922 lines
22 KiB
C
922 lines
22 KiB
C
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/*
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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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// precalculated dot products for quantized angles
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extern float r_avertexnormal_dots_mdl[16][256];
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extern float r_avertexnormal_dots_md2[16][256];
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extern float *shadedots_mdl, *shadedots2_mdl;
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extern float *shadedots_md2, *shadedots2_md2;
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float lightlerpoffset;
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int lastposenum;
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int lastposenum0;
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void R_LightPoint (vec3_t p);
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int playertextures; // up to 16 color translated skins
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int c_brush_polys, c_alias_polys;
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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 d_lightstylevalue[256]; // 8.8 fraction of base light value
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extern vec3_t lightcolor;
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extern vec3_t lightspot;
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entity_t r_worldentity;
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entity_t *currententity;
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// view origin
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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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vec3_t modelorg;
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// screen size info
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refdef_t r_refdef;
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mleaf_t *r_viewleaf, *r_oldviewleaf;
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mplane_t frustum[4];
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texture_t *r_notexture_mip;
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// these are the only functions which are used in this file, rest is in gl_md2 and gl_mdl
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void GL_DrawAliasBlendedFrame (int frame, aliashdr_t *paliashdr, entity_t* e);
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void GL_DrawAliasBlendedFrame2 (int frame, aliashdr_t *paliashdr, entity_t* e);
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void R_SetupQ2AliasFrame (int frame, md2_t *pheader, entity_t *e);
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void GL_DrawAliasBlendedShadow (aliashdr_t *paliashdr, int pose1, int pose2, entity_t* e);
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void R_SetupBrushPolys (entity_t *e);
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void R_AnimateLight (void);
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void V_CalcBlend (void);
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void R_DrawSpriteModel (entity_t *e);
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void R_DrawWorld (void);
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void R_DrawWaterSurfaces (void);
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void R_DrawParticles (void);
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void R_MarkLeaves (void);
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void R_DrawGlows (entity_t *e);
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cvar_t r_norefresh = {"r_norefresh","0"};
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cvar_t r_drawviewmodel = {"r_drawviewmodel","1"};
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cvar_t r_speeds = {"r_speeds","0"};
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cvar_t r_shadows = {"r_shadows","0", true};
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cvar_t r_dynamic = {"r_dynamic","1"};
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cvar_t r_novis = {"r_novis","0"};
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cvar_t gl_clear = {"gl_clear","0", true};
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cvar_t gl_nocolors = {"gl_nocolors","0"};
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cvar_t centerfade = {"centerfade", "0", true}; // Tomaz - Fading CenterPrints
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cvar_t sbar_alpha = {"sbar_alpha", "1", true}; // Tomaz - Sbar Alpha
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cvar_t con_alpha = {"con_alpha", "0.5", true}; // Tomaz - Console Alpha
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cvar_t _wave = {"_wave", "0"}; // Tomaz - Water Wave
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cvar_t gl_glows = {"gl_glows", "1", true}; // Tomaz - Glow
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cvar_t r_bobbing = {"r_bobbing", "1", true}; // Tomaz - Bobbing Items
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cvar_t gl_fbr = {"gl_fbr", "1", true}; // Tomaz - Fullbrights
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cvar_t impaim = {"impaim", "1", true}; // Tomaz - Improved Aiming
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cvar_t gl_particles = {"gl_particles", "1", true}; // Tomaz - Particles
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cvar_t print_center_to_console = {"print_center_to_console", "0", true}; // Tomaz - Prints CenerString's to the console
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cvar_t gl_particle_fire = {"gl_particle_fire", "1", true}; // Tomaz - Fire Particles
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qboolean fog;
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float fogstart;
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float fogend;
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float fogred;
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float foggreen;
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float fogblue;
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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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if ((BoxOnPlaneSide (mins, maxs, &frustum[0]) == 2) ||
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(BoxOnPlaneSide (mins, maxs, &frustum[1]) == 2) ||
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(BoxOnPlaneSide (mins, maxs, &frustum[2]) == 2) ||
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(BoxOnPlaneSide (mins, maxs, &frustum[3]) == 2))
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return true;
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return false;
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}
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/*
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=============
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R_BlendedRotateForEntity
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=============
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*/
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void R_BlendedRotateForEntity (entity_t *e, int shadow) // Tomaz - New Shadow
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{
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float timepassed;
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float blend;
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vec3_t d;
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int i;
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// positional interpolation
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timepassed = realtime - e->translate_start_time;
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if (e->translate_start_time == 0 || timepassed > 1)
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{
