPRIGHT_OVER) {
|
|
// if (currententity->light_lev) {
|
|
|
|
// glColor3fv(¤tentity->color[0]);
|
|
R_DrawSpriteModel(currententity);
|
|
// }
|
|
//} else {
|
|
// glColor3f(1.0f, 1.0f, 1.0f);
|
|
// R_DrawSpriteModel(currententity);
|
|
//}
|
|
}
|
|
}
|
|
|
|
// glDisable(GL_BLEND);
|
|
glDepthMask(1);
|
|
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawViewModel
|
|
|
|
Gunnetje
|
|
|
|
=============
|
|
*/
|
|
void R_DrawViewModel (void)
|
|
{
|
|
|
|
if (!cg_showviewmodel.value)
|
|
return;
|
|
|
|
if (cg_thirdperson.value)
|
|
return;
|
|
|
|
if (envmap)
|
|
return;
|
|
|
|
if (!cg_showentities.value)
|
|
return;
|
|
|
|
if (cl.items & IT_INVISIBILITY)
|
|
return;
|
|
|
|
if (cl.stats[STAT_HEALTH] <= 0)
|
|
return;
|
|
|
|
if (mirror)
|
|
return;
|
|
|
|
currententity = &cl.viewent;
|
|
if (!currententity->model)
|
|
return;
|
|
|
|
// hack the depth range to prevent view model from poking into walls
|
|
//PENTA: would this work with stencil shadows?
|
|
if ( gl_calcdepth.value ) //Calc Depth (disables shadows on v_ models,
|
|
//but they don't poke into walls) - Eradicator
|
|
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
|
|
|
|
R_DrawAliasModel (0.1f);
|
|
|
|
if ( gl_calcdepth.value ) //Calc Depth - Eradicator
|
|
glDepthRange (gldepthmin, gldepthmax);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_DrawViewModel
|
|
|
|
Gunnetje
|
|
|
|
=============
|
|
*/
|
|
void R_DrawViewModelLight (void)
|
|
{
|
|
float colorscale;
|
|
vec3_t dist;
|
|
|
|
if (!cg_showviewmodel.value)
|
|
return;
|
|
|
|
if (cg_thirdperson.value)
|
|
return;
|
|
|
|
if (envmap)
|
|
return;
|
|
|
|
if (!cg_showentities.value)
|
|
return;
|
|
|
|
if (cl.items & IT_INVISIBILITY)
|
|
return;
|
|
|
|
if (cl.stats[STAT_HEALTH] <= 0)
|
|
return;
|
|
|
|
if (mirror)
|
|
return;
|
|
|
|
currententity = &cl.viewent;
|
|
if (!currententity->model)
|
|
return;
|
|
|
|
//We do attent instead of opengl since gl doesn't seem to do
|
|
//what we want, it never really gets to zero.
|
|
VectorSubtract (currententity->origin,currentshadowlight->origin,dist);
|
|
colorscale = 1 - (Length(dist) / currentshadowlight->radius);
|
|
|
|
//if it's to dark we save time by not drawing it
|
|
if (colorscale < 0.1) return;
|
|
|
|
glColor4f(colorscale,colorscale,colorscale,colorscale);
|
|
|
|
R_DrawAliasObjectLight(currententity,R_DrawAliasBumped);
|
|
}
|
|
|
|
/*
|
|
Returns true if we should draw the view model
|
|
*/
|
|
qboolean R_ShouldDrawViewModel (void)
|
|
{
|
|
if (!cg_showviewmodel.value)
|
|
return false;
|
|
|
|
if (cg_thirdperson.value)
|
|
return false;
|
|
|
|
if (envmap)
|
|
return false;
|
|
|
|
if (!cg_showentities.value)
|
|
return false;
|
|
|
|
if (cl.items & IT_INVISIBILITY)
|
|
return false;
|
|
|
|
if (cl.stats[STAT_HEALTH] <= 0)
|
|
return false;
|
|
|
|
if (mirror)
|
|
return false;
|
|
currententity = &cl.viewent;
|
|
if (!currententity->model)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
extern cvar_t r_intensity;
|
|
/*
|
|
============
|
|
R_AdjustGamma
|
|
============
|
|
*/
|
|
void R_AdjustGamma(void) //Gamma - Eradicator
|
|
{
|
|
if (r_intensity.value < 0.2f)
|
|
r_intensity.value = 0.2f;
|
|
if (r_intensity.value >= 1)
|
|
{
|
|
r_intensity.value = 1;
|
|
return;
|
|
}
|
|
|
|
glBlendFunc (GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
|
|
glColor4f (1, 1, 1, r_intensity.value );
|
|
glBegin (GL_QUADS);
|
|
glVertex3f (10, 100, 100);
|
|
glVertex3f (10, -100, 100);
|
|
glVertex3f (10, -100, -100);
|
|
glVertex3f (10, 100, -100);
|
|
|
|
glVertex3f (11, 100, 100);
|
|
glVertex3f (11, -100, 100);
|
|
glVertex3f (11, -100, -100);
|
|
glVertex3f (11, 100, -100);
|
|
|
|
glEnd ();
|
|
}
|
|
|
|
/*
|
|
============
|
|
R_PolyBlend
|
|
============
|
|
*/
|
|
void R_PolyBlend (void)
|
|
{
|
|
if (!gl_polyblend.value)
|
|
return;
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glEnable (GL_BLEND);
|
|
glDisable (GL_DEPTH_TEST);
|
|
glDisable (GL_TEXTURE_2D);
|
|
|
|
glLoadIdentity ();
|
|
|
|
glRotatef (-90, 1, 0, 0); // put Z going up
|
|
glRotatef (90, 0, 0, 1); // put Z going up
|
|
|
|
if (v_blend[3])
|
|
{
|
|
glColor4fv (v_blend);
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
glVertex3f (10, 100, 100);
|
|
glVertex3f (10, -100, 100);
|
|
glVertex3f (10, -100, -100);
|
|
glVertex3f (10, 100, -100);
|
|
glEnd ();
|
|
|
|
}
|
|
|
|
if (r_intensity.value != 1) //Gamma - Eradicator
|
|
R_AdjustGamma();
|
|
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable (GL_BLEND);
|
|
glEnable (GL_TEXTURE_2D);
|
|
glEnable (GL_ALPHA_TEST);
|
|
}
|
|
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
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
|
|
{
|
|
//Spedup Small Calculations - Eradicator
|
|
RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x * 0.5 ) );
|
|
RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x * 0.5 );
|
|
RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y * 0.5 );
|
|
RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y * 0.5 ) );
|
|
}
|
|
|
|
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
|
|
===============
|
|
*/
|
|
void R_SetupFrame (void)
|
|
{
|
|
|
|
// don't allow cheats in multiplayer
|
|
if (cl.maxclients > 1)
|
|
{
|
|
Cvar_Set ("r_fullbright", "0");
|
|
Cvar_Set ("gl_wireframe", "0"); //Disable this is multiplayer - Eradicator
|
|
}
|
|
|
|
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;
|
|
occlusion_cut_meshes = 0;
|
|
occlusion_cut_entities = 0;
|
|
occlusion_cut_lights = 0;
|
|
|
|
}
|
|
|
|
//PENTA: wasnt in math
|
|
//<AWE> Unused. Remove it?
|
|
GLdouble cotan(GLdouble angle) {
|
|
return (cos(angle))/sin(angle);
|
|
}
|
|
|
|
//PENTA: Matrix with infinite far clipping plane
|
|
//<AWE> - optimized with static matrix.
|
|
// - "nudge" is now defined as static const.
|
|
// - p[2][3] was "-nudge" [causing heavy z-fighting on MacOS X], but has to be -1.0.
|
|
// This issue indicates less precision on the Windows side.
|
|
// - replaced the custom cotan () with 1.0 / tan () [cotan () = cos () / sin ()].
|
|
|
|
static const GLdouble nudge = 1.0 - 1.0 / ((GLdouble) (1<<23));
|
|
|
|
void pentaGlPerspective (GLdouble fov, GLdouble aspectr, GLdouble zNear)
|
|
{
|
|
static GLdouble p[4][4] = {
|
|
{ 0.0, 0.0, 0.0, 0.0 },
|
|
{ 0.0, 0.0, 0.0, 0.0 },
|
|
{ 0.0, 0.0, 0.0, -1.0 },
|
|
{ 0.0, 0.0, 0.0, 0.0 }
|
|
};
|
|
|
|
p[0][0] = 1.0 / (aspectr * tan (fov)); // <AWE> was: p[0][0] = cotan (fov) / aspectr;
|
|
p[1][1] = 1.0 / tan (fov); // <AWE> was: p[1][1] = cotan (fov);
|
|
p[2][2] = -nudge; // PM: changed again compile error otherwise
|
|
p[3][2] = -2.0 * zNear * nudge;
|
|
|
|
glLoadMatrixd (&p[0][0]);
|
|
}
|
|
|
|
//PENTA: Matrix with infinite far clipping plane
|
|
//<AWE> Updated with "nudge". Unused. Remove it?
|
|
void pentaGlFrustum( GLdouble xmin, GLdouble xmax, GLdouble ymin, GLdouble ymax, GLdouble zNear)
|
|
{
|
|
static GLdouble p[4][4] = {
|
|
{ 0.0, 0.0, 0.0, 0.0 },
|
|
{ 0.0, 0.0, 0.0, 0.0 },
|
|
{ 0.0, 0.0, 0.0, -1.0 },
|
|
{ 0.0, 0.0, 0.0, 0.0 }
|
|
};
|
|
|
|
p[0][0] = 2 * zNear / (xmax - xmin);
|
|
p[1][1] = 2 * zNear / (ymax - ymin);
|
|
p[2][2] = -nudge; // PM: changed again compile error otherwise
|
|
p[2][0] = (xmax + xmin) / (xmax - xmin);
|
|
p[2][1] = (ymax + ymin) / (ymax - ymin);
|
|
p[3][2] = -2.0 * zNear * nudge; // <AWE> updated with MUL "nudge".
|
|
|
|
glLoadMatrixd(&p[0][0]);
|
|
}
|
|
|
|
void MYgluPerspective( GLdouble fovy, GLdouble aspect,
|
|
GLdouble zNear, GLdouble zFar )
|
|
{
|
|
/*
|
|
<AWE> Unused. Can be removed.
|
|
GLdouble xmin, xmax, ymin, ymax;
|
|
|
|
ymax = zNear * tan (fovy * M_PI / 360.0);
|
|
ymin = -ymax;
|
|
|
|
xmin = ymin * aspect;
|
|
xmax = ymax * aspect;
|
|
|
|
pentaGlFrustum( xmin, xmax, ymin, ymax, zNear);
|
|
*/
|
|
pentaGlPerspective(fovy * M_PI / 360.0, aspect, zNear);
|
|
}
|
|
|
|
/*
|
|
PENTA:
|
|
from http://www.markmorley.com/opengl/frustumculling.html
|
|
Should clean it up by using procedures.
|
|
*/
|
|
float frustumPlanes[6][4];
|
|
|
|
void ExtractFrustum() // <AWE> added return type.
|
|
{
|
|
float proj[16];
|
|
float modl[16];
|
|
float clip[16];
|
|
float t;
|
|
|
|
/* Get the current PROJECTION matrix from OpenGL */
|
|
glGetFloatv( GL_PROJECTION_MATRIX, proj );
|
|
|
|
/* Get the current MODELVIEW matrix from OpenGL */
|
|
glGetFloatv( GL_MODELVIEW_MATRIX, modl );
|
|
|
|
/* Combine the two matrices (multiply projection by modelview) */
|
|
clip[ 0] = modl[ 0] * proj[ 0] + modl[ 1] * proj[ 4] + modl[ 2] * proj[ 8] + modl[ 3] * proj[12];
|
|
clip[ 1] = modl[ 0] * proj[ 1] + modl[ 1] * proj[ 5] + modl[ 2] * proj[ 9] + modl[ 3] * proj[13];
|
|
clip[ 2] = modl[ 0] * proj[ 2] + modl[ 1] * proj[ 6] + modl[ 2] * proj[10] + modl[ 3] * proj[14];
|
|
clip[ 3] = modl[ 0] * proj[ 3] + modl[ 1] * proj[ 7] + modl[ 2] * proj[11] + modl[ 3] * proj[15];
|
|
|
|
clip[ 4] = modl[ 4] * proj[ 0] + modl[ 5] * proj[ 4] + modl[ 6] * proj[ 8] + modl[ 7] * proj[12];
|
|
clip[ 5] = modl[ 4] * proj[ 1] + modl[ 5] * proj[ 5] + modl[ 6] * proj[ 9] + modl[ 7] * proj[13];
|
|
clip[ 6] = modl[ 4] * proj[ 2] + modl[ 5] * proj[ 6] + modl[ 6] * proj[10] + modl[ 7] * proj[14];
|
|
clip[ 7] = modl[ 4] * proj[ 3] + modl[ 5] * proj[ 7] + modl[ 6] * proj[11] + modl[ 7] * proj[15];
|
|
|
|
clip[ 8] = modl[ 8] * proj[ 0] + modl[ 9] * proj[ 4] + modl[10] * proj[ 8] + modl[11] * proj[12];
|
|
clip[ 9] = modl[ 8] * proj[ 1] + modl[ 9] * proj[ 5] + modl[10] * proj[ 9] + modl[11] * proj[13];
|
|
clip[10] = modl[ 8] * proj[ 2] + modl[ 9] * proj[ 6] + modl[10] * proj[10] + modl[11] * proj[14];
|
|
clip[11] = modl[ 8] * proj[ 3] + modl[ 9] * proj[ 7] + modl[10] * proj[11] + modl[11] * proj[15];
|
|
|
|
clip[12] = modl[12] * proj[ 0] + modl[13] * proj[ 4] + modl[14] * proj[ 8] + modl[15] * proj[12];