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e->translate_start_time = realtime;
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VectorCopy (e->origin, e->origin1);
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VectorCopy (e->origin, e->origin2);
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}
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if (!VectorCompare (e->origin, e->origin2))
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{
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e->translate_start_time = realtime;
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VectorCopy (e->origin2, e->origin1);
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VectorCopy (e->origin, e->origin2);
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blend = 0;
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}
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else
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{
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blend = (timepassed * 10) * slowmo.value; // Tomaz - Speed
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if (cl.paused || blend > 1) blend = 1;
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}
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VectorSubtract (e->origin2, e->origin1, d);
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glTranslatef (
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e->origin1[0] + (blend * d[0]),
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e->origin1[1] + (blend * d[1]),
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e->origin1[2] + (blend * d[2]));
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// orientation interpolation (Euler angles, yuck!)
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timepassed = realtime - e->rotate_start_time;
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if (e->rotate_start_time == 0 || timepassed > 1)
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{
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e->rotate_start_time = realtime;
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VectorCopy (e->angles, e->angles1);
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VectorCopy (e->angles, e->angles2);
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}
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if (!VectorCompare (e->angles, e->angles2))
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{
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e->rotate_start_time = realtime;
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VectorCopy (e->angles2, e->angles1);
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VectorCopy (e->angles, e->angles2);
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blend = 0;
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}
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else
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{
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blend = (timepassed * 10) * slowmo.value; // Tomaz - Speed
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if (cl.paused || blend > 1) blend = 1;
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}
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VectorSubtract (e->angles2, e->angles1, d);
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// always interpolate along the shortest path
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for (i = 0; i < 3; i++)
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{
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if (d[i] > 180)
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{
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d[i] -= 360;
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}
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else if (d[i] < -180)
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{
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d[i] += 360;
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}
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}
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// Tomaz - New Shadow Begin
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glRotatef ( e->angles1[1] + ( blend * d[1]), 0, 0, 1);
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if (shadow==0)
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{
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glRotatef (-e->angles1[0] + (-blend * d[0]), 0, 1, 0);
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glRotatef ( e->angles1[2] + ( blend * d[2]), 1, 0, 0);
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}
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// Tomaz - New Shadow End
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glScalef (e->scale, e->scale, e->scale); // Tomaz - QC Scale
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}
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// Tomaz - Model Transform Interpolation End
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/*
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=================
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R_RotateForEntity
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functions used to draw the weapon models, so we don't have that nasty effect
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=================
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*/
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void R_RotateForEntity (entity_t *e, int shadow)
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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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if (shadow == 0)
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{
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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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glScalef (e->scale, e->scale, e->scale); // Tomaz - QC Scale
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}
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qboolean weaponmodel = false;
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/*
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=================
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R_DrawAliasModel
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Common function used both by mdl and md2, so we put it in gl_rmain
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=================
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*/
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void R_DrawAliasModel (entity_t *e, int cull)
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{
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int i, lnum, anim;
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float add;
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md2_t *pheader; // Tomaz - Quake2 Models
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vec3_t dist, mins, maxs;
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model_t *clmodel;
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aliashdr_t *paliashdr;
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clmodel = currententity->model;
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VectorAdd (currententity->origin, clmodel->mins, mins);
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VectorAdd (currententity->origin, clmodel->maxs, maxs);
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if (!strcmp (currententity->model->name, "progs/fire.mdl"))
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{
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R_Fire(currententity, false);
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}
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if (!strcmp (currententity->model->name, "progs/fire2.mdl"))
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{
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R_Fire(currententity, true);
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return;
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}
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if (!strcmp (currententity->model->name, "progs/fire3.mdl"))
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{
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R_BlueFire(currententity, true);
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return;
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}
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if (cull && R_CullBox (mins, maxs))
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return;
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VectorSubtract (r_origin, currententity->origin, modelorg);
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// HACK HACK HACK -- no fullbright colors, so make torches full light
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if (clmodel->fullbright)
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{
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lightcolor[0] = lightcolor[1] = lightcolor[2] = 256 / 200; // Tomaz - Lit Support
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}
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else
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{
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float ang_ceil, ang_floor;
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//
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// get lighting information
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//
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R_LightPoint(currententity->origin); // Tomaz - Lit Support
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for (lnum = 0; lnum < MAX_DLIGHTS; lnum++)
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{
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if (cl_dlights[lnum].die >= cl.time)
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{
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VectorSubtract (currententity->origin,
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cl_dlights[lnum].origin,
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dist);
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add = cl_dlights[lnum].radius - Length(dist);
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// Tomaz - Lit Support Begin
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if (add > 0)
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{
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lightcolor[0] += add * cl_dlights[lnum].color[0];
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lightcolor[1] += add * cl_dlights[lnum].color[1];
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lightcolor[2] += add * cl_dlights[lnum].color[2];
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}
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// Tomaz - Lit Support End
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}
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}
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// add pitch angle so lighting changes when looking up/down (mainly for viewmodel)
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lightlerpoffset = e->angles[1] * (16 / 360.0);
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ang_ceil = ceil(lightlerpoffset);
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ang_floor = floor(lightlerpoffset);
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lightlerpoffset = ang_ceil - lightlerpoffset;
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shadedots_mdl = r_avertexnormal_dots_mdl[(int)ang_ceil & (16 - 1)];
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shadedots_md2 = r_avertexnormal_dots_md2[(int)ang_ceil & (16 - 1)];
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shadedots2_mdl = r_avertexnormal_dots_mdl[(int)ang_floor & (16 - 1)];
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shadedots2_md2 = r_avertexnormal_dots_md2[(int)ang_floor & (16 - 1)];
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// Tomaz - Lit Support Begin
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lightcolor[0] = lightcolor[0] * 0.005;
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lightcolor[1] = lightcolor[1] * 0.005;
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lightcolor[2] = lightcolor[2] * 0.005;
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// Tomaz - Lit Support End
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if (!lightcolor[0] && !lightcolor[1] && !lightcolor[2])
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{
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VectorCopy (lightcolor, currententity->last_light);
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}
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else
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{
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VectorAdd (lightcolor, currententity->last_light, lightcolor);
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VectorScale (lightcolor, 0.5f, lightcolor);
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VectorCopy (lightcolor, currententity->last_light);
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}
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}
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//
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// locate the proper data
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//
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if (clmodel->aliastype == ALIASTYPE_MDL)
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{
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paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);
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c_alias_polys += paliashdr->numtris;
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}
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else
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{
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pheader = (md2_t *)Mod_Extradata (currententity->model);
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c_alias_polys += pheader->num_tris;
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}
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//
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// draw all the triangles
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//
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glPushMatrix ();
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// prevent viemodels from messing up
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if (!weaponmodel)
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{
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R_BlendedRotateForEntity (e, 0);
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}
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else
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{
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R_RotateForEntity (e, 0);
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}
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if (clmodel->aliastype == ALIASTYPE_MDL)
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{
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glTranslatef (paliashdr->scale_origin[0], paliashdr->scale_origin[1], paliashdr->scale_origin[2]);
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glScalef (paliashdr->scale[0], paliashdr->scale[1], paliashdr->scale[2]);
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anim = (int)(cl.time*10) & 3;
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glBindTexture (GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->skinnum][anim]);
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glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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// we can't dynamically colormap textures, so they are cached
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// seperately for the players. Heads are just uncolored.