|
|
clip[13] = modl[12] * proj[ 1] + modl[13] * proj[ 5] + modl[14] * proj[ 9] + modl[15] * proj[13];
|
|
clip[14] = modl[12] * proj[ 2] + modl[13] * proj[ 6] + modl[14] * proj[10] + modl[15] * proj[14];
|
|
clip[15] = modl[12] * proj[ 3] + modl[13] * proj[ 7] + modl[14] * proj[11] + modl[15] * proj[15];
|
|
|
|
/* Extract the numbers for the RIGHT plane */
|
|
frustumPlanes[0][0] = clip[ 3] - clip[ 0];
|
|
frustumPlanes[0][1] = clip[ 7] - clip[ 4];
|
|
frustumPlanes[0][2] = clip[11] - clip[ 8];
|
|
frustumPlanes[0][3] = clip[15] - clip[12];
|
|
|
|
/* Normalize the result */
|
|
t = sqrt( frustumPlanes[0][0] * frustumPlanes[0][0] + frustumPlanes[0][1] * frustumPlanes[0][1] + frustumPlanes[0][2] * frustumPlanes[0][2] );
|
|
frustumPlanes[0][0] /= t;
|
|
frustumPlanes[0][1] /= t;
|
|
frustumPlanes[0][2] /= t;
|
|
frustumPlanes[0][3] /= t;
|
|
|
|
/* Extract the numbers for the LEFT plane */
|
|
frustumPlanes[1][0] = clip[ 3] + clip[ 0];
|
|
frustumPlanes[1][1] = clip[ 7] + clip[ 4];
|
|
frustumPlanes[1][2] = clip[11] + clip[ 8];
|
|
frustumPlanes[1][3] = clip[15] + clip[12];
|
|
|
|
/* Normalize the result */
|
|
t = sqrt( frustumPlanes[1][0] * frustumPlanes[1][0] + frustumPlanes[1][1] * frustumPlanes[1][1] + frustumPlanes[1][2] * frustumPlanes[1][2] );
|
|
frustumPlanes[1][0] /= t;
|
|
frustumPlanes[1][1] /= t;
|
|
frustumPlanes[1][2] /= t;
|
|
frustumPlanes[1][3] /= t;
|
|
|
|
/* Extract the BOTTOM plane */
|
|
frustumPlanes[2][0] = clip[ 3] + clip[ 1];
|
|
frustumPlanes[2][1] = clip[ 7] + clip[ 5];
|
|
frustumPlanes[2][2] = clip[11] + clip[ 9];
|
|
frustumPlanes[2][3] = clip[15] + clip[13];
|
|
|
|
/* Normalize the result */
|
|
t = sqrt( frustumPlanes[2][0] * frustumPlanes[2][0] + frustumPlanes[2][1] * frustumPlanes[2][1] + frustumPlanes[2][2] * frustumPlanes[2][2] );
|
|
frustumPlanes[2][0] /= t;
|
|
frustumPlanes[2][1] /= t;
|
|
frustumPlanes[2][2] /= t;
|
|
frustumPlanes[2][3] /= t;
|
|
|
|
/* Extract the TOP plane */
|
|
frustumPlanes[3][0] = clip[ 3] - clip[ 1];
|
|
frustumPlanes[3][1] = clip[ 7] - clip[ 5];
|
|
frustumPlanes[3][2] = clip[11] - clip[ 9];
|
|
frustumPlanes[3][3] = clip[15] - clip[13];
|
|
|
|
/* Normalize the result */
|
|
t = sqrt( frustumPlanes[3][0] * frustumPlanes[3][0] + frustumPlanes[3][1] * frustumPlanes[3][1] + frustumPlanes[3][2] * frustumPlanes[3][2] );
|
|
frustumPlanes[3][0] /= t;
|
|
frustumPlanes[3][1] /= t;
|
|
frustumPlanes[3][2] /= t;
|
|
frustumPlanes[3][3] /= t;
|
|
|
|
/* Extract the FAR plane */
|
|
frustumPlanes[4][0] = clip[ 3] - clip[ 2];
|
|
frustumPlanes[4][1] = clip[ 7] - clip[ 6];
|
|
frustumPlanes[4][2] = clip[11] - clip[10];
|
|
frustumPlanes[4][3] = clip[15] - clip[14];
|
|
|
|
/* Normalize the result */
|
|
t = sqrt( frustumPlanes[4][0] * frustumPlanes[4][0] + frustumPlanes[4][1] * frustumPlanes[4][1] + frustumPlanes[4][2] * frustumPlanes[4][2] );
|
|
frustumPlanes[4][0] /= t;
|
|
frustumPlanes[4][1] /= t;
|
|
frustumPlanes[4][2] /= t;
|
|
frustumPlanes[4][3] /= t;
|
|
|
|
/* Extract the NEAR plane */
|
|
frustumPlanes[5][0] = clip[ 3] + clip[ 2];
|
|
frustumPlanes[5][1] = clip[ 7] + clip[ 6];
|
|
frustumPlanes[5][2] = clip[11] + clip[10];
|
|
frustumPlanes[5][3] = clip[15] + clip[14];
|
|
|
|
/* Normalize the result */
|
|
t = sqrt( frustumPlanes[5][0] * frustumPlanes[5][0] + frustumPlanes[5][1] * frustumPlanes[5][1] + frustumPlanes[5][2] * frustumPlanes[5][2] );
|
|
frustumPlanes[5][0] /= t;
|
|
frustumPlanes[5][1] /= t;
|
|
frustumPlanes[5][2] /= t;
|
|
frustumPlanes[5][3] /= t;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_SetupGL
|
|
=============
|
|
*/
|
|
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 || mirror || glare)
|
|
{
|
|
x = y2 = 0;
|
|
w = r_refdef.vrect.width;
|
|
h = r_refdef.vrect.height;
|
|
}
|
|
|
|
glViewport (glx + x, gly + y2, w, h);
|
|
|
|
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
|
|
if (mirror) screenaspect = 1.0;
|
|
// yfov = 2*atan((float)r_refdef.vrect.height/r_refdef.vrect.width)*180/M_PI;
|
|
//PENTA: decreased zfar from 4096 to reduce z-fighting on alias models
|
|
// is this ok for quake or do we need to be able to look that far??
|
|
// seems to work, I incr. znear to 5 instead of 4
|
|
MYgluPerspective (2.0 *atan((GLdouble) r_refdef.vrect.height / (GLdouble) r_refdef.vrect.width) * 180.0 / M_PI /* r_refdef.fov_y */, screenaspect, 5.0, 2048.0);
|
|
|
|
if (mirror || glare)
|
|
{
|
|
//If we are mirroring we want to use the screen projection matrix
|
|
//not the texture (=> we just calculated this) one.
|
|
glLoadIdentity();
|
|
glMultMatrixf(r_projection_matrix);
|
|
|
|
if (mirror){
|
|
if (mirror_plane->normal[2])
|
|
glScalef (1, -1, 1);
|
|
else
|
|
glScalef (-1, 1, 1);
|
|
}
|
|
} else {
|
|
//Store it for later mirror use
|
|
glGetFloatv (GL_PROJECTION_MATRIX, r_projection_matrix);
|
|
}
|
|
|
|
|
|
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);
|
|
glGetDoublev (GL_MODELVIEW_MATRIX, r_Dworld_matrix);
|
|
glGetDoublev (GL_PROJECTION_MATRIX, r_Dproject_matrix);
|
|
glGetIntegerv (GL_VIEWPORT, (GLint *) r_Iviewport); // <AWE> added cast.
|
|
ExtractFrustum();
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_ALPHA_TEST);
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderScene
|
|
|
|
r_refdef must be set before the first call
|
|
================
|
|
*/
|
|
void R_RenderScene (void)
|
|
{
|
|
int i, j;
|
|
shadowlight_t *l = NULL;
|
|
|
|
R_SetupFrame ();
|
|
|
|
R_SetFrustum ();
|
|
|
|
R_SetupGL ();
|
|
|
|
R_MarkLeaves (); // done here so we know if we're in water, gaat visible leafs marken
|
|
|
|
//if (!mirror)
|
|
R_InitShadowsForFrame ();
|
|
|
|
R_InitDrawWorld();
|
|
|
|
//if (!mirror) {
|
|
//To ensure invariance we have to enable scissoring even for the ambient term
|
|
//But in reality this doen't work (at least on my Geforce2 card) and you still
|
|
//get (few) z-buffer fighting.
|
|
if (!sh_noscissor.value) {
|
|
glScissor(r_Iviewport[0], r_Iviewport[1], r_Iviewport[2], r_Iviewport[3]);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
//Ambient light drawing
|
|
//this uses the light maps as an ambient term
|
|
//it fills the z buffer
|
|
R_SetupInstants();
|
|
|
|
|
|
//XYZ - moved upwards
|
|
if (gl_wireframe.value) {
|
|
float old = sh_lightmapbright.value;
|
|
sh_lightmapbright.value = 1.0;
|
|
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
|
|
|
|
R_DrawAmbientEntities();
|
|
glDisable(GL_TEXTURE_2D);
|
|
R_WorldMultiplyTextures();
|
|
|
|
sh_lightmapbright.value = old;
|
|
|
|
R_DrawFullbrightSprites();
|
|
DrawBlendedTextureChains();
|
|
R_DrawDecals();
|
|
R_DrawParticles();
|
|
|
|
glColor3f(1.0, 1.0, 1.0);
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glPolygonMode(GL_FRONT_AND_BACK,GL_FILL);
|
|
return;
|
|
}
|
|
|
|
R_DrawViewModel();
|
|
R_DrawAmbientEntities();
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
R_WorldMultiplyTextures();
|
|
|
|
//if (mirror) {
|
|
// sh_lightmapbright.value = 0.3;
|
|
// return;
|
|
//}
|
|
|
|
if (!sh_noscissor.value) {
|
|
// glClear(GL_STENCIL_BUFFER_BIT); // already cleared
|
|
R_ClearRectList();
|
|
}
|
|
|
|
numClearsSaved = 0;
|
|
aliasCacheRequests = aliasFullCacheHits = aliasPartialCacheHits = 0;
|
|
brushCacheRequests = brushFullCacheHits = brushPartialCacheHits = 0;
|
|
|
|
glFogfv(GL_FOG_COLOR, color_black);
|
|
|
|
if (sh_rtlights.value)
|
|
for (i=0; i<numUsedShadowLights; i++) {
|
|
|
|
l = usedshadowlights[i];
|
|
currentshadowlight = l;
|
|
|
|
//Find the polygons that cast shadows for this light
|
|
if (!(l->shadowchainfilled = R_FillLightChains(l)))
|
|
continue;
|
|
|
|
glScissor(l->scizz.coords[0], l->scizz.coords[1],
|
|
l->scizz.coords[2]-l->scizz.coords[0], l->scizz.coords[3]-l->scizz.coords[1]);
|
|
|
|
if (sh_visiblevolumes.value) {
|
|
glDepthFunc(GL_LEQUAL);
|
|
glDepthMask(GL_TRUE);
|
|
} else {
|
|
glDepthMask(GL_FALSE);
|
|
|
|
if (l->castShadow) {
|
|
glDepthFunc(GL_LESS);
|
|
glEnable(GL_STENCIL_TEST);
|
|
glColorMask(false, false, false, false);
|
|
glStencilFunc(GL_ALWAYS, 1, 0xffffffff);
|
|
glClear(GL_STENCIL_BUFFER_BIT);
|
|
}
|
|
}
|
|
|
|
//All right now the shadow stuff
|
|
|
|
R_MarkEntitiesOnList();
|
|
|
|
//Shadow casting is on by default
|
|
if (l->castShadow) {
|
|
//Calculate the shadow volume (does nothing when static)
|
|
R_ConstructShadowVolume(l);
|
|
#if 1
|
|
//Pass 1 increase
|
|
glCullFace(GL_BACK);
|
|
glStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
|
|
if (sh_worldshadows.value) R_DrawShadowVolume(l);
|
|
|
|
// Second Pass. Decrease Stencil Value In The Shadow
|
|
glCullFace(GL_FRONT);
|
|
glStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
|
|
if (sh_worldshadows.value) R_DrawShadowVolume(l);
|
|
|
|
//PENTA: we could do the same thing for brushes as for aliasses
|
|
//Pass 1 increase
|
|
glCullFace(GL_BACK);
|
|
glStencilOp(GL_KEEP, GL_INCR, GL_KEEP);
|
|
if (sh_entityshadows.value) R_DrawEntitiesShadowVolumes(mod_brush);
|
|
|
|
// Second Pass. Decrease Stencil Value In The Shadow
|
|
glCullFace(GL_FRONT);
|
|
glStencilOp(GL_KEEP, GL_DECR, GL_KEEP);
|
|
if (sh_entityshadows.value) R_DrawEntitiesShadowVolumes(mod_brush);
|
|
|
|
#else
|
|
// glCullFace(GL_FRONT_AND_BACK);
|
|
glDisable(GL_CULL_FACE);
|
|
checkerror();
|
|
glStencilOp(GL_KEEP, GL_INCR_WRAP_EXT, GL_KEEP);
|
|
checkerror();
|
|
qglStencilFuncSeparateATI(GL_ALWAYS, GL_ALWAYS, 0, ~0);
|
|
checkerror();
|
|
qglStencilOpSeparateATI(GL_FRONT, GL_KEEP, GL_DECR_WRAP_EXT, GL_KEEP);
|
|
checkerror();
|
|
qglStencilOpSeparateATI(GL_BACK, GL_KEEP, GL_INCR_WRAP_EXT, GL_KEEP);
|
|
checkerror();
|
|
|
|
if (sh_worldshadows.value) R_DrawShadowVolume(l);
|
|
|
|
//PENTA: we could do the same thing for brushes as for aliasses
|
|
//Pass 1 increase
|
|
if (sh_entityshadows.value) R_DrawEntitiesShadowVolumes(mod_brush);
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
#endif
|
|
if (sh_entityshadows.value)
|
|
R_DrawEntitiesShadowVolumes(mod_alias);
|
|
|
|
if (sh_meshshadows.value)
|
|
StencilMeshVolumes();
|
|
|
|
//Reenable drawing
|
|
glCullFace(GL_FRONT);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
glDepthFunc(GL_LEQUAL);
|
|
glStencilFunc(GL_EQUAL, 0, 0xffffffff);
|
|
|
|
}
|
|
|
|
if (!sh_visiblevolumes.value) {
|
|
R_DrawWorldBumped();
|
|
glPolygonOffset(0,-5);
|
|
glEnable(GL_POLYGON_OFFSET_FILL);
|
|
R_DrawLightEntities(l);
|
|
glDisable(GL_POLYGON_OFFSET_FILL);
|
|
}
|
|
glDisable (GL_BLEND);
|
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glDisable(GL_STENCIL_TEST);
|
|
|
|
//sprites only recive "shadows" from the cubemap not the stencil
|
|
//disable scissorint for the sprites (gives "cut off" artefacts otherwise)
|
|
glDisable(GL_SCISSOR_TEST);
|
|
if (!sh_visiblevolumes.value) {
|
|
R_DrawLightSprites ();
|
|
}
|
|
if (!sh_noscissor.value)
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
glDepthMask(GL_TRUE);
|
|
|
|
if ((i%8) == 0)
|
|
// don't let sound get messed up if going slow
|
|
S_ExtraUpdate ();
|
|
|
|
l->visible = false;
|
|
}
|
|
|
|
glScissor(0, 0, r_Iviewport[2], r_Iviewport[3]);
|
|
glDisable(GL_SCISSOR_TEST);
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
|
|
GL_SelectTexture(GL_TEXTURE1_ARB);
|
|
GL_DisableMultitexture();
|
|
GL_SelectTexture(GL_TEXTURE0_ARB);
|
|
|
|
glFogfv(GL_FOG_COLOR, color_black);
|
|
|
|
R_DrawFullbrightSprites();
|
|
|
|
|
|
if (skyshadernum >= 0) {
|
|
//glColor3f(1,1,1);
|
|
//R_DrawSkyChain (cl.worldmodel->mapshaders[skyshadernum]);
|
|
cl.worldmodel->mapshaders[skyshadernum].texturechain = NULL;
|
|
}
|
|
|
|
|
|
// R_DrawCaustics();
|
|
DrawBlendedTextureChains();
|
|
|
|
//Removed to fix particle & water bug (see R_RenderView) - Eradicator
|
|
//R_DrawParticles (); //to fix the particles triangles showing up after water
|
|
//put this behind the water drawing#ifdef GLTEST
|
|
R_DrawDecals();
|
|
|
|
glFogfv(GL_FOG_COLOR, fog_color);
|
|
}
|
|
|
|
void R_InitMirrorChains()
|
|
{
|
|
int i;
|
|
|
|
for (i=0; i<NUM_MIRROR_PLANES; i++) {
|
|
mirrorplanes[i].texture_object = EasyTgaLoad("penta/mirrordummy.tga");
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void R_NewMirrorChains()
|
|
{
|
|
int i;
|
|
|
|
for (i=0; i<NUM_MIRROR_PLANES; i++) {
|
|
mirrorplanes[i].lockframe = 0;
|
|
mirrorplanes[i].updateframe = 0;
|
|
mirrorplanes[i].chain = NULL;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
void R_ClearMirrorChains()
|
|
{
|
|
int i;
|
|
|
|
for (i=0; i<NUM_MIRROR_PLANES; i++) {
|
|
mirrorplanes[i].chain = NULL;
|
|
}
|
|
|
|
for (i=0 ; i<cl.worldmodel->nummapshaders ; i++)
|
|
{
|
|
cl.worldmodel->mapshaders[i].texturechain = NULL;
|
|
}
|
|
}
|
|
|
|
void R_AllocateMirror(msurface_t *surf)