|
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if (currententity->colormap != vid.colormap && !gl_nocolors.value)
|
||
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{
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i = currententity - cl_entities;
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if (i >= 1 && i<=cl.maxclients /* && !strcmp (currententity->model->name, "progs/player.mdl") */)
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glBindTexture (GL_TEXTURE_2D, playertextures - 1 + i);
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}
|
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GL_DrawAliasBlendedFrame (currententity->frame, paliashdr, currententity);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||
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||
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if (paliashdr->fb_texturenum[currententity->skinnum][anim] && gl_fbr.value)
|
||
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{
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glBindTexture (GL_TEXTURE_2D, paliashdr->fb_texturenum[currententity->skinnum][anim]);
|
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GL_DrawAliasBlendedFrame (currententity->frame, paliashdr, currententity);
|
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}
|
||
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||
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glPopMatrix ();
|
||
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|
||
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// Glow flare begin - see gl_flares.c for more info
|
||
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if (gl_glows.value)
|
||
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if (clmodel->glow_radius)
|
||
|
R_DrawGlows (currententity);
|
||
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|
||
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if (r_shadows.value)
|
||
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{
|
||
|
if (!clmodel->noshadow)
|
||
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{
|
||
|
// Tomaz - New Shadow Begin
|
||
|
trace_t downtrace;
|
||
|
vec3_t downmove;
|
||
|
// Tomaz - New Shadow End
|
||
|
|
||
|
glPushMatrix ();
|
||
|
|
||
|
R_BlendedRotateForEntity (e, 1);
|
||
|
|
||
|
VectorCopy (e->origin, downmove);
|
||
|
|
||
|
downmove[2] = downmove[2] - 4096;
|
||
|
memset (&downtrace, 0, sizeof(downtrace));
|
||
|
SV_RecursiveHullCheck (cl.worldmodel->hulls, 0, 0, 1, e->origin, downmove, &downtrace);
|
||
|
|
||
|
glDisable (GL_TEXTURE_2D);
|
||
|
glColor4f (0,0,0,(currententity->alpha - ((mins[2]-downtrace.endpos[2])/60)));
|
||
|
glDepthMask (false);
|
||
|
GL_DrawAliasBlendedShadow (paliashdr, lastposenum0, lastposenum, currententity);
|
||
|
glDepthMask (true);
|
||
|
glEnable (GL_TEXTURE_2D);
|
||
|
glColor4f (1,1,1,1);
|
||
|
glPopMatrix ();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
glBindTexture (GL_TEXTURE_2D, pheader->gl_texturenum[currententity->skinnum]);
|
||
|
R_SetupQ2AliasFrame (currententity->frame, pheader, currententity);
|
||
|
}
|
||
|
|
||
|
glPopMatrix ();
|
||
|
}
|
||
|
//==================================================================================
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
R_SetupTransEntities
|
||
|
=============
|
||
|
*/
|
||
|
void R_SetupTransEntities (void)
|
||
|
{
|
||
|
int i;
|
||
|
|
||
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
||
|
{
|
||
|
currententity = cl_visedicts[i];
|
||
|
|
||
|
currententity->contents = Mod_PointInLeaf(currententity->origin, cl.worldmodel)->contents;
|
||
|
|
||
|
if ((currententity->model->type == mod_alias) &&