|
|
{
|
|
int i,oldest,oindex;
|
|
mirrorplane_t *mir = NULL;
|
|
vec3_t tempnormal;
|
|
|
|
//#define NUM_MIRROR_PLANES 8
|
|
//extern mirrorplane_t mirrorplanes[NUM_MIRROR_PLANES];
|
|
|
|
//see if surface is part of an existing mirror
|
|
for (i=0; i<NUM_MIRROR_PLANES; i++) {
|
|
|
|
VectorCopy(surf->plane->normal,tempnormal);
|
|
//if (surf->flags & SURF_PLANEBACK) {
|
|
// VectorInverse(tempnormal);
|
|
//}
|
|
|
|
if ((tempnormal[0] == mirrorplanes[i].plane.normal[0]) &&
|
|
(tempnormal[1] == mirrorplanes[i].plane.normal[1]) &&
|
|
(tempnormal[2] == mirrorplanes[i].plane.normal[2]) &&
|
|
(surf->plane->dist == mirrorplanes[i].plane.dist))
|
|
{
|
|
mir = &mirrorplanes[i];
|
|
//Con_Printf("reuse mir %i\n",i);
|
|
break;
|
|
}
|
|
}
|
|
|
|
//allocate new mirror
|
|
if (!mir) {
|
|
oldest = r_framecount;
|
|
oindex = -1;
|
|
for (i=0; i<NUM_MIRROR_PLANES; i++) {
|
|
if (mirrorplanes[i].lockframe < oldest) {
|
|
oldest = mirrorplanes[i].lockframe;
|
|
oindex = i;
|
|
}
|
|
}
|
|
|
|
if (oindex == -1) {
|
|
//Be silent about this
|
|
return;
|
|
}
|
|
|
|
mir = &mirrorplanes[oindex];
|
|
VectorCopy(surf->plane->normal,mir->plane.normal);
|
|
//if (surf->flags & SURF_PLANEBACK) {
|
|
// VectorInverse(mir->plane.normal);
|
|
//}
|
|
mir->plane.dist = surf->plane->dist;
|
|
mir->plane.type = surf->plane->type;
|
|
mir->plane.signbits = surf->plane->signbits;
|
|
//Con_Printf("New mirror: n: %f %f %f d:%f\n i: %i",mir->plane.normal[0],mir->plane.normal[1],mir->plane.normal[2],mir->plane.dist,oindex);
|
|
}
|
|
|
|
mir->lockframe = r_framecount;
|
|
surf->texturechain = mir->chain;
|
|
mir->chain = surf;
|
|
}
|
|
/*
|
|
=============
|
|
R_Mirror
|
|
=============
|
|
*/
|
|
void R_Mirror (mirrorplane_t *mir)
|
|
{
|
|
float d, olddrawents = 0.0f;
|
|
entity_t *ent;
|
|
int ox, oy, ow, oh, ofovx, ofovy, cl_oldvisedicts;
|
|
vec3_t oang, oorg;
|
|
qboolean drawplayer;
|
|
|
|
if (mirror) {
|
|
Con_Printf("Warning: Resursive mirrors\n");
|
|
return;
|
|
}
|
|
|
|
mirror = true;
|
|
mirror_plane = &mir->plane;
|
|
memcpy (r_base_world_matrix, r_world_matrix, sizeof(r_base_world_matrix));
|
|
|
|
AngleVectors (r_refdef.viewangles, vpn, vright, vup);
|
|
|
|
//setup mirrored view origin & direction
|
|
VectorCopy(r_refdef.vieworg, oorg);
|
|
d = DotProduct (r_refdef.vieworg, mir->plane.normal) - mir->plane.dist;
|
|
|
|
//camera is to far away from mirror don't update it...
|
|
if (abs(d) > mir_distance.value) {
|
|
mirror = false;
|
|
return;
|
|
}
|
|
|
|
//player is very close to mirror don't draw it since he interects it and this gives bad artefacts
|
|
if (abs(d) < MIN_PLAYER_MIRROR) {
|
|
drawplayer = false;
|
|
} else {
|
|
drawplayer = true;
|
|
}
|
|
|
|
//calculate a far plane for the mirror, stuff to far away from mirrors is not drawn anymore...
|
|
VectorCopy(mir->plane.normal,mirror_far_plane.normal);
|
|
//VectorInverse(mirror_far_plane.normal);
|
|
mirror_far_plane.dist = DotProduct(r_refdef.vieworg,mir->plane.normal) + mir_distance.value;
|
|
|
|
VectorMA (r_refdef.vieworg, -2*d, mir->plane.normal, r_refdef.vieworg);
|
|
|
|
if (d < 0) {
|
|
mirror_clipside = 1;
|
|
} else {
|
|
mirror_clipside = 2;
|
|
}
|
|
|
|
d = DotProduct (vpn, mir->plane.normal);
|
|
VectorMA (vpn, -2*d, mir->plane.normal, vpn);
|
|
|
|
VectorCopy(r_refdef.viewangles, oang);
|
|
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];
|
|
|
|
//Render to a small view rectangle
|
|
ox = r_refdef.vrect.x;
|
|
oy = r_refdef.vrect.y;
|
|
ow = r_refdef.vrect.width;
|
|
oh = r_refdef.vrect.height;
|
|
ofovx = r_refdef.fov_x;
|
|
ofovy = r_refdef.fov_y;
|
|
r_refdef.vrect.x = 0;
|
|
r_refdef.vrect.y = 0;
|
|
r_refdef.vrect.width = 256;
|
|
r_refdef.vrect.height = 256;
|
|
|
|
|
|
// r_refdef.fov_x = 90.0;
|
|
// r_refdef.fov_y = 90.0;//CalcFov (90.0, r_refdef.vrect.width, r_refdef.vrect.height);
|
|
r_refdef.fov_x = scr_fov.value;
|
|
r_refdef.fov_y = CalcFov (r_refdef.fov_x, r_refdef.vrect.width, r_refdef.vrect.height);
|
|
|
|
|
|
//Note: This was probably already a problem with the original quake mirrors
|
|
//the static entities are added in all mirror passes making that by the end of
|
|
//mirror rendering we are rendering the statics multiple times.
|
|
//so we back up the number of entities (dynamics are in front) and later restore it
|
|
cl_oldvisedicts = cl_numvisedicts;
|
|
|
|
|
|
olddrawents = cg_showentities.value;
|
|
if (mir_detail.value < 2) {
|
|
//Don't draw entities
|
|
cg_showentities.value = 0;
|
|
} else {
|
|
//Hack add player to back of list
|
|
if (drawplayer && cl_entities[cl.viewentity].model) {
|
|
ent = &cl_entities[cl.viewentity];
|
|
if (cl_numvisedicts < MAX_VISEDICTS)
|
|
{
|
|
cl_visedicts[cl_numvisedicts] = ent;
|
|
cl_numvisedicts++;
|
|
}
|
|
}
|
|
}
|
|
//cg_showentities.value = 0;
|
|
|
|
glFrontFace(GL_CW);
|
|
//R_RenderView ();
|
|
//Con_Printf("Render mirror\n");
|
|
|
|
//olddrawents = cg_showentities.value;
|
|
//cg_showentities.value = mir_detail.value-1;
|
|
|
|
|
|
R_RenderScene ();
|
|
|
|
cg_showentities.value = olddrawents;
|
|
|
|
Q_memcpy (mir->matrix, r_world_matrix, sizeof(r_world_matrix));
|
|
|
|
GL_Bind(mir->texture_object);
|
|
glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, 256, 256);
|
|
glClear (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
|
|
|
|
if (mir_detail.value < 2) {
|
|
cg_showentities.value = olddrawents;
|
|
}
|
|
|
|
// cg_showentities.value = 1;
|
|
|
|
r_refdef.vrect.x = ox;
|
|
r_refdef.vrect.y = oy;
|
|
r_refdef.vrect.width = ow;
|
|
r_refdef.vrect.height = oh;
|
|
r_refdef.fov_x = ofovx;
|
|
r_refdef.fov_y = ofovy;
|
|
|
|
cl_numvisedicts = cl_oldvisedicts;
|
|
|
|
VectorCopy(oorg, r_refdef.vieworg);
|
|
VectorCopy(oang, r_refdef.viewangles);
|
|
|
|
// blend on top
|
|
/*
|
|
glMatrixMode(GL_PROJECTION);
|
|
if (mir->plane.normal[2])
|
|
glScalef (1,-1,1);
|
|
else
|
|
glScalef (-1,1,1);
|
|
*/
|
|
glFrontFace(GL_CCW);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
//glLoadMatrixf (r_base_world_matrix);
|
|
memcpy(r_world_matrix, r_base_world_matrix, sizeof(r_base_world_matrix));
|
|
|
|
mirror = false;
|
|
Sbar_Changed ();
|
|
}
|
|
|
|
void R_RenderMirrors()
|
|
{
|
|
int i;
|
|
for (i=0; i<NUM_MIRROR_PLANES; i++) {
|
|
if (mirrorplanes[i].chain && ((r_framecount - mirrorplanes[i].updateframe) > mir_frameskip.value)) {
|
|
R_Mirror(&mirrorplanes[i]);
|
|
mirrorplanes[i].lockframe = r_framecount;
|
|
mirrorplanes[i].updateframe = r_framecount;
|
|
}
|
|
}
|
|
}
|
|
|
|
void R_SetupMirrorShader(msurface_t *surf,mirrorplane_t *mir) {
|
|
|
|
if (mir_detail.value < 1) {
|
|
GL_Bind(newenvmap);
|
|
} else
|
|
GL_Bind(mir->texture_object);
|
|
|
|
if ((surf->flags & SURF_DRAWTURB) && !(surf->flags & SURF_GLASS)) {
|
|
//it is water
|
|
//glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
|
|
glEnable(GL_BLEND);
|
|
return;
|
|
} else {
|
|
|
|
if (surf->flags & SURF_DRAWTURB) {
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
|
|
glEnable(GL_BLEND);
|
|
return;
|
|
}
|
|
|
|
//it is glass or a mirror
|
|
//GL_EnableMultiTexture();
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_REPLACE);
|
|
|
|
GL_EnableMultitexture();
|
|
//SHADERS GL_Bind(surf->texinfo->texture->gl_texturenum);
|
|
|
|
//No colormaps: Color maps are bound on tmu 0 so disable it
|
|
//and let tu1 modulate itself with the light map brightness
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_ARB);
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE0_RGB_ARB, GL_PREVIOUS_ARB);
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_SOURCE2_RGB_ARB, GL_TEXTURE);
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_COMBINE_RGB_ARB, GL_INTERPOLATE_ARB);
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_ALPHA);
|
|
|
|
//SHADERS GL_Bind(surf->texinfo->texture->gl_texturenum);
|
|
}
|
|
}
|
|
|
|
void R_DisableMirrorShader(msurface_t *surf,mirrorplane_t *mir) {
|
|
|
|
|
|
if ((surf->flags & SURF_DRAWTURB) && !(surf->flags & SURF_GLASS)) {
|
|
//it is water
|
|
glDisable(GL_BLEND);
|
|
return;
|
|
} else {
|
|
|
|
if (surf->flags & SURF_DRAWTURB) {
|
|
glDisable(GL_BLEND);
|
|
return;
|
|
}
|
|
|
|
glTexEnvf (GL_TEXTURE_ENV, GL_OPERAND2_RGB_ARB, GL_SRC_COLOR);
|
|
GL_DisableMultitexture();
|
|
}
|
|
}
|
|
|
|
void R_DrawMirrorSurfaces()
|
|
{
|
|
int i;
|
|
msurface_t *s;
|
|
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
|
|
for (i=0; i<NUM_MIRROR_PLANES; i++) {
|
|
if (mirrorplanes[i].chain) {
|
|
|
|
glMatrixMode(GL_TEXTURE);
|
|
|
|
glPushMatrix();
|
|
if (mir_detail.value > 0) {
|
|
glLoadIdentity();
|
|
glTranslatef(0.5, 0.5, 0);
|
|
glScalef(0.5, 0.5, 0);
|
|
glMultMatrixf (r_projection_matrix);
|
|
glMultMatrixf (r_world_matrix);
|
|
} else {
|
|
//glMultMatrixf (r_projection_matrix);
|
|
glTranslatef(r_refdef.vieworg[0]/1000,r_refdef.vieworg[1]/1000,r_refdef.vieworg[2]/1000);
|
|
glTexGeni(GL_S,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP);
|
|
glTexGeni(GL_T,GL_TEXTURE_GEN_MODE,GL_SPHERE_MAP);
|
|
glEnable(GL_TEXTURE_GEN_S);
|
|
glEnable(GL_TEXTURE_GEN_T);
|
|
}
|
|
|
|
R_SetupMirrorShader(mirrorplanes[i].chain,&mirrorplanes[i]);
|
|
|
|
s = mirrorplanes[i].chain;
|
|
|
|
glNormal3fv(mirrorplanes[i].plane.normal);