|
||
|
(currententity == &cl_entities[cl.viewentity]))
|
||
|
currententity->angles[0] *= 0.3f;
|
||
|
|
||
|
if ((currententity->alpha > 1) ||
|
||
|
(currententity->alpha <= 0))
|
||
|
currententity->alpha = 1;
|
||
|
|
||
|
if ((currententity->scale > 4) ||
|
||
|
(currententity->scale <= 0))
|
||
|
currententity->scale = 1;
|
||
|
|
||
|
currententity->solid = false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
R_SortTransEntities
|
||
|
=============
|
||
|
*/
|
||
|
void R_SortTransEntities (void)
|
||
|
{
|
||
|
int i;
|
||
|
float bestdist, dist;
|
||
|
entity_t *bestent;
|
||
|
vec3_t start, test;
|
||
|
|
||
|
VectorCopy(r_refdef.vieworg, start);
|
||
|
|
||
|
transgetent:
|
||
|
bestdist = 0;
|
||
|
for (i=0 ; i<cl_numvisedicts ; i++)
|
||
|
{
|
||
|
currententity = cl_visedicts[i];
|
||
|
|
||
|
if (currententity->solid)
|
||
|
continue;
|
||
|
|
||
|
VectorCopy (currententity->origin, test);
|
||
|
|
||
|
if (currententity->model->type == mod_brush)
|
||
|
{
|
||
|
test[0] += currententity->model->mins[0];
|
||
|
test[1] += currententity->model->mins[1];
|
||
|
test[2] += currententity->model->mins[2];
|
||
|
}
|
||
|
|
||
|
dist = (((test[0] - start[0]) * (test[0] - start[0])) +
|
||
|
((test[1] - start[1]) * (test[1] - start[1])) +
|
||
|
((test[2] - start[2]) * (test[2] - start[2])));
|
||
|
|
||
|
if (dist > bestdist)
|
||
|
{
|
||
|
bestdist = dist;
|
||
|
bestent = currententity;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (bestdist == 0)
|
||
|
return;
|
||
|
|
||
|
bestent->solid = true;
|
||
|
|
||
|
currententity = bestent;
|
||
|
|
||
|
switch (currententity->model->type)
|
||
|
{
|
||
|
case mod_alias:
|
||
|
R_DrawAliasModel (currententity, true);
|
||
|
break;
|
||
|
case mod_brush:
|
||
|
R_SetupBrushPolys (currententity);
|
||
|
break;
|
||
|
case mod_sprite:
|
||
|
R_DrawSpriteModel (currententity);
|
||
|
break;
|
||
|
default:
|
||
|
break;
|
||
|
}
|
||
|
|
||
|
goto transgetent;
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
R_DrawViewModel
|
||
|
=============
|
||
|
*/
|
||
|
void R_DrawViewModel (void)
|
||
|
{
|
||
|
|
||
|
if (!r_drawviewmodel.value)
|
||
|
return;
|
||
|
|
||
|
if (chase_active.value)
|
||
|
return;
|
||
|
|
||
|
if (cl.items & IT_INVISIBILITY)
|
||
|
return;
|
||
|
|
||
|
if (cl.stats[STAT_HEALTH] <= 0)
|
||
|
return;
|
||
|
|
||
|
currententity = &cl.viewent;
|
||
|
if (!currententity->model)
|
||
|
return;
|
||
|
|
||
|
// Tomaz - QC Alpha Scale Begin
|
||
|
currententity->alpha = cl_entities[cl.viewentity].alpha;
|
||
|
currententity->scale = cl_entities[cl.viewentity].scale;
|
||
|
|
||
|
if ((currententity->alpha > 1) ||
|
||
|
(currententity->alpha <= 0))
|
||
|
currententity->alpha = 1;
|
||
|
|
||
|
if ((currententity->scale > 4) ||
|
||
|
(currententity->scale <= 0))
|
||
|
currententity->scale = 1;
|
||
|
// Tomaz - QC Alpha Scale End
|
||
|
|
||
|
// hack the depth range to prevent view model from poking into walls
|
||
|
glDepthRange (gldepthmin, gldepthmin + 0.3*(gldepthmax-gldepthmin));
|
||
|
weaponmodel = true;
|
||
|
R_DrawAliasModel (currententity, false);
|
||
|
weaponmodel = false;
|
||
|
glDepthRange (gldepthmin, gldepthmax);
|
||
|
}
|
||
|
|
||
|
extern cvar_t brightness; // muff
|
||
|
// idea originally nicked from LordHavoc
|
||
|
// re-worked + extended - muff 5 Feb 2001
|
||
|
// called inside polyblend
|
||
|
|
||
|
void DoGamma(void)
|
||
|
{
|
||
|
if (brightness.value < 0.2f)
|
||
|
brightness.value = 0.2f;
|
||
|
if (brightness.value >= 1)
|
||
|
{
|
||
|
brightness.value = 1;
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// believe it or not this actually does brighten the picture!!
|
||
|
glBlendFunc (GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
glColor4f (1, 1, 1, brightness.value);
|
||
|
glBegin (GL_QUADS);
|
||
|
glVertex3f (10, 100, 100);
|
||
|
glVertex3f (10, -100, 100);
|
||
|
glVertex3f (10, -100, -100);
|
||
|
glVertex3f (10, 100, -100);
|
||
|
|
||
|
// if we do this twice, we double the brightening effect for a wider range of gamma's
|
||
|
glVertex3f (11, 100, 100);
|
||
|
glVertex3f (11, -100, 100);
|
||
|
glVertex3f (11, -100, -100);
|
||
|
glVertex3f (11, 100, -100);
|
||
|
glEnd ();
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
R_PolyBlend
|
||
|
============
|
||
|
*/
|
||
|
void R_PolyBlend (void)
|
||
|
{
|
||
|
if (brightness.value == 1 && !v_blend[3])
|
||
|
return;
|
||
|
|
||
|
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 (brightness.value != 1)
|
||
|
{
|
||
|
DoGamma();
|
||
|
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
||
|
}
|
||
|
|
||
|
glEnable (GL_TEXTURE_2D);
|
||
|
glEnable (GL_DEPTH_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
|
||
|
{
|
||
|
|
||
|
RotatePointAroundVector( frustum[0].normal, vup, vpn, -(90-r_refdef.fov_x * 0.5 ) ); // Tomaz - Speed
|
||
|
RotatePointAroundVector( frustum[1].normal, vup, vpn, 90-r_refdef.fov_x * 0.5 ); // Tomaz - Speed
|
||
|
RotatePointAroundVector( frustum[2].normal, vright, vpn, 90-r_refdef.fov_y * 0.5 ); // Tomaz - Speed
|
||
|
RotatePointAroundVector( frustum[3].normal, vright, vpn, -( 90 - r_refdef.fov_y * 0.5 ) ); // Tomaz - Speed
|
||
|
}
|
||
|
|
||
|
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)
|
||
|
{
|
||
|
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 ();
|
||
|
|
||
|
c_brush_polys = 0;
|
||
|
c_alias_polys = 0;
|
||
|
|
||
|
}
|
||
|
|
||
|
|
||
|
void MYgluPerspective( GLdouble fovy, GLdouble aspect, GLdouble zNear, GLdouble zFar )
|
||
|
{
|
||
|
GLdouble xmin, xmax, ymin, ymax;
|
||
|
|
||
|
ymax = zNear * tan( fovy * 0.008726646259971); // Tomaz Speed
|
||
|
ymin = -ymax;
|
||
|
|
||
|
xmin = ymin * aspect;
|
||
|
xmax = ymax * aspect;
|
||
|
|
||
|
glFrustum( xmin, xmax, ymin, ymax, zNear, zFar );
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
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;
|
||
|
|
||
|
glCullFace (GL_FRONT);
|
||
|
|
||
|
// 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;
|
||
|
|
||
|
glViewport (glx + x, gly + y2, w, h);
|
||
|
screenaspect = (float)r_refdef.vrect.width/r_refdef.vrect.height;
|
||
|
MYgluPerspective (r_refdef.fov_y, screenaspect, 4, 8193);
|
||
|
|
||
|
|
||
|
glMatrixMode(GL_MODELVIEW);
|
||
|
glLoadIdentity ();
|
||
|
|
||
|
glRotatef (-90, 1, 0, 0); // put Z going up
|
||
|
glRotatef (90, 0, 0, 1); // put Z going up