|
|
for ( ; s ; s=s->texturechain) {
|
|
if ((s->flags & SURF_GLASS) && (s->flags & SURF_DRAWTURB)) {
|
|
glColor4f(1,1,1,0.5);
|
|
EmitMirrorPolys (s);
|
|
} else if (s->flags & SURF_DRAWTURB) {
|
|
glColor4f(1,1,1,r_wateralpha.value);
|
|
EmitMirrorWaterPolys (s);
|
|
} else {
|
|
glColor4f(1,1,1,1);
|
|
EmitMirrorPolys (s);
|
|
}
|
|
}
|
|
|
|
R_DisableMirrorShader(mirrorplanes[i].chain,&mirrorplanes[i]);
|
|
|
|
glPopMatrix();
|
|
if (mir_detail.value == 0) {
|
|
glDisable(GL_TEXTURE_GEN_S);
|
|
glDisable(GL_TEXTURE_GEN_T);
|
|
}
|
|
glMatrixMode(GL_MODELVIEW);
|
|
}
|
|
}
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_Clear
|
|
=============
|
|
*/
|
|
void R_Clear (void)
|
|
{
|
|
/*if (r_mirroralpha.value != 1.0)
|
|
{
|
|
if (gl_clear.value)
|
|
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
else
|
|
glClear (GL_DEPTH_BUFFER_BIT);
|
|
gldepthmin = 0;
|
|
gldepthmax = 0.5;
|
|
glDepthFunc (GL_LEQUAL);
|
|
}
|
|
else if (gl_ztrick.value) PENTA: Removed
|
|
{
|
|
static int trickframe;
|
|
|
|
if (gl_clear.value)
|
|
glClear (GL_COLOR_BUFFER_BIT);
|
|
|
|
trickframe++;
|
|
if (trickframe & 1)
|
|
{
|
|
gldepthmin = 0;
|
|
gldepthmax = 0.49999;
|
|
glDepthFunc (GL_LEQUAL);
|
|
}
|
|
else
|
|
{
|
|
gldepthmin = 1;
|
|
gldepthmax = 0.5;
|
|
glDepthFunc (GL_GEQUAL);
|
|
}
|
|
}
|
|
else*/
|
|
|
|
{
|
|
if (gl_clear.value || gl_wireframe.value)
|
|
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
else
|
|
glClear (GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
|
|
gldepthmin = 0;
|
|
gldepthmax = 1;
|
|
glDepthFunc (GL_LEQUAL);
|
|
}
|
|
|
|
glDepthRange (gldepthmin, gldepthmax);
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_RenderView
|
|
|
|
r_refdef must be set before the first call
|
|
================
|
|
*/
|
|
void R_RenderView (void)
|
|
{
|
|
double time1 = 0.0, time2;
|
|
GLfloat colors[4] = {(GLfloat) 0.2, (GLfloat) 0.1, (GLfloat) 0.0, (GLfloat) 0.20};
|
|
float oldfogen;
|
|
int viewcont;
|
|
|
|
if (r_norefresh.value)
|
|
return;
|
|
|
|
if (!r_worldentity.model || !cl.worldmodel)
|
|
Sys_Error ("R_RenderView: NULL worldmodel");
|
|
|
|
mirror = false;
|
|
|
|
|
|
if (gl_finish.value)
|
|
glFinish ();
|
|
|
|
R_Clear ();
|
|
|
|
viewcont = CL_PointContents(r_origin);
|
|
fog_color[3] = 1.0;
|
|
if ((viewcont & CONTENTS_WATER) && (fog_waterfog.value)){
|
|
glFogi(GL_FOG_MODE, GL_LINEAR);
|
|
fog_color[0] = 64/255.0f;
|
|
fog_color[1] = 48/255.0f;
|
|
fog_color[2] = 0.0;
|
|
glFogfv(GL_FOG_COLOR, fog_color);
|
|
glFogf(GL_FOG_END, 512);
|
|
glFogf(GL_FOG_START, 0);
|
|
glEnable(GL_FOG);
|
|
oldfogen = gl_fog.value;
|
|
gl_fog.value = 1.0;
|
|
} else if ((viewcont & CONTENTS_SLIME) && (fog_waterfog.value)){
|
|
glFogi(GL_FOG_MODE, GL_LINEAR);
|
|
fog_color[0] = 0.0;
|
|
fog_color[1] = 128/255.0f;
|
|
fog_color[2] = 32/255.0f;
|
|
glFogfv(GL_FOG_COLOR, fog_color);
|
|
glFogf(GL_FOG_END, 256);
|
|
glFogf(GL_FOG_START, 0);
|
|
glEnable(GL_FOG);
|
|
oldfogen = gl_fog.value;
|
|
gl_fog.value = 1.0;
|
|
} else if ((viewcont & CONTENTS_LAVA) && (fog_waterfog.value)){
|
|
glFogi(GL_FOG_MODE, GL_LINEAR);
|
|
fog_color[0] = 255/255.0f;
|
|
fog_color[1] = 64/255.0f;
|
|
fog_color[2] = 0.0;
|
|
glFogfv(GL_FOG_COLOR, fog_color);
|
|
glFogf(GL_FOG_END, 256);
|
|
glFogf(GL_FOG_START, 0);
|
|
glEnable(GL_FOG);
|
|
oldfogen = gl_fog.value;
|
|
gl_fog.value = 1.0;
|
|
|
|
} else {
|
|
glFogi(GL_FOG_MODE, GL_LINEAR);
|
|
fog_color[0] = fog_r.value/255.0f;
|
|
fog_color[1] = fog_g.value/255.0f;
|
|
fog_color[2] = fog_b.value/255.0f;
|
|
glFogfv(GL_FOG_COLOR, fog_color);
|
|
glFogf(GL_FOG_END, fog_end.value);
|
|
glFogf(GL_FOG_START, fog_start.value);
|
|
if (gl_fog.value && !gl_wireframe.value)
|
|
glEnable(GL_FOG);
|
|
}
|
|
|
|
if (mir_detail.value > 0) {
|
|
R_RenderMirrors();
|
|
// glClear (GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
R_ClearMirrorChains();
|
|
|
|
R_Glare ();
|
|
|
|
R_ClearMirrorChains();
|
|
|
|
// render normal view
|
|
|
|
R_RenderScene ();
|
|
|
|
DrawLightVolumeInfo();
|
|
|
|
//R_DrawViewModel ();
|
|
|
|
/*Rendering fog in black for particles is done to stop triangle effect on the
|
|
particles. It is done right before and fixed after each particle draw function
|
|
to avoid effection fog on the water. A particle draw is done after the water
|
|
draw to make sure particles are rendered over the surface of the water. - Eradicator*/
|
|
|
|
// R_DrawWaterSurfaces ();
|
|
R_DrawMirrorSurfaces ();
|
|
|
|
// More fog right here :)
|
|
|
|
if ((viewcont & CONTENTS_WATER) && (fog_waterfog.value)){
|
|
gl_fog.value = oldfogen;
|
|
}
|
|
glDisable(GL_FOG);
|
|
// End of all fog code...
|
|
|
|
//glFogfv(GL_FOG_COLOR, color_black); //Stops triangle effect on particles
|
|
R_DrawParticles (); //Fixes particle & water bug
|
|
//glFogfv(GL_FOG_COLOR, fog_color); //Real fog colour
|
|
|
|
//Draw a poly over the screen (underwater, slime, blood hit)
|
|
R_DrawGlare() ;
|
|
R_PolyBlend ();
|
|
}
|