|
||
|
glRotatef (-r_refdef.viewangles[2], 1, 0, 0);
|
||
|
glRotatef (-r_refdef.viewangles[0], 0, 1, 0);
|
||
|
glRotatef (-r_refdef.viewangles[1], 0, 0, 1);
|
||
|
glTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);
|
||
|
|
||
|
glGetFloatv (GL_MODELVIEW_MATRIX, r_world_matrix);
|
||
|
|
||
|
//
|
||
|
// set drawing parms
|
||
|
//
|
||
|
|
||
|
glEnable(GL_DEPTH_TEST);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
R_Clear
|
||
|
=============
|
||
|
*/
|
||
|
void R_Clear (void)
|
||
|
{
|
||
|
if (gl_clear.value)
|
||
|
glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||
|
else
|
||
|
glClear (GL_DEPTH_BUFFER_BIT);
|
||
|
|
||
|
gldepthmin = 0;
|
||
|
gldepthmax = 1;
|
||
|
glDepthFunc (GL_LEQUAL);
|
||
|
|
||
|
glDepthRange (gldepthmin, gldepthmax);
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
=============
|
||
|
R_RenderScene
|
||
|
=============
|
||
|
*/
|
||
|
|
||
|
void R_MoveParticles ();
|
||
|
|
||
|
void R_RenderScene (void)
|
||
|
{
|
||
|
vec3_t colors;
|
||
|
|
||
|
double time1, time2;
|
||
|
|
||
|
if (r_norefresh.value)
|
||
|
return;
|
||
|
|
||
|
if (r_speeds.value)
|
||
|
{
|
||
|
glFinish ();
|
||
|
time1 = Sys_FloatTime ();
|
||
|
c_brush_polys = 0;
|
||
|
c_alias_polys = 0;
|
||
|
}
|
||
|
|
||
|
R_SetupFrame ();
|
||
|
|
||
|
R_PushDlights ();
|
||
|
|
||
|
R_SetFrustum ();
|
||
|
|
||
|
R_SetupGL ();
|
||
|
|
||
|
R_MarkLeaves (); // done here so we know if we're in water
|
||
|
|
||
|
R_DrawWorld (); // adds static entities to the list
|
||
|
|
||
|
R_SetupTransEntities ();
|
||
|
|
||
|
R_MoveParticles ();
|
||
|
|
||
|
R_DrawWaterSurfaces ();
|
||
|
|
||
|
R_SortTransEntities ();
|
||
|
|
||
|
R_DrawParticles ();
|
||
|
|
||
|
S_ExtraUpdate (); // don't let sound get messed up if going slow
|
||
|
|
||
|
if (r_speeds.value)
|
||
|
{
|
||
|
time2 = Sys_FloatTime ();
|
||
|
Con_Printf ("%3i ms %4i wpoly %4i epoly\n", (int)((time2-time1)*1000), c_brush_polys, c_alias_polys);
|
||
|
}
|
||
|
|
||
|
glDisable(GL_FOG);
|
||
|
|
||
|
if (fog)
|
||
|
{
|
||
|
glFogi(GL_FOG_MODE, GL_LINEAR);
|
||
|
colors[0] = fogred;
|
||
|
colors[1] = foggreen;
|
||
|
colors[2] = fogblue;
|
||
|
glFogfv(GL_FOG_COLOR, colors);
|
||
|
glFogf(GL_FOG_START, fogstart);
|
||
|
glFogf(GL_FOG_END, fogend);
|
||
|
glEnable(GL_FOG);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
/*
|
||
|
============
|
||
|
R_RenderView
|
||
|
============
|
||
|
*/
|
||
|
void R_RenderView (void)
|
||
|
{
|
||
|
if (!r_worldentity.model || !cl.worldmodel)
|
||
|
Host_Error ("R_RenderView: NULL worldmodel");
|
||
|
|
||
|
R_Clear ();
|
||
|
R_RenderScene();
|
||
|
R_DrawViewModel ();
|
||
|
R_PolyBlend ();
|
||
|
}
|